High Fantasy 2025 Wizarding World world illustration - Fantasy theme
Fantasy

High Fantasy 2025 Wizarding World

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Year: 2025 Hogwarts University for adult wizards Technology: Smartphones, internet with magic

Played11 times
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Created
18 days ago
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1 days ago
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Animal Shapes
8

Animal Shapes

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

Arcane Seal
2

Arcane Seal

With Arcane Seal, the caster magically locks a door, chest, or other entryway. After laying a hand on the closed object and uttering the sealing words, glowing runes encircle it. Only the caster and any designated individuals, or those speaking a secret password, can open it normally. To everyone else, the object is magically sealed shut, becoming locked for the duration of the spell. Attempts to break or pick the lock are met with enhanced resistance, requiring significantly more effort than usual.

Astral Projection
9

Astral Projection

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Beast Tongue
2

Beast Tongue

Beast Tongue grants the caster the ability to communicate with a selected non-hostile beast within 30 feet. By trilling an animal-like sound, the caster and the beast understand each other perfectly for the duration, allowing for simple concepts to be conveyed and fostering a friendly and cooperative relationship.

Beautify
1

Beautify

Transform the appearance of you, a creature, or an object, enhancing its beauty and charm. The target glows with a radiant aura with lush hair and meaningful eyes, gaining advantage on Charisma checks for the duration of the spell.

Charm Monster
4

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.

Clone
8

Clone

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Create Campsite
0

Create Campsite

This spell conjures a small, cozy campsite complete with a single tent, two bedrolls, a firepit, and a pack of supplies. The campsite is designed to provide comfort and safety for adventurers during their travels, allowing them to rest and recuperate in the wilderness.

Dimension Door
3

Dimension Door

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired, which can be a place you can see, visualize, or describe by stating distance and direction. You can bring along objects as long as their weight doesn't exceed what you can carry, and one willing creature of your size or smaller who is carrying gear up to its carrying capacity.

Disintegrate
6

Disintegrate

A powerful evocation spell that reduces a creature or object to dust, leaving no trace behind. The target must make a saving throw or suffer devastating damage, potentially resulting in complete annihilation.

Divine Will
9

Divine Will

A spell of immense power wielded exclusively by deities, allowing them to reshape reality according to their divine intent. This ability can alter the fabric of existence, bend the laws of nature, and manifest miracles beyond mortal comprehension.

Domain Teleportation
9

Domain Teleportation

This powerful spell allows the caster to teleport all items and creatures within a vast area to any location they have previously visited. The range of this spell is comparable to the expansive Shinjuku district of Tokyo, making it ideal for strategic repositioning in large-scale encounters.

Echoing Silence
2

Echoing Silence

Echoing Silence fills a 20-foot-radius sphere with perfect stillness, rendering all sound within the area nonexistent. Creatures inside the sphere are deafened and cannot produce noise, including spells with vocal components, while the outside world remains unaffected, making it ideal for secret conversations or stealthy maneuvers.

Emotion Amplification
3

Emotion Amplification

This spell allows the caster to amplify a specific emotion in a target, enhancing feelings such as joy, anger, fear, or love. While it cannot create emotions from nothing, it can intensify existing feelings, making it a powerful tool for persuasion or manipulation, but it carries the risk of dependence if used excessively.

Essence Drain
7

Essence Drain

Essence Drain allows the caster to siphon magical energy from a target spellcaster, permanently stealing their spellcasting abilities. The caster can then enhance their own or an ally's evil spells, making them more potent and difficult to resist.

Fireball
3

Fireball

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Foresight
9

Foresight

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.

Fortified Encampment
5

Fortified Encampment

Creates a fortified encampment of 30ft radius. The camp consists of several grey tents, with bedrolls inside, a large central campfire burning brightly and some small walled huts with comfortable beds. By the tents are packs, crate and boxes of supplies of food, drink, bandages, healing potions and supplies to mend equipement. The camp is encircled by a 10ft tall palisade wall, with a fortified gate to allow access. The palisade walls have a walkway along them, allowing a medium size being to stand and walk along them, the walkway is accessed by ladders within the camp, the walkway is patrolled by mercenary humans of both genders, clad in leather armor, armed with longbows and shortswords. As well as the guards there is a cook, providing meals, a smith to repair equipment and several cats inhabiting the encampment. The fortified encampment spell persists until the caster dismisses the spell, recasts it at another location or dies.

Greater Invisibility
4

Greater Invisibility

This spell allows the caster to render themselves and a number of objects invisible for the duration. As the caster's mastery increases, they can choose to make larger objects or even creatures invisible, and can perceive their location and state from a distance, allowing for strategic planning and execution.

Green Thumb
2

Green Thumb

You channel life energy into vegetation, causing immediate growth and bloom. You can sprout a seed into a flowering plant or cause existing plants to flourish, creating lush greenery or even producing fruits out of season. The growth is real and remains after the spell, though it may wither if not cared for.

Imprisonment
9

Imprisonment

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. **Burial.** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. **Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. **Hedged Prison.** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. **Minimus Containment.** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. **Slumber.** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. **Ending the Spell.** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Life Draining Ritual
3

Life Draining Ritual

Drawing upon the dark energies within the Grimoire, you chant unsettling incantations and perform disturbing gestures. A chilling wave of negative energy pulses outwards from you. Each creature within a 30-foot-radius sphere centered on you (other than yourself) must make a Constitution saving throw. On a failed save, a target takes 4d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt. On a successful save, a target takes half as much damage and you gain no temporary hit points. For every creature that failed its saving throw, you gain one 'Dark Energy Charge', which can be used to fuel other spells, heal yourself, or extend your lifespan. Casting this ritual leaves you feeling drained and unsettled, and the Grimoire hums with dark satisfaction.

Life Transfer Ritual
5

Life Transfer Ritual

This complex and horrifying ritual allows you to siphon life force from a willing or incapacitated creature (the donor) and attempt to transfer it to another creature you touch (the recipient). The donor must make a Constitution saving throw; on a failed save, they take 8d8 necrotic damage and may gain one level of exhaustion. The recipient regains hit points equal to the damage dealt to the donor but must make a Wisdom saving throw to avoid permanent deformity or mental instability. At higher levels, the recipient gains advantage on their saving throw against negative effects for each effective spell level beyond the basic understanding.

Mass Heal
9

Mass Heal

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Mass Telekinesis
7

Mass Telekinesis

You can manipulate multiple objects or creatures within range, lifting and moving them as you desire. This spell allows you to control up to five targets simultaneously, moving them up to 30 feet in any direction.

Meteor Swarm
9

Meteor Swarm

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

Mist Veil
2

Mist Veil

You conjure a thick bank of fog that spreads into a 20-foot-radius sphere at a point within range. The mist heavily obscures the area, blinding creatures inside to the outside and vice versa, making it difficult for even magical senses to penetrate. The fog lingers for as long as you concentrate, up to 1 minute, or until dispersed by a strong wind.

Mystic Spring
2

Mystic Spring

Mystic Spring breathes life into withered plants. The caster touches a living plant or empty ground and whispers words of renewal, causing bright water to well from unseen springs that bathes the roots. Wilting flowers right themselves, new buds open, and sickly trees gain fresh green leaves. If cast on a fruit or herb, the spell can instantly polish away dirt and rot, nurturing the growth and health of vegetation without affecting animals or objects.

Oblivion
5

Oblivion

Unleash a devastating wave of infernal energy that targets the very essence of a being, capable of obliterating even the mightiest of celestial gods. This spell harnesses the raw power of the abyss, ensuring that nothing can withstand its destructive force.

Paleontological Transfiguration
5

Paleontological Transfiguration

This spell allows the caster to transform into a historically extinct creature, such as a mammoth, Tyrannosaurus rex, or Arctodus simus. The effectiveness of the transformation is influenced by the caster's proficiency in Transfiguration and their knowledge of paleontology, determining the creature's size, abilities, and duration of the transformation.

Pathfinder’s Trace
2

Pathfinder’s Trace

Pathfinder’s Trace lights the way through forests and wilderness. By tracing a line on the ground or in the air, the caster creates visible signs along hidden paths. Pale rune-like footprints or luminous arrows mark the surest route to a chosen destination (up to 1 mile away). Allies can follow the glowing trail even at night, while others see only faint sparks that quickly fade. The spell lasts one hour or until dispelled; if the party strays off the path, the signs gently shift direction to lead them back on track.

Power Word Kill
9

Power Word Kill

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Prismatic Wall
9

Prismatic Wall

A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it. **1. Red.** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. **2. Orange.** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. **3. Yellow.** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. **4. Green.** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. **5. Blue.** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. **6. Indigo.** On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. **7. Violet.** On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Raincaller
2

Raincaller

Raincaller summons a brief gentle rain in a 5-foot-square area, lasting up to 5 minutes as long as the caster concentrates. The rain extinguishes small fires, creates a slick surface, and rejuvenates parched plants, while also calming magical fires.

Shadow Blade
2

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.

Shadow Puppets
0

Shadow Puppets

You manipulate residual shadows to create small, animated figures, creatures or objects that act out scenes of your choosing. The shadows can be no larger than 1 foot in length and can perform simple actions, providing entertainment or distraction.

Shapechange
9

Shapechange

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Shroud of Dreamlands
8

Shroud of Dreamlands

Covers a 60 ft. radius area with an interlocking veil of dreams. Anyone entering must make a Perception Dispel or witness their subconscious vision, temporarily removing them from the realm. Characters holding the Spellmark can cast short mental images to influence the interpretation of other casters' environments as they enter the dream zone, supporting multiplayer dream linking for tactical planning or exploration of hidden truths.

Sign of the Old Ones
7

Sign of the Old Ones

Carve the seal of the Dominion of the Old Ones on a designated area, summoning, banishing, or suppressing creatures of a specific type. This spell is particularly effective against evil-aligned creatures, allowing the caster to summon powerful entities like Abyssal Demons or banish them back to their realms.

Soul Echo
2

Soul Echo

Soul Echo allows the caster to peer into a creature's mind, revealing their strongest emotion through colored auras and images. By whispering a charm and touching or gesturing towards the target, the caster gains insight into feelings such as love, fear, rage, or peace without the target being aware of the intrusion.

Soul Siphon
7

Soul Siphon

This dark and forbidden spell allows the caster to forcibly extract the soul of a target, leaving them in a state of lifelessness. Often used by Death Eaters for body snatching, this high-level mind magic is shunned by most wizards due to its malevolent nature and the irreversible consequences it inflicts on the victim.

Spectral Messenger
2

Spectral Messenger

You whistle a secret melody to conjure a small spectral bird that carries your message. The translucent creature travels up to 5 miles, delivering your words in your voice to the intended recipient before fading away.

Spectral Sight
2

Spectral Sight

With Spectral Sight, a faint silvery mist coats the caster’s eyes, revealing invisible creatures and objects as glowing outlines or phantom images. The spell also exposes wards and illusions visible only to magical senses, and allows the caster to perceive ethereal beings as translucent figures, granting insight into the Ethereal Plane.

Storm Shroud
2

Storm Shroud

Storm Shroud envelops the area with a miniature thunderstorm, creating dark vapor that crackles with tiny lightning. This storm reveals all creatures in sharp silhouette, snuffs out dim lights, and invigorates allies while hindering foes' ability to hide.

Storm of Vengeance
9

Storm of Vengeance

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. **Round 2.** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. **Round 3.** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. **Round 4.** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. **Round 5-10.** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Summon Balrog
9

Summon Balrog

Conjure a fearsome Balrog from the depths of the abyss to fight for you. The Balrog remains for a limited time, wreaking havoc on your enemies with its fiery presence and immense strength.

Summon Explosive Skeletons
5

Summon Explosive Skeletons

You summon three armored explosive skeletons, each clad in rusted plate mail and wielding a long spear. These undead warriors have a unique ability to self-destruct, dealing 3d12 damage in a 60-foot radius, sending bone shrapnel flying in all directions. Each skeleton has a maximum HP of 1818, an AC of 18, and can attack with a 1d12 damage roll. Once destroyed or self-destructed, they cannot be resummoned until you complete a long rest.

Summon White of Wrath
3

Summon White of Wrath

Conjure a powerful skeletal warrior, infused with flesh and muscle, that possesses sharp claws and teeth. This formidable ally fights fiercely on your behalf, striking terror into the hearts of your enemies.

Sunburst
8

Sunburst

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

Superpower Assembly Spell
5

Superpower Assembly Spell

This spell allows the caster to assemble various materials and components into a cohesive construct, such as a vehicle or a mechanical guardian. The effectiveness of the assembly depends on the caster's imagination and mana capacity, enabling the creation of unique and powerful constructs that can aid in battle or exploration.

Sweet Talk
1

Sweet Talk

You exude an aura of charm and persuasion, making your words more convincing. For the duration of the spell, you gain advantage on Charisma checks and saving throws against being charmed.

Temperature Manipulation
2

Temperature Manipulation

This spell allows the caster to alter the ambient temperature within a designated area, either heating it up or cooling it down. The caster can enhance the spell's range and magnitude based on their level and mastery of magic, creating a comfortable environment or a harsh climate as needed.

Time Stop
9

Time Stop

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Transfigure Legendary Beasts
8

Transfigure Legendary Beasts

This high-level Transfiguration spell allows the caster to transform into legendary creatures such as phoenixes, dragons, or titans, drawing upon their beliefs, abilities, and cultural background to determine the form taken. The transformation lasts for up to one hour, granting the caster the abilities and traits of the chosen creature, including flight, enhanced strength, or magical resistance.

Transfigure Self
3

Transfigure Self

This low-level Transfiguration spell allows the caster to alter their size, weight, and muscle density at will. The magnitude of the changes and the duration of the effect are influenced by the caster's abilities, allowing for a range of transformations from minor adjustments to significant alterations.

Tremor Sense
0

Tremor Sense

Divination Casting Time: 1 Bonus Action Range: Self (120 feet radius) Components: S Duration: Concentration, up to 1 Minute Description: You gain tremorsense out to 120 feet until the cantrip ends, allowing you to detect creatures and objects in contact with the ground within range.

True Polymorph
9

True Polymorph

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. **Creature into Creature.** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. **Object into Creature.** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. **Creature into Object.** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

True Resurrection
9

True Resurrection

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Unraveling Touch
0

Unraveling Touch

You touch a non-magical object of Large size or smaller, channeling arcane energies to deconstruct its fundamental structure. The object is instantly disintegrated into inert, non-magical dust or residue. If cast using a 9th-level spell slot, you can attempt to unravel a magical object, requiring a successful Arcana check (DC 20) to succeed.

Veil of Mist
0

Veil of Mist

The caster briefly transforms into a swirling mist, allowing them to evade incoming attacks and reappear in the same location. This spell grants a momentary escape from danger, making it harder for enemies to land a hit.

Verdant Manipulation
4

Verdant Manipulation

You channel the essence of nature to cause plants in a designated area to grow wildly lush and vibrant. Additionally, you can twist and distort the growth of these plants, shaping them into various forms or altering their material properties as you desire.

Void Strike
8

Void Strike

You conjure a sphere of pure nothingness that obliterates anything it touches. The sphere expands in a 20-foot radius, dealing devastating damage to all creatures and objects within its area of effect, leaving behind an empty void.

Weird
9

Weird

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Whispers of the Departed
3

Whispers of the Departed

This spell allows the caster to communicate with the recently deceased, enabling them to ask questions and receive answers from the spirits of those who have just passed away. The caster can only speak to corpses that have died within the last hour or to wandering souls that have not yet moved on, gaining insights into their last moments or unresolved matters.

Wither
5

Wither

Wither is a necromantic spell that siphons the life force from living creatures, causing them to age rapidly and suffer debilitating effects. The target must make a saving throw or be afflicted with accelerated aging, losing vitality and strength as their life essence is drained away.

Zephyr’s Grasp
2

Zephyr’s Grasp

Unleash a powerful gust of wind from your hand, creating a 60-foot-long, 10-foot-wide line that knocks back creatures and disperses fog and smoke. You can steer the wind's direction as a bonus action, affecting the environment by extinguishing small flames and pushing loose objects.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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