The world of Final Fantasy 14 starting 5 years after the 7th umbral calamity.
Played | 40 times |
Cloned | 2 times |
Created | 26 days ago |
Last Updated | 1 days ago |
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Sticky Tongue
As a Blue Mage cantrip, you extend a magical, sticky tongue from your mouth, reaching up to 30 feet. You can pull an object or creature closer to you, potentially disrupting their position or causing them to drop items they are holding.

Toad Oil
You cover your skin in a thin sheen of magical slime, granting you enhanced protection and agility. For the duration of the spell, you gain a +2 bonus to your Armor Class and have advantage on all Dexterity checks and saving throws.

Water Cannon
A powerful blue mage cantrip learned from observing of an infant kraken, the user unleashes a concentrated jet of water that strikes with incredible speed. This spell is favored by blue mages for its ability to deal damage while showcasing their connection to aquatic creatures.

Chirp
A soothing melody emanates from the caster, lulling nearby creatures into a deep slumber. Targets within range must resist the enchanting sound or fall asleep for the duration of the spell. Blue magic.

Draconic Transformation
With a roar, you draw on the magic of dragons to transform yourself, gaining draconic features. You gain blindsight with a range of 30 feet, allowing you to see anything that isn’t behind total cover, even if you’re blinded or in darkness. You can also exhale shimmering energy in a 60-foot cone as a breath weapon, dealing 6d8 force damage on a failed Dexterity saving throw, or half as much on a success. Additionally, incorporeal wings sprout from your back, granting you a flying speed of 60 feet.

Crown of Stars
You create seven star-like motes of light that orbit your head. As a bonus action, you can send a mote streaking toward a target within 120 feet, making a ranged spell attack. On a hit, the target takes 4d12 radiant damage, and the mote is expended. If you have four or more motes, they shed bright light in a 30-foot radius and dim light for an additional 30 feet; with one to three motes, they shed only dim light in a 30-foot radius. The spell ends when the last mote is used.

Investiture of Wind
Until the spell ends, wind whirls around you, granting you several benefits. Ranged weapon attacks against you have disadvantage, and you gain a flying speed of 60 feet. You can create a 15-foot cube of swirling wind that forces creatures within to make a Constitution saving throw, dealing 2d10 bludgeoning damage on a failure, or half on a success. Additionally, Large or smaller creatures that fail the save are pushed up to 10 feet away from the center of the cube.

Investiture of Stone
Until the spell ends, bits of rock spread across your body, granting you resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You can create a small earthquake in a 15-foot radius, forcing creatures to make a Dexterity saving throw or be knocked prone. You can traverse difficult terrain made of earth or stone without extra movement and move through solid earth or stone as if it were air, but cannot end your movement there, resulting in ejection to the nearest unoccupied space and stunning until the end of your next turn.

Binding Ice
burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

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. At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spectral Sword
You create a spectral sword that hovers within range, lasting for the duration. When the sword appears, make a melee spell attack against a target within 5 feet; on a hit, the target takes 4d12 Force damage plus your spellcasting ability modifier. On subsequent turns, you can use a Bonus Action to move the sword up to 30 feet and repeat the attack against the same or a different target.

Catapult
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8 for each slot level above 1st.

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.

Transformation
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you gain 50 temporary hit points, advantage on attack rolls with simple and martial weapons, and deal an extra 2d12 force damage on weapon hits. You gain proficiency with all armor, shields, simple and martial weapons, and in Strength and Constitution saving throws. You can attack twice when you take the Attack action, and must succeed on a DC 15 Constitution saving throw after the spell ends or gain one level of exhaustion.

Otherworldly Guise
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes to transform yourself. You gain immunity to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes), and immunity to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). Spectral wings grant you a flying speed of 40 feet, and you gain a +2 bonus to AC. All your weapon attacks become magical, allowing you to use your spellcasting ability modifier for attack and damage rolls. You can attack twice when you take the Attack action, unless you already have a feature that allows multiple attacks.

Thunder Step
You teleport yourself to an unoccupied space you can see within range. A thunderous boom sounds as you disappear, forcing each creature within 10 feet of your departure point to make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much on a success. The thunder can be heard from up to 300 feet away. You can also bring along objects you can carry and one willing creature of your size or smaller, provided they are within 5 feet of you and there is space for them at the destination.

Mass Polymorph
You transform up to ten creatures of your choice that you can see within range into beasts of your choice. Unwilling targets must succeed on a Wisdom saving throw to resist the transformation, while shapechangers automatically succeed. Each target assumes a beast form with statistics replaced by the chosen beast, retaining hit points, alignment, and personality. They gain temporary hit points equal to the new form's hit points, reverting to normal when these are depleted or if the spell ends. The spell lasts up to an hour, and targets cannot speak, cast spells, or use their equipment in their new forms.

Wall of Light
A shimmering wall of bright light appears at a point you choose within range, blocking line of sight while allowing creatures and objects to pass through. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, emitting bright light for 120 feet and dim light for an additional 120 feet. Creatures in the area must make a Constitution saving throw, taking 4d8 radiant damage and becoming blinded on a failed save, or half damage on a success. A creature that ends its turn in the wall's area takes 4d8 radiant damage. You can also launch a beam of radiance from the wall at a target within 60 feet, dealing 4d8 radiant damage and reducing the wall's length by 10 feet with each attack. The spell ends when the wall's length reaches 0 feet.

Erupting Earth
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Chromatic Orb
You hurl a 4-inch-diameter sphere of energy at a creature you can see within range. Choose acid, cold, fire, lightning, poison, or thunder for the type of orb, and make a ranged spell attack. On a hit, the target takes 3d8 damage of the chosen type, increasing by 1d8 for each slot level above 1st.

Mighty Fortress
A fortress of stone erupts from a square area of ground, creating a fortified structure with turrets, walls, and a keep. The fortress includes a staff of invisible servants and can be customized in design, providing shelter and sustenance for its inhabitants. It can be damaged or destroyed by physical force. It has a staff of 100 invisible servants. This spell lasts for 7 days. If casted every 7 days in the same exact spot for 52 weeks, the fortress becomes permanant. If the spell is casted elsewhere while another is standing, or if the duration ends, the fortress will slowly melt into the ground and disappear, gently letting down any creatures that were inside.

Illusionary Dragon
By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. When the illusion appears, enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. 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 as much on a successful save.

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, and creatures with darkvision cannot see through it. Nonmagical light, as well as light created by spells of 8th level or lower, cannot illuminate the area. Within the sphere, shrieks, gibbering, and mad laughter can be heard, creating an unsettling atmosphere. 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.

Fire Storm
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw, taking 7d10 fire damage on a failed save, or half as much on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried, while plant life in the area is unaffected if you choose.

Druid's Grove
You invoke the spirits of nature to protect an area outdoors or underground, creating a magical ward that can be as small as a 30-foot cube or as large as a 90-foot cube. The warded area is heavily obscured by solid fog, filled with grasping undergrowth, animated grove guardians, and can include additional magical effects like gusts of wind or spike growth. Creatures specified as friends or those who speak a password are immune to these effects, and the ward lasts 24 hours or until dispelled, with each effect removable individually by dispel magic.

Grasping Vine
You conjure a vine that sprouts from the ground in an unoccupied space of your choice within range. The vine lashes out at a creature within 30 feet, pulling it 20 feet closer on a failed Dexterity saving throw. You can direct the vine to attack the same or a different creature as a bonus action on each of your turns.

Hunger of the Void
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

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 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.

Earthbind
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature, binding it to the ground. The target must succeed on a Strength saving throw or its flying speed is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Arcane Scorcher
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much on a successful one. The flames are intense and can ignite flammable objects in the area.
Crusader's Mantle
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

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.

Control Winds
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell: Gusts, Downdraft, or Updraft. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Wall of Sand
You conjure a wall of swirling sand at a point you can see within range. The wall is up to 30 feet long, 10 feet high, and 10 feet thick, blocking line of sight but not movement. Creatures within the wall's space are blinded and must spend 3 feet of movement for every 1 foot they move.

Immolation
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one. If it fails, the target burns for the spell’s duration, shedding 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, taking 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 the damage from this spell kills the target, it is turned to ash.

Far Step
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again, allowing for swift repositioning in combat or exploration.

Dawn
The light of dawn shines down on a specified location, creating a 30-foot-radius, 40-foot-high cylinder of bright sunlight. Creatures within the cylinder must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much on a success, and must repeat the saving throw at the end of their turns while inside the light.

Dance 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, either a zombie or a skeleton, gaining 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, issuing the same command to all of them within 60 feet. The creatures remain under your control until the spell ends, after which they become inanimate once more.

Investiture of Ice
Until the spell ends, ice rimes your body, and you gain the following benefits: You are immune to cold damage and have resistance to fire damage. You can move across difficult terrain created by ice or snow without spending extra movement. The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Investiture of Flame
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you, granting immunity to fire damage and resistance to cold damage. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose, forcing creatures in the line to make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a successful one.

Borrowed Knowledge
You draw on knowledge from spirits of the past, gaining insight into a specific skill. Choose one skill in which you lack proficiency; for the next hour, you gain proficiency in that skill, if you already have proficiency in that skill, you gain expertise. The spell ends early if you cast it again.

Summon Egi
Summon an Elemental Egi to assist you in battle. Choose between Ifrit (fire), Titan (earth), or Garuda (wind). Only one Egi may be present at a time; casting this spell while another Egi is summoned will cause the previous one to disappear. The Egi's stat block will be based on your own with thier own modifiers.

Summon Fey Familiar
You summon a fey companion from the realm of the Feywild. Choose one of the following pixies: Seline, who heals and supports; Eos, who provides buffs and assistance; or Aeoleus, who plays tricks and creates chaos. Only one pixie can be summoned at a time, and if another is already present, the previous one will vanish upon casting this spell. A pixie may be dismissed as a bonus action.

Lifestealer
You channel dark energy to empower your strikes. For the duration, your next melee attacks will siphon life from your foes, healing you for 50% of the damage dealt, rounded up. If cast at 2nd level or higher, the effect extends by one additional melee attack for each level above 1st.
Copycat
You gain the ability to magically imitate the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make a constitution saving throw. On a failed save, you mimic the knowledge of the spell if it is at least level 1 and of a level you can cast. For the next hour you have that spell prepared and may cast it 1 time without using a spell slot, any casting of it after the initial use will require a spell slot of that level to be used. If the spell you are copying is of a spell level higher than 4th you must spend a spell slot of equal value to the spell you are copying.

Compelled 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.

Destructive Wave
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Aura of Life
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Aura of Purity
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Staggering Smite
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Wrathful Smite
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Thunderous Smite
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 for each spell slot level above 1.

Hail of Thorns
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Misery's End
Target one creature. If the target is missing half of its hit points or more, it must make a Charisma saving throw. On a failed save, the target takes 4d10 psychic damage, feeling the weight of its own despair. If they have more than half thier hit points and fail the save, they become blinded for 1 turn.

Fever Pitch
Unleash a wave of psychic energy that targets enemies within 60 feet suffering from the Deafened, Frightened, and/or Poisoned conditions. Each affected enemy takes 1d10 psychic damage for one condition, 2d10 for two conditions, and 3d10 for all three, while the duration of each condition is extended by one round.

Windbite
You fling a musical note made of acid at a target, causing a sharp, resonant sound that can disorient and damage. If the note strikes true, it deals force damage and deafens the target for 2 turns.

Shadowbite
You fling a musical note made of darkness at a target, striking them with a haunting melody. On a hit, the target takes necrotic damage and must succeed on a Charisma saving throw or be frightened for the next 3 turns.

Caustic Bite
You fling a musical note made of acid at a target, dealing damage and potentially poisoning them. If the note strikes true, the target suffers acid damage and must make a Charisma saving throw or be poisoned until the end of their next turn.

Silent Nocturne
You reach out with a wave of your hand, pulling the very words from your target's mouth. The target must succeed on a Charisma saving throw or be rendered unable to speak for 1 minute, with the effect ending early if they take any damage during that time.

Nature's Minne
At the start of each of your next four turns, all allied creatures within 30 feet recover 1d4 hit points. This spell channels the restorative power of nature through song, allowing allies to regain vitality as the essence of the earth flows through them.

Radiant Finale
Concentrate all of your emotion into a single spark, channeling your inner power to enhance your next attack. You may add double your proficiency modifier and triple your Charisma modifier to your next damage roll of any kind, as radiant damage. This spell cannot be cast again until the spark has been used.

Heart to Heart
A wave of emotional magic washes over the area, affecting up to 6 creatures with an overwhelming emotion of your choice: Hope, Sorrow, Disgust, Catharsis, Pity, Fear, Anger, Anxiety, Shame, Boredom, or Longing. Affected creatures must make a Charisma saving throw or become overwhelmed with that emotion for up to 1 minute, suffering various effects based on the chosen emotion. A creature may willingly choose to fail the saving throw. When cast at 4th level or higher, include 2 creatures for every level cast above 3rd.

Power Word: Heal
A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Frost Fingers
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Spirit of Death
You call forth a spirit that embodies death, manifesting in an unoccupied space you can see within range. The spirit acts as an ally, sharing your initiative count and obeying your commands, taking the Dodge action if none are given. It disappears when reduced to 0 hit points or when the spell ends.

Platinum Shield
You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits: Cover. The creature has half cover. Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage. Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Gift of Gab
When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, causing each creature of your choice within 5 feet of you to forget everything you said within the last 60 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell, effectively altering their perception of your recent conversation.

Temporal Shunt
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Devastating Aging
You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target ages to the point where it has only 30 days left before it dies of old age, suffering disadvantage on attack rolls, ability checks, and saving throws, with its walking speed halved. Only the Wish spell or Greater Restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Scatter
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you, ensuring that the space is on the ground or a floor.

Ceremony
You perform one of several religious ceremonies, choosing from Atonement, Bless Water, Coming of Age, Dedication, Funeral Rite, Investiture, or Wedding. The target must be within 10 feet of you throughout the casting, and each ceremony has unique effects that can aid or protect the chosen creature.

Intellect Fortress
For the duration, you or one willing creature you can see within range gains resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. When cast using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd, provided they are within 30 feet of each other.

Mold Earth
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Silvery Barbs
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Frog Song
You choose a target creature and sing a magical melody. The target must make a Charisma saving throw; on a failure, both you and the target are polymorphed into frogs for 1 minute, unable to cast spells or use abilities. A successful save negates the effect entirely.

Peculiar Light
You conjure an orb of pulsating iridescent light that illuminates the surrounding area. Everything within the light's radius is perceived as if under the effects of truesight, allowing creatures to see through illusions and invisibility for the next 60 seconds. This spell does not work unless it is pitch darkness.

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You summon a clone of yourself that falls from the sky, targeting a creature below. The target must make a Dexterity saving throw; on a failure, it takes force damage equal to your missing hit points, while a success results in no damage. The clone vanishes upon impact, regardless of the outcome.

White Wind
Conjure a gentle magical breeze that heals all creatures within a 15-foot radius by an amount equal to your character level. This soothing wind revitalizes allies, mending their wounds and restoring their spirits.

Matra Magic
Target one creature and roll a d20. On a roll of 1, the creature's hit points are reduced to 1, regardless of their current total.

Pandora's Box
You target one creature and roll a d4 to determine the effect. On a roll of 1, the target takes unavoidable force damage equal to your level multiplied by 6 with no saving throw. On a roll of 2, the target is healed for an amount equal to your level multiplied by 2. On a roll of 3, the target becomes stunned, poisoned, blinded, and deafened for 4 rounds, ignoring resistances and immunities. On a roll of 4, the creature suffers disadvantage on all attack rolls and saving throws for the next 6 rounds.

Aqualung
Envelops a target in a bubble of water, rendering them incapacitated unless they succeed on a Strength saving throw. The target can attempt to escape at the start of each of their turns, making a new saving throw; on failure, they take 4d6 force damage.

Adamantoise Shell
While attuned to this spell, your Armor Class becomes 19, regardless of your Dexterity modifier or equipped gear. You do not benefit from wearing armor or using a shield, as the protective shell envelops you, granting you formidable defense for 1 hour.

Ahriman's Gaze
You unleash a paralyzing gaze that affects all creatures within a 10-foot cone. Each creature must make a Wisdom saving throw against your spell save DC or become paralyzed until the end of your next turn. For each level of the spell slot expended above the first, the cone's size increases by 5 feet.

Choco Meteor
You drop a large chunk of crystallized aether at a target location within 120 feet, causing it to explode in a 20-foot radius sphere. Each creature in the area must make a Dexterity saving throw or take force damage equal to twice the level of the spell slot spent, or half as much on a success. For each level above 4th, increase the radius by 5 feet.

Crab's Grapple
When you use your Attack action to grapple a creature of your size or smaller, you gain advantage on your Strength (Athletics) check. This spell enhances your grappling ability, allowing you to hold your target more effectively, reminiscent of a crab's powerful pincers.

Elbst's Water Bomb
Unleash a massive sphere of water that explodes in a 20ft. radius at a location you can see within 60ft. of you. All creatures in the affected area must make a Constitution saving throw, taking 2d8 cold damage on a failure and half as much on a success, where the damage increases by 2d8 for each spell slot level above 3rd.

Wolf's Pack Tactics
Harness the primal instincts of a wolf pack, gaining enhanced ferocity in battle. For every ally within 5 feet of your target, you deal additional damage equal to your proficiency modifier multiplied by the number of allies next to the target.

Tonberry's Grudge
The target is haunted by the weight of their own actions, forced to confront the pain they have inflicted. They must make a Charisma saving throw; on a failure, they take psychic damage equal to the last damage they dealt, and on a success, they take half that amount.

Shark's Blood Frenzy
You tap into the primal instincts of a predator, gaining a surge of ferocity. Until the end of your next turn, you have advantage on melee attack rolls against any creature that doesn’t have all its hit points, embodying the relentless nature of a shark in a feeding frenzy.

Mindflayer Blast
Release a blast of psychic energy from your mouth. All creatures in a 15ft. cone make an Intelligence saving throw against your Spell Save DC. On a failure, they become stunned for 1 minute and take #d8 psychic damage, where # is equal to the level of the spell slot spent. On a success they take half as much damage and are not stunned. They may repeat the save as an action on their turn.

Flamethrower Breath
You release a crawling plume of flames in a 15ft. cone originating from your mouth. All creatures in the affected area must make a Dexterity saving throw or take #d6 fire damage on a failure or half as much on a success where # is equal to the level of the spell slot spent. For each level of the spent spell slot above 1st, you may increase the the size of the cone by 5 feet.

Coeurl Blaster
Unleash a burst of electricity in a 30ft. cone originating from you. Each creature in the effected area must make a Dexterity saving throw, taking #d8 lightning damage on a failure and half as much on a success where # is twice the level of the spell slot spent. For each level of the spent spell slot above 3rd, you may increase the radius of the size of the cone by 5 feet.

1000 Needles
As a reaction to being attacked by a melee weapon, you unleash a flurry of aetherial needles in a 5ft. radius. Creatures in range must make a Dexterity saving throw, taking 1d10 piercing damage on a failure and half as much on a success. Those who fail are poisoned for one minute and cannot make attacks of opportunity. For every spell level cast at 2nd and above, increase the damage by 1d10 for every spell level cast above 1st.

Antlion's Antennae
While attuned to this spell, you gain the ability to sense vibrations through the ground, granting you 30 feet of Tremorsense for 1 hour. You can detect and pinpoint the origin of vibrations within this radius, as long as you and the source are in contact with the same ground or substance; however, this ability does not work on flying or incorporeal creatures.

Ram's Voice
Unleash a chilling roar that echoes through the air, affecting all enemies within a 10-foot radius. Those caught in the area must make a Dexterity saving throw or take 4d10 cold damage and have their movement halved for one round; on a successful save, they take half damage and are not hindered. When cast at 4th level or higher, increase the damage by 1d10 for every spell level above 3rd.

Mighty Guard
You choose a target and raise its armor class by 2 for the duration of the spell. For the next 3 rounds, the target gains resistance to fire, cold, lightning, piercing, bludgeoning, slashing, necrotic, and radiant damage, making them significantly harder to harm.

Flying Sardine
Conjure a magical sardine and fling it at your target. The sardine passes through physical objects and follows a target that is running, ensuring it always finds its mark. Upon impact, it deals 1d4 bludgeoning damage. If the target has a face, it will ALWAYS hit them in the face. Damage increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 16.

Tether Essence
You create a magical link between two creatures, allowing them to share damage and healing. If one creature takes damage or is healed, the same amount is applied to the other, and if either is reduced to 0 hit points, the link ends for both.

Snowball Storm
flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Bone of the Earth
You cause up to six pillars of stone to burst from the ground in visible locations within range. Each pillar is a 5-foot diameter cylinder, rising up to 30 feet tall, with AC 5 and 30 hit points. When a pillar is reduced to 0 hit points, it crumbles into rubble, creating difficult terrain in a 10-foot radius. If a pillar appears under a Medium or smaller creature, they must succeed on a Dexterity saving throw or be lifted by the pillar. If a pillar is obstructed by a ceiling, creatures on it take 6d6 bludgeoning damage and are restrained until they succeed on a Strength or Dexterity check against the spell's DC. Casting at higher levels allows for additional pillars.

Earthen Grasp
You conjure a hand made of compacted soil that rises from the ground to grasp a creature. The target must make a Strength saving throw; on a failure, it takes 2d6 bludgeoning damage and is restrained. As an action, you can cause the hand to crush the restrained target, dealing an additional 2d6 bludgeoning damage on a failed save. The target can attempt to escape by making a Strength check against your spell save DC. You can also move the hand to a different target or location, releasing any restrained target in the process.

Self-Destruct
You channel your life force into a powerful explosion, dealing damage to yourself and all creatures within a 30ft range. The explosion is a manifestation of your life force, leaving you incapacitated, unconscious and prone with 0hp with 1 failed death save. The damage is equal to your max HP x2 as force damage and cannot be saved or resisted.

Bad Breath
You unleash a foul stench in a 15-foot cone, causing creatures within to gag and choke. Affected creatures must succeed on a Constitution saving throw or take 3d12 poison damage and become Blinded, Deafened, Poisoned, Frightened and Stunned for up to 3 rounds. If they succeed, they take half damage and are not affected by any conditions.

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.

Sickening Radiance
A dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. Creatures that enter or start their turn in the area must make a Constitution saving throw or take 4d10 radiant damage, gain one level of exhaustion, and emit dim light, negating invisibility.

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 with an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 8d6 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 to end the effect.

Dust Devil
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Primordial Ward
You gain resistance to acid, cold, fire, lightning, and thunder damage for the duration of the spell. When you take damage of one of these types, you can use your reaction to gain immunity to that type of damage, including the triggering damage, until the end of your next turn, after which the spell ends.

Foe's Requiem
You unleash a haunting melody that targets a number of creatures equal to your proficiency modifier within range, causing them to experience overwhelming despair. The targets must make a Charisma saving throw or take 3d6 + your Charisma modifier in psychic damage and be stunned; on a successful save, they take half damage and are not stunned.

Army's Paeon
You unleash a powerful melody that inspires a number of creatures equal to your proficiency, modifier., granting them enhanced skill and resilience. For the duration, affected allies gain a temporary bonus to their attack rolls equal to your charisma modifier, and a temporary bonus to thier hit points equal to your charisma modifier x3.

Wanderer's Minuet
You weave a magical melody that enchants a number of features equal to your proficiency modifier, granting them enhanced movement and agility. For the duration of 10 minutes, affected allies can move through difficult terrain without penalty and gain a bonus to their movement speed equal to your charisma modifier x5.

Mage's Ballad
You sing a magical song that inspires your allies, allowing a number of creatures equal to your proficiency modifier to cast a spell of 2nd level or lower from their spell list without expending a spell slot. The spells must be cast within 1 minute after the song ends, and they do not need to be prepared, but must be known by the caster.

Swift Quiver
When you cast this spell, you can make two attacks with a weapon that fires Arrows or Bolts as a Bonus Action for 2 minutes. The spell magically creates the necessary ammunition for each attack, which deals damage like a nonmagical piece of ammunition and disintegrates immediately after hitting or missing its target.

Fast Friends
When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. The creature can make a Wisdom saving throw to end the effect if the task might cause it harm or conflicts with its desires, with advantage if you or your companions are fighting it. The spell ends if the task would result in certain death. When the spell ends, the creature knows it was charmed by you.

Skywrite
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for 1 hour. A strong wind can disperse the clouds and end the spell early.

Crown of Madness
You create a twisted crown of jagged iron that appears on the head of a humanoid you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you, compelled to attack a creature of your choice each turn until the spell ends or it breaks free.

Zephyr Strike
You move like the wind, allowing you to slip past your foes without provoking opportunity attacks. For the duration, you can give yourself advantage on one weapon attack roll, dealing an extra 1d8 force damage on a hit, and your walking speed increases by 30 feet until the end of your turn.

Wristpocket
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. You can summon the object to your free hand or return it to the extradimensional space as an action. If the spell ends while the object is still in the pocket plane, it appears at your feet.

Stardust Ray
Envelops a 15-foot area in magical darkness twinkling with stars. All creatures caught in this area must make an Constitution saving throw or take 2d12 necrotic and 3d6 radiant damage, or half on a successful save. If cast at 4th level or higher, the damage increases by 1d12 necrotic and 1d6 radiant for each level above 3rd.

Dark Star
This spell creates a sphere centered on a point you choose within range, filling it with magical darkness and crushing gravitational force. The area is difficult terrain, and creatures within are blinded, deafened, immune to thunder damage, and unable to cast spells with verbal components and thier movement is cut by half. Any creature entering or starting its turn in the sphere must make a Constitution saving throw, taking 8d10 force damage on a failure, or half on a success. Creatures reduced to 0 hit points by this damage are disintegrated, leaving only a pile of fine gray dust.

Motivational Speech
Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

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, you create a phantasmal object, creature, or phenomenon that is no larger than a 10-foot cube and perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. 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 the phantasm is an illusion, and the spell ends. While affected, the target treats the phantasm as real and rationalizes illogical outcomes from interacting with it. An affected target can even take damage from the illusion if it represents a dangerous creature or hazard, dealing 2d8 Psychic damage if within the phantasm's area or 5 feet of it. The target perceives the damage as a type appropriate to the illusion.

Minute Meteors
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

Fortune's Favor
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends in 1 hour, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Healing Spirit
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a 5-foot cube you can see within range, resembling a transparent beast or fey of your choice. Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Warp Sense
For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself. If you detect a portal, you can use your action to study it, making a DC 15 ability check using your spellcasting ability. On a success, you learn the destination plane and required portal key; on a failure, you learn nothing and cannot study that portal again until you recast the spell. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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).

Magnify Gravity
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Witchbolt
beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Gift of Alacrity
You touch a willing creature, bestowing upon them a surge of speed and awareness. For the next 8 hours, the target can add 1d8 to its initiative rolls, allowing them to react more swiftly in combat.

Darkside
Channel the dark energies within you to unleash a devastating attack. Sacrifice 1d8 HP plus your proficiency bonus to add double the roll as necrotic damage to your next attack. The spell ends whether or not you hit or miss. The number of dice increases as you gain levels to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.

Negative Energy Flood
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 4d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises as a zombie at the start of your next turn, pursuing the nearest creature. If targeting an undead, it gains half the rolled damage as temporary hit points instead.

Shadow of Moil
Flame-like shadows wreathe your body, causing you to become heavily obscured. The shadows turn dim light within 10 feet into darkness and bright light into dim light. You gain resistance to radiant damage, and whenever a creature within 10 feet hits you with an attack, the shadows lash out, dealing 2d8 necrotic damage to that creature.

Life Transference
You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, 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. When cast using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Arms of Hadar
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. When cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Armor of Agythys
protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

Stir of Echoes
You conjure a swirling mass of horrific thoughts and memories in a 20-foot area. Enemies within the area must make an Intelligence saving throw; on a failure, they take 4d4 psychic damage and 3d6 necrotic damage, and are frightened for one monute. On a successful save, they take half damage and are not frightened.

Summon Carbuncle
Summon a foxlike creature known as a Carbuncle to assist you in and out of battle. The Carbuncle can deliver touch spells on your behalf and can move up to a mile away from you, rolling its own initiative. Before casting you must specify if you wish to summon Emerald, Topaz, or Ruby Carbuncle. Only one Carbuncle can be summoned at a time, and if another is already present, the previous one will vanish upon casting this spell. A Carbuncle may be dismissed as a bonus action.

Dolphin Blow
You gain the ability to leap with incredible height, doubling your jump height until the end of your turn. While in the air, you can make an unarmed strike that deals 2d6 plus double your Dexterity or Strength modifier, along with your proficiency bonus, all as bludgeoning damage.

Greased Lightning
Your next unarmed strike is enhanced, allowing you to make four unarmed strikes in quick succession on the same target. This spell must be cast as an action and may not be used as a bonus action. When you cast this spell using a spell slot of 4th level or higher, you gain an additinal 2 unarmed strikes for each slot level above 3rd.

Phantom Rush
After making an unarmed strike, you vanish from sight and can make an additional unarmed strike against a target within 30 feet. After the attack, you can reappear anywhere within 30 feet of your original position. When you cast this spell using a spell slot of 3rd level or higher, you may attack an additional target for each slot level above 2nd. You may attack the same target multiple times.

Rising Phoenix
You release blazing chakra around yourself in a 30ft. radius sphere, creating phoenix flames that can either heal or harm. You choose how the flames affect each creature in the area, healing allies or wounding foes with searing fire. The healing or fire damage done is a number of d10 equal to your proficiency modifier.

Rockbreaker
Unleash a concussive blast of focused chakra in a 30-foot cone, shattering stone and sending foes reeling. Each creature in the area must make a Strength saving throw, taking 4d8 bludgeoning damage on a failed save and either being knocked back 30 feet or knocked prone, at your discretion.

Chakra Infusion
For one round, your unarmed strikes are infused with chakra, allowing them to pierce the target's defenses. Your proficiency bonus on attack rolls is doubled, and each successful strike deals additional damage equal to your Wisdom modifier.

Tornado Kick
As an action, you create a vacuum wave that affects all creatures in a 20ft. radius sphere around you. Each creature in the affected area must succeed on a Strength saving throw or take 5d8 thunder damage and be knocked back 30ft. from you. On a success, the creature takes half damage and is not knocked back.

Six-Sided Star
You become more nimble for a few moments, allowing you to slip away from danger with ease. Until the end of your next turn, you may use the Disengage action as a bonus action, enabling you to move freely without provoking opportunity attacks.

Howling Fist
Unleash a wave of chakra from your fist, creating a 5ft. wide, 60ft long line of fiery energy. Creatures in the area must make a Dexterity saving throw or take 3d8 fire damage and be knocked prone; on a success, they take half damage and remain standing.

Mantra
You channel a soothing mantra that resonates with the essence of life, allowing you to heal a number of creatures equal to your proficiency bonus within a 10-foot radius. Each target regains hit points equal to your character level. You count as one of the creatures healed, and may exclude yourself.

Leaf in the Wind
By manipulating chakra to emulate the element of air, you enter an awakened state, gaining a flying speed equal to your walking speed for one minute. This ability allows you to navigate the battlefield with grace and agility, evading attacks and reaching high ground effortlessly.

Dragon Strike
Upon hitting a creature with a melee weapon attack, you can expend a 2st-level spell slot to enter a heightened state. For the next minute, you add your Wisdom modifier to your unarmed strike damage rolls, and your attacks of opportunity extend to 10 feet, bypassing avoidance abilities.

Chakra Blast
You concentrate chakra in the palm of your hand and unleash a focused blast of energy at a target within range. This attack deals force damage equal to your proficiency modifier plus your Wisdom modifier.

Monastic Revolution
You attempt to make a devastating blow that allows you to vanish in the blink of an eye. When you hit another creature with a melee weapon attack, you can spend the chakra cost to deal 6d8 thunder damage, then teleport up to 60 feet to an unoccupied space that you can see.

Monastic Brotherhood
As a bonus action, you harness your mastery of chakra to create protective wards around your allies. You can infuse a number of creatures up to your Wisdom modifier with temporary hit points equal to 1d10 + your Wisdom modifier, and while they have these temporary hit points, they gain a +3 bonus to AC.

Aeolian Edge
Unleash a surge of aether through your finesse weapon, dealing extra damage on a successful melee attack made with advantage. This spell can only be used once per turn and adds an additional 1d6 damage to the attack.

Doton
You create a circle of corrupted earth on the ground centered on a point around you. This area, with a radius of 10 feet, is difficult terrain for all creatures except you, dealing 2d4 necrotic damage for every 5 feet they travel within it. When Doton appears, all creatures within the ring must make a Dexterity saving throw, taking 4d4 necrotic damage on a failed save, or half as much on a successful one. You are unaffected by this damage. When you cast this spell using a spell slot of 4th level or higher, the damage 2d4 necrotic for each slot level above 3rd. This applies to damage when first casted and damage in later turns.

Suiton
As an action, you create a powerful geyser of water that erupts from beneath you in a 10ft. radius circle. Each creature in the area must make a Dexterity saving throw, taking 4d8 bludgeoning damage on a failure, and half as much on a success. Additionally, you and any items you are wearing or carrying become invisible for 1 minute, ending when you attack, cast a spell, or after 3 rounds.

Shukuchi
As a bonus action, you teleport up to 30 feet to an unoccupied space that you can see, leaving behind a small log in your previous location. This log remains for 1 minute before vanishing.

Raiton
As an action, you call upon the power of the Chi mudra to summon a bolt of lightning at a location you can see within 60 feet. The lightning bursts, dealing damage to all creatures within a 10-foot radius. Each creature must make a Dexterity saving throw against your mudra save DC, taking 5d8 lightning damage on a failure and half as much on a success.

Phantom Kamaitachi
You create a spectral duplicate of yourself that mimics your movements and attacks alongside you. The phantom can make a melee attack against a target within range, dealing psychic damage, and you can choose to have it take the same action as you on your turn. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6you can produce one extra clone for each slot level above 2nd.

Meiton
As a bonus action, you create a 20-foot-radius sphere of smoke centered on a point you choose within range. The sphere spreads around corners, heavily obscuring the area, and lasts for 10 minutes or until dispersed by a wind of moderate or greater speed (at least 10 miles per hour).

Katon
As an action, you conjure a fire ball and throw it at a location within 60ft. of you. The fire ball explores in a 20ft. radius sphere and all creatures in the affected area must make a Dexterity saving throw, taking 6d6 fire damage on a failure and half as much on a success.

Hyoton
As an action, you release a burst of icy energy in a 30ft. cone in front of you. All creatures in the effected area must succeed on a strength saving throw against your mudra save DC taking 4d6 cold damage and become restrained, or take half as much damage on a success and not become restrained.

Hyosho Ranryu
As an action, you create 6 shurikens of ice. Each shuriken hits a creature of your choice that you can see within range. A shuriken deals 1d4 + 1 cold damage to its target. The shuriken all strike simultaneously, and you can direct them to hit one creature or several. When you cast this spell using a spell slot of 3rd level or higher, you can produce 2 additional shurikens for each slot level above 2nd.

Huraijin
As a bonus action, you infuse your weapon with wind aether, enhancing its effectiveness for one hour. Your attack and damage rolls gain a +1 bonus to attack rolls and deal an additional 1d4 thunder damage. If you use When you cast this spell using a spell slot of 4thlevel or higher, the damage increases by 1d6 for each slot level above 2nd., the attack roll bonus increases to +2 and the damage roll bonus increases to 2d4 thunder damage.

Hollow Nozuchi
As an action, you summon an aetherial snake tails that make up to 5 attacks against creatures within a 120ft. radius centered on you. These attacks may be split up across up to five targets or be focused on a single target. Make a mudra spell attack against each creature, dealing 2d6 bludgeoning damage on hit. A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by an additional bonus 1d6 poison damage on hit for every spell level above 2nd. Each time a creature is hit by an attack it must make a Constitution saving throw or become poisoned for one hour.

Goka Mekkyau
You create a fiery typhoon at a location you can see within 120 feet of you. All creatures in a 20-foot radius must succeed on a Dexterity saving throw or take 4d6 fire damage and 4d6 thunder damage, or half as much on a success. The affected area continues to burn for 1 minute, becoming difficult terrain. A creature entering the space for the first time or starting their turn in the area takes 1d10 fire damage. If cast using Enhanced Ninjutsu, the damage increases by an additional 4d6 fire damage. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6+1d6 for each slot level above 2nd.

Fuma Shuriken
You conjure a massive shuriken made of whirling blades of wind and hurl it at a target within range. Upon impact, the shuriken unleashes a thunderous blast, dealing 1d12 damage to the target and potentially deafening them.

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.

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 of it. The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as 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 the spell again.

Summon Fiend
You call forth a fiendish spirit that manifests in an unoccupied space you can see within range. Choose Demon, Devil, or Yugoloth to determine the creature's appearance and traits. The spirit acts as your ally, sharing your initiative count and obeying your commands. It disappears when it drops to 0 hit points or when the spell ends.

Regal Presence
You surround yourself with unearthly majesty in a 10-foot Emanation. 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. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.

Synaptic Static
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Celestial
You call forth a celestial spirit that manifests in an angelic form in an unoccupied space you can see within range. Choose Avenger or Defender to determine the creature’s attack type; it disappears when it drops to 0 hit points or when the spell ends.

Steel Wind Strike
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. After attacking, you can teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Storm of Radiance
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component. When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder 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 Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.

Vitriolic Sphere
You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Summon Elemental
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form 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 traits 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 companions. 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 move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Summon Aberration
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits 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 companions. 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 take the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.

Fount of Moonlight
A cool light wreathes your body, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. You gain Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage. After taking damage from a creature you can see, you can use your Reaction to force that creature to make a Constitution saving throw; on a failure, it is Blinded until the end of your next turn.

Summon Undead
You call forth an undead spirit that manifests in an unoccupied space you can see within range. Choose its form: Ghostly, Putrid, or Skeletal, which determines its traits. The spirit acts as your ally, sharing your initiative count and obeying your commands. It disappears when it drops to 0 hit points or when the spell ends.

Summon Beast
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form 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 traits 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 companions. 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 move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.

Mind Spike
You reach into the mind of one creature you can see within range. The target must make 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’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Dragon's Breath
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Arcane Vigor
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended. For each spell slot level above 2, you can roll an additional Hit Die.

Ice Knife
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 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. 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.

Divine Smite
Channel divine energy to deal extra radiant damage to your target. The target takes an additional 2d8 radiant damage from the attack, increasing by 1d8 if the target is a fiend or undead. If cast using a higher-level spell slot, the damage increases by an additional 1d8 for each spell slot level above 1.

Word of Radiance
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thunderclap
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorcerous Burst
You unleash a surge of sorcerous energy at a creature or object within range. Make a ranged spell attack; on a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on the damage die, you can roll an additional d8 and add it to the damage, with a maximum number of additional d8s equal to your spellcasting ability modifier. The damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
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.
Absorb Elements
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Wild Cunning
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. If there is edible forage within range, you know it and where to find it. If there is clean drinking water within range, you know it and where to find it. If there is suitable shelter for you and your companions within range, you know it and where to find it.
Antagonize
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

Lodge
By drawing a door with chalk, ink, or charcoal, you create a magical entrance to a cozy lodge. Inside, a long fire pit with a cauldron full of simmering clean water, a stove, cookware, and a large table with two benches, and ample floor space for up to 25 creatures to rest comfortably along with 25 clean bedrolls. The lodge includes a pantry stocked with staple ingredients like flour, rice, sugar, oil, eggs and cream to prepare a large meal for up to 25 creatures. Anything removed from the lodge disappears, and the spell lasts for 14 hours, after which all creatures and items not originally part of the lodge are ejected.
Mind Sliver
You drive a disorienting spike of psychic energy into 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. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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 feel 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.
Summon Construct
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits 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 companions. 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 move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Transmute Rock or Mud
You choose an area of stone or mud that you can see that fits within a 40-foot cube, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration. This can be used on stone floors or ceilings and can be used as an attack if it falls on someone dealing 4d8 bludgeoning damage. they will have to perform a strength check to pull themselves out of the mud. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration.
Mischief
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. d4 Effect 1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. 2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. 3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. 4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.
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 the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Elemental Weapon
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Dissonant Whispers
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the 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.
Id Insinuation
You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Elementalism
You exert control over the elements, with one of the following effects: Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. You can also reshape the elements as well.
Distort Value
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC. This lasts for 8 hours and the caster need not be present for it's duration. At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
Ego Whip
You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
Charm Monster
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Puppet
Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Toll the Dead
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. 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. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Skill Empowerment
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Frostbite
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shadow Blade
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.
Mind Whip
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Air Bubble
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
Shape Water
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Infestation
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Enemies Abound
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Green Flame Blade
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Starry Whisp
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Arcane Weapon
You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration (1 hour). As a bonus action, you can change the damage type, choosing from the options above. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Catnap
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for ten minutes. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Glowing Coin
When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Psychic Lance
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Magic Stone
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Sapping Sting
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Gust
You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Friends
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

Physick
You channel restorative energy to mend wounds and cure ailments. Target a creature within range, restoring 3d4+your spellcasting modifier in hit points and removing one condition affecting them, such as poisoned, blinded, fightened or paralyzed. When you cast this spell using a spell slot of 4nd level or higher, the Healing increases by 1d4 and can remove an additiona condition for each slot level above 3rd.

Miasma
You conjure a cloud of disease at a point you choose within range. The cloud will spread to a 20 foot radius from this point. This noxious cloud moves around corners and behind cover, affecting all creatures within it. Any creature caught in the cloud at the beginning of thier turn must make a Constitution saving throw or take 4d4 necrotic damage and 2d12 poison damage, becoming poisoned for the duration. On a successful save, they take half damage and are not poisoned. The cloud lingers for 1 minute and can be dispersed by a strong gust of wind. When you cast this spell using a spell slot of 7th level or higher, the radius is increased by 10 feet for every level cast above 6th.

Reflect
You may cast this spell as a reaction. You create a shimmering barrier in front of yourself that reflects any single-target spell requiring a Dexterity saving throw back at its caster. The barrier lasts for one round, and any spell of 3rd level or lower that targets you is reflected, forcing the original caster to make a saving throw to avoid the effect. This spell does not work on area of effect spells.

Magnet
Choose a point within 60 feet to generate a powerful magnetic field. You may choose to attract or repel metallic objects and creatures within a 30-foot radius, which are moved instantly. Metallic creatures or those in medium or heavy metal armor must make a Strength saving throw or be pulled or repelled 10 feet and take 3d6 force damage, or half as much on a successful save and will remain unmoved. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th and the radius increases by 10 feet.

Adloquium
You channel soothing energy to heal a target creature, restoring 4d4 hit points plus your spellcasting modifier. Additionally, the target gains temporary hit points equal to half the amount healed, bolstering their resilience in battle. When cast a higher levels, the healing is granted an additional 2d4 for every level cast above 3.

Shadow Flare
Unleash a wave of dark energy in a 60-foot radius, engulfing enemies in shadowy flames. For the duration, affected creatures must make a charisma save or take 10d12 necrotic damage plus 12d10 force damage at the start of their turns, half as much on a successful save.

Xenoglossy
You use forbidden magicks to ravage a creature's body and soul you can see within range. The target must succeed on a Charisma saving throw or take 40d10force damage, or half as much on a successful save. If this damage reduces the target to 0 hit points, the creature dies and its soul is destroyed, unable to be restored except by a Wish spell.

Waterja (Water IV)
You conjure a powerful geyser at a location you can see within range. The area is a 20ft. radius cylinder which stands 40ft. high. All creatures in the affected area must succeed on a Strength saving throw or take 6d8 bludgeoning damage and be thrown 20ft. straight back, from the closest edge of the geyser, and take half as much damage and suffer no other effects on a success. 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.

Waterga
You create an aquatic prison around a large or smaller creature you can see within range. The target must succeed on a Dexterity saving throw or take 3d10 cold damage and be engulfed in a bubble of water, which acts as a prison. On a success, the target takes half damage and suffers no other effects. The engulfed creature can't breathe, is restrained, and takes 3d10 cold damage at the start of each of its turns. The creature can attempt to escape by making a Strength saving throw against your Spell save DC.

Watera (Water II)
You release a focused burst of water at a creature you can see within range. The target must succeed on a Strength saving throw or take 3d6 bludgeoning damage and fall prone or be pushed back 30ft (your choice). Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds, knocking it over or pushing it up to 30 feet away from you.

Water
You conjure a globe of water and hurl it at a creature you can see within range. The target must succeed on a Dexterity saving throw or take bludgeoning damage. You can target one or two creatures within 5 feet of each other. At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Verthunder
You hastily rain lightning aether down in a cylinder with a height of 30ft. and 5ft. radius you can see within range. Make a ranged spell attack roll. On hit the target takes 3d6 lightning damage. If a creature has already taken damage on your turn, they take an additional 2d6 force damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 lightning +1d6 force for each slot level above 1st.

Verstone
You create two stone spears at two unoccupied locations within range. The spears then travel in a straight line toward a point within range, dealing damage to any creature in their path. Creatures at the destination must make a Dexterity saving throw to avoid damage from all spears created. When you cast this spell using a spell slot of 3rd level or higher, you create an additional spear for each slot level above 1st.

Verholy
You hastily manipulate light aspected aether to cause an eruption of light beneath an enemy within range. All creatures in a cylinder with a radius of 10ft. and 30ft. high must succeed on a Dexterity saving throw or take 4d8 radiant damage. If any of the creatures have already taken damage this turn, they take an additional 2d8 force damage. 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.

Verflare
You recklessly manipulate aether and cause a localized explosion of fire aether in a 10ft. radius sphere at a location you can see within range. All creatures within the area must succeed on a Dexterity saving throw or take 4d8 fire damage. If any of the creatures have already taken damage this turn, they take an additional 2d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Verfire
You fill your spell casting focus with fire aspected aether and let loose a streaking bolt of fire at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage. If the target creature has already taken damage during your turn, it takes an additional 2d6 force damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8+1d6 for each slot level above 1st.

Veraero
You fill your spell casting focus with wind aspected aether and cause the area around a creature you can see within range to burst. Make a ranged spell attack roll. On hit the target takes 2d8 thunder damage. If the target has already taken damage during your turn, it takes an additional 2d6 force damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8+1d6 for each slot level above 1st.

Tornado
You unleash a powerful gale at a location within range that you can see in a 40ft. radius, 80 feet tall cylinder. Each creature in the affected area must make a Constitution saving throw, taking 5d6+5 thunder damage and 5d6+5 force damage and become stunned until the end of their next turn on a failure, or half as much damage and not be stunned on a success.

Thundaja
You manipulate lightning aether to create a mass orb of electrical energy at a location you can see within range that hovers in place for the duration. Any creature hostile to you that moves to a space within 20 feet of the orb for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 4d12+10 lightning damage on a failed save and half as much on a successful one. The orb vanishes when it has dealt a total of 80 damage. When you cast this spell using a spell slot of 6th level or higher, the maximum total damage of the orb increases by 20 for each slot level above 5th.

Thundaga
You launch an unstable sphere of lightning aspected aether at a target of your choice you can see within range. On a hit, the sphere deals 4d8 lightning damage and then explodes in a 10ft. radius, forcing all creatures in range to make a Dexterity saving throw or take an additional 4d8 lightning damage, halved on a success.

Thundara (Thunder II)
You launch a bolt of lightning aspected aether at a target you can see within range. Three bolts leap from that target to as many as three other targets within 30 feet. Each target must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much on a successful one.

Thunder
You conjure a mote of lightning aether and shoot it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d6 lightning damage. The crackling energy can be heard up to 300 feet away, and the air around the target shimmers with electric energy. The spell's damage increases by 1d6 when you reach 5th Level (3d6), 11th level (4d6), and 17th level (5d6).

Tetragammaton
You may cast this spell as an action or a reaction when a creature takes damage. A creature within range you can see is healed for 3d8 hit points instantaneously. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 4th.When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 4th.

Stonja (Stone IV)
You manipulate earth aspected aether to raise the land in a 20ft. square to a height of 20ft. You can choose to raise the area slowly, harmlessly lifting creatures, or quickly, dealing damage and knocking creatures prone if they fail a Constitution saving throw. If you choose to raise the area quickly, all creatures in the affected area must succeed on a Constitution saving throw or take 6d6 bludgeoning damage and be knocked prone, or take half as much damage and suffer no other effects on a success. You may maintain concentration to keep the platform raised, or return the ground to its original state afterwards. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the quick ascension deals an additional 2d6 bludegoning damage for each slot level above 5th.

Stonga (Stone III)
You manipulate earth aspected aether to create 4 spears of stone anywhere you can see within range. The spears travel in a straight line converging on a point, dealing damage to any creature caught between them.

Stonra (Stone II)
You manipulate earth aspected aether in the land at a location within range, causing a cluster of stalagmites to burst upwards. All creatures in a 5ft. radius must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage and are knocked prone. On a success, they take half damage and are not knocked prone.

Stone
You conjure a cluster of aetheric stones and fire them toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 bludgeoning 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).

Shell
You cover a creature you can see within range in a protective shell, reducing damage from all damage types except bludgeoning, piercing, and slashing by your spellcasting ability modifier. The spell lasts for up to 1 minute, requiring concentration to maintain its protective effects. When you cast this spell using a spell slot of 5th level or higher, you may protect one creature for each slot level above 4th.

Scathe
You cause an aethertic disruption at the location of a creature you can see within range. The target must make a Dexterity saving throw, taking 4d6 force damage on a failure, or half as much on a success. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d6 for each slot level above 1st.

Sacred Soil
You create a 10ft. radius dome of protective magic to shield your allies from harm, centered on a location within range. When an ally within the dome takes damage, the damage is reduced by 1d6, providing a sanctuary of safety for your companions. When you cast this spell using a spell slot of 5th level or higher, the damage reduction increases by 1d6 for each slot level above 4th.

Protect
You create a protective barrier around a creature you can see within range, reducing damage from bludgeoning, piercing, and slashing sources by your spellcasting ability modifier. The barrier lasts for the duration of the spell, providing a shield against physical harm. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may protect one creature for each slot level above 4th.

Ruinja (Ruin IV)
You unleash a barrage of raining bolts of energy in a 20-foot radius at a point you choose within range. Creatures in the area must make a Dexterity saving throw, taking 4d8 force damage on a failed save, or half as much on a success. You can repeat this effect on your turns as an action for the duration of the spell, targeting the same or a different point. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for each slot level above 1st.

Ruinga (Ruin III)
You conjure 4 shining bolts of pure energy, making a ranged spell attack against a target in range for each bolt. On a hit, the target takes 2d8 force damage. When cast using a spell slot of 4th level or higher, you create one additional bolt for each slot level above 3rd.

Ruinra (Ruin II)
You cause a burst of unaspected aether to ravage a 10ft. radius sphere at a location you can see within range. Each creature in the affected area must succeed on a Dexterity saving throw or take 2d10 force damage on a failure, or half as much on a success. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d10 for each slot level above 1st.

Ruin
You gather unaspected aether and throw it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d10 force damage. The spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).

Regen
The target's body is enchanted with a blessing that repairs damage over time. For the duration, the creature regains 1d6 hit points at the start of its turn, allowing them to recover from injuries gradually. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d6 for each slot level above 4th.

Refresh
Through magical means, you share your pool of aetheric power with another creature. A creature you can see within range has one of their expended 1st-level spell slots recovered. When you cast this spell using a spell slot of 3rd level or higher, the target creature recovers a spell slot one level lower than the one used to cast Refresh. When you cast this spell using a spell slot of 3rd level or higher, the target creature recovers a spell slot one level lower than the one used to cast Refresh.

Quake
You unleash a burst of raw energy from the earth, pulverizing a 40-foot radius area. All creatures in the affected area must make a Dexterity saving throw or take 5d8 bludgeoning damage and 4d8 force damage, and are knocked prone. On a successful save, they take half damage and are not knocked prone. The affected area becomes difficult terrain.

Osmose
You attempt to drain the magic energy from a creature you can see within 30ft. of you to maintain your own magical strength. The target must make a Charisma saving throw; on a failure, they lose a spell slot of first level, and you do not expend your own spell slot. At higher levels, you can drain a spell slot of equal level from the target, but this effect does not work on spell slots higher than 5th level.

Meteor
You create a massive shard of crystalized aether and drop it at a location you can see within range. The shard explodes in a 50ft. radius sphere, dealing devastating force damage to all creatures in the area. When you cast this spell using a spell slot of 9th level or higher, the force damage increases by 3d6 for each slot level above 8th.

Malefic
You gather astral energy and launch it toward a creature you can see within range. Make a ranged spell attack against the target; on a hit, the target takes 1d8 force damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Lustrate
You may cast this spell as an action or as a reaction when a creature takes damage. A target you can see within range is invigorated by a burst of soothing magic, recovering hit points equal to 3d8. This spell cannot be used in tandem with Adloqiuem. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 4th.

Jolt
A shard of crystallized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones, making a separate attack roll for each shard.

Imperil
You choose a creature you can see within range, forcing it to make a Wisdom saving throw. On a failure, the target gains vulnerability to bludgeoning, cold, fire, lightning, necrotic, radiant, and thunder damage. If the creature is immune to any of these damage types, it instead takes normal damage from that type for the duration of the spell.

Holy
You unleash an orb of radiant energy that explodes in a 40-foot radius, dealing radiant and force damage to all creatures within. Designate allies to be immune to the effects, while enemies must make a Constitution saving throw to avoid being stunned and taking full damage.

Gravity
You conjure the energies of the stars through your arcane focus to temporarily create a small, dense celestial body at a point in space within range. A spherical gravitational field appears around the body with a 20ft. radius, producing a pulsing sound. Each creature within the field must make a Dexterity saving throw, taking 10d6 force damage on a failed save, and half as much on a successful one. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Foul
You tear a small hole in reality allowing the powers of the void to ravage a 40ft. radius sphere at a point you can see within range. All creatures within 40ft. of the location must succeed on a Charisma saving throw or take 4d10 necrotic damage and 4d10 force damage, and take half as much damage on a success.

Freeze
You manipulate ice aether to cause a flash freezing storm at a location you can see in a 40ft. radius sphere. All creatures in the area must make a Constitution saving throw, taking 5d6 cold damage and 5d6 force damage and become restrained until the end of their next turn on a failure or take half as much damage and not be restrained on a successful one. A creature may use their action to make a strength saving throw, losing the restrained condition on a success. All surfaces in the affected area become coated in slick ice for 1 minute or until melted. A creature traversing the slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement. When you cast this spell using a spell slot of 8th level or higher, the force damage increases by 2d6 for each slot level above 7th.

Flood
You select a point you can see within range and cause an instantaneous flood to burst through a 40ft. radius sphere around the point. Each creature in the affected area must make a Strength saving throw, taking 4d6 cold, 4d6 bludgeoning, and 4d6 force damage and are knocked back 40ft. from the point of the flood, or half as much damage and are knocked back 10ft. on a successful one.

Flare
You create a massive, fiery explosion at a point you can see within range. All creatures within 40ft. of the location must succeed on a Dexterity saving throw or take 6d6 fire damage and 6d6 force damage, and take half as much damage on a success. If this damage reduces the target to 0 hit points, it is disintegrated, leaving only a pile of fine gray dust. A disintegrated creature can only be restored to life by means of a true resurrection or wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force, and disintegrates a 10-foot-cube portion of Huge or larger objects. Magic items are unaffected by this spell.

Firaja (Fire IV)
You create a spherical cage of fire with a radius of 20ft. at a location you can see within range. All creatures in the affected area must succeed on a Dexterity saving throw or take 6d8 fire damage, or half as much on a successful one. The cage persists, allowing you to deal an additional 3d8 fire damage on subsequent turns, and creatures that leave the cage take 2d8 fire damage. When you cast this spell using a spell slot of 6th level or higher, the initial fire damage increases by 1d8 for each slot level above 5th.

Firaga (Fire III)
You ignite the area around a target creature you can see within range. The target must succeed on a Dexterity saving throw or take 5d8 fire damage and burn for the spell’s duration. On a successful save, it takes half damage and is not burned. At the end of each of its turns, the target repeats the saving throw, taking 1d8 fire damage on a failure, and the spell ends on a success.

Fira (Fire II)
You gather a small globe of unstable fire aether and launch it towards a target creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Hit or miss, the globe then explodes, dealing 2d6 fire damage to the target and each creature within 5 feet, who must succeed on a Dexterity saving throw to avoid the damage.

Fire
You gather fire aspected aether into an orb and shoot it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d4 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. The spell's damage increases by 2d4 when you reach 5th Level (4d4), 11th level (6d4), and 17th level (8d4).

Faith
You choose a creature you can see within range and reinforce their mental fortitude. Damage from their spells deals bonus damage equal to their proficiency bonus, and they have advantage on Wisdom saving throws for the duration. When you cast this spell using a spell slot of 3rd level or higher, you may empower one creature for each slot level above 2nd.

Esuna
You magically cleanse a creature you can see within 30ft. of you, curing them of blindness, deafened, paralyzed, and poisoned conditions. When you cast this spell using a spell slot of 4th level or higher, you may cleanse an additional creature for each spell level above 3rd.

En-Element
You empower a weapon with a damage type of your choosing from bludgeoning, cold, fire, lightning, necrotic, radiant, or thunder. All damage the weapon deals is considered magical, and when it hits a creature, it deals bonus damage equal to your spellcasting ability modifier. Additionally, attacks made with the weapon may use your spellcasting ability modifier for attack and damage rolls. When you cast this spell using a spell slot of 4th level or higher, you may empower one additional weapon within 5ft. of the weapon you touch for each slot level above 3rd.

Electron
You create a storm of lightning bolts that electrifies a 40ft radius, 80ft high cylinder. All creatures in the area must make a Dexterity saving throw, taking 6d6 lightning damage and 6d6 force damage on a failure, or half as much on a success. The surfaces in the area become electrified for one minute, dealing 3d6 lightning damage to any creature that starts its turn there.

Drain
Forcefully draw the life force from a creature you can see within range. The target creature makes a Charisma saving throw against your spell save DC, taking 1d8 necrotic damage on a failure and half as much on a success. You recover hit points equal to half the damage dealt. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Doom
You place a death curse on a creature you can see within range. The creature must make a Wisdom saving throw or begin to rapidly decay, taking 3d6 necrotic damage at the start of each of their turns and suffering disadvantage on attack rolls and ability checks. The curse can only be ended by killing or knocking out the caster, moving to a different plane, or using Remove Curse, Greater Restoration, or Wish.

Demira
You forcefully manipulate the gravity in a 20ft. radius circle at a location you can see within range. All creatures in the affected area must succeed on a Constitution saving throw or take 1d6 force damage and be launched 20ft. straight up into the air, falling back to the ground. On a success, a creature takes half the force damage and is not launched, but still takes falling damage as normal (1d10 bludgeoning per 10ft. fallen). This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Demi
You manipulate the gravity around a creature you can see within range, causing them to feel an intense gravitational pull. The target must succeed on a Strength saving throw or take 1d4 force damage and fall prone, as they are overwhelmed by the sudden shift in gravity. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Doomsday
You conjure a surging storm of negative energy in a 20ft. radius, 80 foot high cylinder. All creatures in the affected area must make a Constitution saving throw, taking 6d6 necrotic damage plus 6d6 force damage and receive a 2d4 penalty on all attack rolls and saving throws they make until the end of their next turn on a failure, and half as much damage and no additional penalties to rolls on a successful one.

Demi Ultima
You unleash an incredible burst of aether in a 60ft. radius sphere, dealing devastating force damage to all creatures within. Those who fail a Dexterity saving throw take 20d12+10force damage, and if this reduces them to 0 hit points, they are disintegrated into fine gray dust, unable to be restored except by true resurrection or wish. Nonmagical objects and magical force creations are also disintegrated, with larger targets losing a 10-foot-cube portion.

De-Element
You choose a creature you can see within range and they must make a Wisdom saving throw. On a failure, they gain a damage vulnerability to one of the following damage types: bludgeoning, cold, fire, lightning, necrotic, radiant, or thunder. If the creature is immune to the damage type, it instead becomes resistant to the damage type instead. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you may enfeeble one additional creature for each slot level above 4th.

Darkja (Dark IV)
You release a flood of necrotic energy in a sphere around you, attempting to overwhelm all creatures in range with negative energy. All creatures within a 40ft. radius of you must make a Charisma saving throw against your spell save DC, taking 8d8 necrotic damage on a failure and half as much on a success. 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.

Darkga
You concentrate necrotic energy in the earth beneath a target creature, unleashing a wave of dark energy. All creatures within a 20ft. radius of the target must make a Dexterity saving throw, taking 8d6 necrotic damage on a failure, or half as much on a success.

Darkra
You fill your limb with necrotic energy and swing it out in an arcing motion, causing a wave of energy to burst out in a cone. All creatures in a 30ft. cone originating from you must make a Dexterity saving throw against your spell save DC, taking 3d8 necrotic damage on a failed save, or half as much on a successful one.

Dark
You form an orb of necrotic energy in the palm of your hand and fire it at a target within range, making a ranged spell attack. On a hit, the target takes 3d8 necrotic damage. The spell's power increases with higher-level spell slots, adding 1d8 damage for each level above 1st.

Curaja
You channel healing energy to restore vitality to your allies. A creature you can see in range and each allied creature in a 20ft. radius around it regains hit points equal to 3d6 + your spellcasting ability modifier. While you maintain concentration, healed creatures regain an additional 1d6 hit points at the start of their turn. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 6th level or higher, the initial healing increases by 1d6 for each slot level above 5th.

Curaga
You channel healing energy to restore vitality to a creature you can see and all allies within a 20-foot radius. Each target regains hit points equal to 3d6 plus your spellcasting ability modifier, with no effect on undead or constructs.

Cura (Cure II)
A creature you can see in range regains a number of hit points equal to 3d8 plus your spellcasting ability modifier and gains 1d6 temporary hit points. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increases by 1d6 for each slot level above 1st.

Medica
You release a pulse of curative energy in a 20ft. radius sphere around you. Each allied creature in the affected area regains a number of hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d6 for each slot level above 3rd.

Cure
A creature you can see in range regains a number of hit points equal to 1d6 plus your spellcasting ability modifier. This spell has no effect on undead or constructs, making it a pure healing spell for living beings. When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d6 for each slot level above 1st.

Comet
You concentrate three large shards of pure aether and direct them to crash down at locations you can see within range. The shards of aether explode in a 20ft. radius explosion, dealing 3d10 force damage to creatures in the area. Affected creatures must make a Dexterity saving throw, taking full damage on a failure or half on a success. If a creature is hit by multiple comets, it makes the saving throw once but takes damage from each explosion's affected area. When you cast this spell using a spell slot of 5th level or higher, an additional comet is created.

Collective Unconscious
You create a magical barrier around yourself, with a radius of 30 feet. All allies within 10 feet of you are healed for 3d8 hit points immediately, and while they remain in the barrier, they gain a +1 bonus to AC and heal for 1d6 hit points at the start of their turn. When you cast this spell using a spell slot of 6th level or higher, the heal increases by 1d6 for each slot level above 5th.

Celestial Opposition
You release a massive amount of astral energy in a 30ft. radius globe centered on you. The inside of the globe is dimly lit and filled with softly glowing lights that map the starry sky. Enemies entering the sphere must make a Wisdom saving throw or take 6d8 force damage and be stunned for 1d4 rounds. On a successful save, they take half damage and resist being stunned.

Break
You cast a hex on a creature you can see within range. The target must succeed on a Charisma saving throw or take 3d4 force damage and have their speed reduced by 30 feet for 1 minute. On a successful save, the creature takes half damage and suffers no additional effects. At the end of each of its turns, the creature can reattempt the saving throw to end the hex on a success. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st and you target an additional creature for each spell level above 1st.

Bravery
You choose a creature you can see within range and fill them with vigor. Weapon attacks they make deal bonus damage equal to their proficiency bonus and they become immune to being frightened for the duration. When you cast this spell using a spell slot of 2nd level or higher, you may empower one creature for each slot level above 1st.

Blizzaja (Blizzard IV)
You manipulate ice aether to create a massive shard of ice which falls at a location you can see within range. The shard explodes, dealing cold damage to creatures in a 30-foot radius, and the ground becomes difficult terrain for 1 minute or until melted. 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.

Blizzaga (Blizzard III)
You manipulate ice aether to create a localized blizzard at a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d6 cold damage on a failed save, or half as much damage on a successful one. The ground within the blizzard becomes coated in slick ice for 1 minute or until melted. A creature traversing the slick ice at more than half speed must make a DC 15 Acrobatics check at the start of the movement, failing which causes the creature to fall prone.

Blizzara
You release a burst of ice aspected aether around yourself in a 10ft. radius circle. Each creature in range must succeed on a Dexterity saving throw or take 3d6 cold damage and become restrained. On a success, creatures take half as much damage and are not restrained. A creature restrained by the ice can use its action to make a Strength check against your spell save DC to free itself.

Blizzard
You conjure a burst of ice aspected aether around a target creature. The target must succeed on a Dexterity saving throw or take cold damage and have its speed reduced until the start of your next turn. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 and speed is reduced by an additional 5 feet when you reach 5th Level (2d8, speed reduced by 10 feet), 11th level (3d8 speed reduced by 15 feet), and 17th level (4d8 speed reduced by 20 feet).

Biolysis
You attempt to make a creature you can see within range violently ill instantaneously. The creature must succeed on a Constitution saving throw or take 6d10 necrotic damage and become poisoned. On a success, the creature takes half as much damage and suffers no other consequences. At the start of each affected creature's turns, they take 1d10 necrotic damage and must succeed on a Constitution saving throw or spend their action retching in pain. The affected creature can reattempt the saving throw at the end of each of their turns, ending the spell effect on a successful saving throw. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d10 for each slot level above 5th.

Bioja (Bio IV)
A blast of virulent air erupts from your hands, forcing each creature in a 60-foot cone to make a Constitution saving throw. On a failed save, a creature takes 4d8 poison damage and 4d8 necrotic damage, and becomes poisoned for 1 minute; on a successful save, they take half damage and avoid the poisoned condition. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. When cast using a spell slot of 6th level or higher, the necrotic damage increases by 2d8 for each slot level above 5th.

Bioga (Bio III)
You create a virulent outbreak in a 15ft. cube at a location you can see within range. Each creature in the affected area must succeed on a Constitution saving throw or take 6d4 poison damage and become poisoned for up to 1 minute. On a success, creatures take half as much damage and suffer no other consequences. While concentrating on the spell, you may use your action to cause the disease to spread, affecting creatures within 15ft. of an affected creature. At the end of a poisoned creature's turn, they reattempt the saving throw, ending the poison on a success.

Biora (Bio II)
You create a cloud of toxic mist in a 10ft. radius sphere at a location you can see within range. Each creature in the affected area must succeed on a Constitution saving throw or take 4d4 poison damage and become poisoned for 1 minute. On a success, creatures take half as much damage and suffer no other consequences. At the end of a poisoned creature's turn, they reattempt the saving throw, ending the poison on a successful throw.

Bio
You attempt to infect a target creature within range with the effects of a serious illness. The target must succeed on a Constitution saving throw or take 1d4 poison damage and become poisoned for 1 minute, taking additional poison damage at the start of their turn. This spell's intial damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Forbid-Element
You veil a creature with a protective aura, granting resistance to a chosen damage type (bludgeoning, cold, fire, lightning, necrotic, radiant, or thunder) for you and allies within a 20ft. radius. Attacks dealing that damage type against them are made with disadvantage, and they have advantage on saving throws against spells of that type. Additionally, any damage taken from the chosen type is reduced by your spellcasting ability modifier.

Bar-Element
You veil a creature with protective magics, shielding them from a chosen damage type (bludgeoning, cold, fire, lightning, necrotic, radiant, or thunder). Attacks dealing that damage type against them are made with disadvantage, and they gain advantage on saving throws against spells of that type. Additionally, any damage they take from the chosen type is reduced by your spellcasting ability modifier. When you cast this spell using a spell slot of 4th level or higher, you may protect one additional creature for each slot level above 3rd or choose an additional element for one creature.

Banishja (Banish IV)
You select any number of creatures in a 15 feet wide, 100 feet long line from you in a direction you choose and drop a spear of searing light on them. Each creature must make a Dexterity saving throw, taking 8d6 radiant damage on a failure and half as much on a success. If a creature is a Fiend or Undead, they take an additional 8 radiant damage, which is not reduced on a successful saving throw. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.

Banishga (Banish III)
You manipulate aether into blades of light which rain down on all hostile creatures in a 30ft. radius centered on yourself. Each creature must succeed on a Dexterity saving throw, taking 5d6 radiant damage on a failure and half as much on a success. If a creature is a Fiend or Undead, they take an additional 8 radiant damage, which is not reduced on a successful saving throw.

Banishra (Banish II)
You select a point you can see within range, causing a burst of radiant light to erupt in a 15-foot sphere. All creatures in the area must make a Dexterity saving throw against your spell save DC, taking 3d8 radiant damage on a failure, or half as much on a success. The spell's damage increases by 1d8 for each spell slot level above 2nd.

Banish
A flurry of small daggers of light converge on a creature you can see within range. The target must make a Dexterity saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. The spell's radiant energy is particularly effective against creatures vulnerable to light.

Asylum
You create a protective field of holy energy with a radius of 30ft. within range. All allied creatures within the affected area recover 1d8 hit points at the start of their turn and gain resistance to nonmagical slashing, piercing, and bludgeoning damage as well as necrotic damage for the duration. When you cast this spell using a spell slot of 6th level or higher, increase the heal by 1d8 for each slot level above 5th.

Assize
An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover 3d8 hit points and all enemies within 60ft. must make a wisdom saving throw. They take 4d4 radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling. When you cast this spell using a spell slot of 6th level or higher, increase the number of die for each effect for each slot level above 5th.

Aeroja (Aero IV)
You conjure a swirling vortex of wind aether that tears at all creatures inside. The vortex forms in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. When a creature enters the spell's area for the first time on a turn or starts its turn there, they must succeed on a Strength saving throw or take 3d6 thunder damage plus 3d6 slashing damage, and half as much damage on a success. The area affected by the vortex is considered difficult terrain. On each of your turns after you cast this spell, you can use a bonus action to move the vortex 60 feet in any direction. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the thunder damage increases by 2d6 for each slot level above 5th.

Aeroga (Aero III)
You manipulate wind aether to create a savage burst of wind at a point you can see within range. The ravaging windstorm is a 20ft. radius sphere. All creatures in the area must succeed on a Strength saving throw or take 5d8 thunder damage and be knocked 20ft. straight backwards from the center point. On a success, all creatures take half the damage and suffer no other effect.

Aerora (Aero II)
You manipulate wind aether to create a raging vacuum at a point you can see within range. The vacuum is a 10ft. radius sphere that disperses gas or vapor, extinguishes unprotected flames, and causes protected flames to dance wildly with a chance to extinguish them. Any creatures in the area must succeed on a Dexterity saving throw or take 3d6 thunder damage, or half as much on a successful save.

Aero
You conjure a burst of wind around a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 thunder damage, gaining no benefit from cover for this saving throw. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).