In a vast megacity, a Holy Emperor rules above, the poor suffer below, and horrors lurk beyond.
Played | 19 times |
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Created | 99 days ago |
Last Updated | 2 days ago |
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Psionic - Psychic Vampirism
You siphon the mental energy from a target, draining their willpower and bolstering your own. The target must make a saving throw or suffer psychic damage while you regain hit points equal to half the damage dealt.

Psionic - Psychic Illusions
This spell allows the caster to create vivid psychic illusions that can deceive the senses of creatures within range. The illusions can be tailored to appear as objects, creatures, or environments, and can be used to confuse or mislead enemies or to create distractions.

Psionic - Cloaking
You envelop yourself in a shroud of psionic energy, becoming nearly invisible to the naked eye. While cloaked, you can move silently and avoid detection, gaining advantage on Stealth checks and making it difficult for enemies to target you.

Psionic - Psychography
This spell allows the caster to enter a trance-like state, enabling them to automatically write, draw, or type messages from their subconscious or from otherworldly sources. The results can reveal hidden truths, insights, or even prophecies, depending on the caster's intent and focus.

Psionic - Psychic Torture
You invade the mind of a target, inflicting excruciating psychic pain that disrupts their thoughts and actions. The target must make a saving throw or suffer debilitating effects, including damage and potential confusion.

Psionic - Psychic Blast
Unleash a wave of psychic energy that damages and disorients your enemies. Targets must make a DEX saving throw or suffer psychic damage and be stunned for one round.

Psionic -Psionics Bestowal
You channel your psionic energy to bestow a temporary psychic boon upon a creature you can see within range. The target gains advantage on Intelligence, Wisdom, and Charisma saving throws for the duration, as their mind is enhanced by your psionic influence.

Psionic - Psychic Healing
Channel your psionic energy to heal a target's wounds and restore vitality. The target regains hit points equal to 1d8 + your spellcasting ability modifier, and any conditions affecting them are alleviated if they succeed on a Wisdom saving throw.

Psionic - Organopathy
You manipulate the biological functions of a target's organs, causing them to either enhance or hinder their physical capabilities. This spell can either bolster an ally's health or weaken an enemy's bodily functions, affecting their performance in combat.

Psionic - Oneiropathy
Oneiropathy allows the caster to enter the dreams of others, facilitating communication, manipulation, and even prediction through the dream realm. This spell can be used to send messages, alter dreamscapes, or glean insights about the future from the subconscious mind.

Psionic - Mediumship
Channel the spirits of the departed to gain insight or communicate with them. The caster can ask a number of questions equal to their spellcasting ability modifier, receiving cryptic answers that may guide or mislead them.

Psionic - Syncognition
You tap into the psionic energies around you to perceive the present moment and current events in your vicinity. This spell allows you to gain insights into ongoing actions, conversations, and emotions within a 60-foot radius, providing a clearer understanding of the immediate environment.

Psionic - Retrocognition
You tap into the echoes of the past, allowing you to glimpse events that occurred in a specific location. This spell grants you insight into significant moments, revealing hidden truths and forgotten secrets.

Psychometry
You can touch an object and gain insights about its past, including its previous owners, significant events, and emotional imprints. This spell allows you to glean information that can aid in investigations or uncover hidden truths.

Psionic - Precognition
This spell grants the caster a brief glimpse into the immediate future, allowing them to anticipate and react to incoming threats or events. For the duration, the caster gains advantage on initiative rolls and can add a bonus to their next saving throw or attack roll.

Psionic - Hyper Awareness
You heighten your senses to perceive the world around you with extraordinary clarity. For the duration of the spell, you gain advantage on all perception checks and cannot be surprised.

Psionic - Extrasensory Combat
Harness the power of psionics to enhance your combat abilities, allowing you to perceive your surroundings beyond normal senses. For the duration of the spell, you gain advantage on attack rolls and can sense the presence of creatures within 30 feet, even if they are hidden or invisible.

Psionic - Dowsing
You tap into the psionic energies around you to locate hidden objects or creatures within a certain range. By focusing your mind, you can sense the direction and distance to the nearest target of your choice, whether it be a magical item, a creature, or a specific type of terrain feature.

Psionic - Divination
You tap into the psychic energies of the universe to gain insight into a specific question or situation. This spell allows you to glimpse possible futures or uncover hidden truths, providing guidance based on the flow of psionic energy.

Psionic - Clairvoyance
You gain the ability to see through the eyes of a creature within range, allowing you to perceive the world from their perspective. This heightened sight grants you insights into their surroundings, including hidden objects and creatures, for a limited duration.

Psionic - Clairsentience
This spell heightens the caster's senses, allowing them to perceive the world around them with extraordinary clarity. For the duration, the caster gains advantage on all perception checks and can sense the presence of creatures within a certain range, even if they are hidden or invisible.

Psionic - Clairomancy
This psionic spell allows the caster to perceive events occurring in distant locations or times, providing glimpses into the past or future. Unlike Divination, which seeks knowledge through divine means, Clairomancy taps into the psychic energies of the universe to reveal hidden truths.

Psionic - Clairgustance
This spell heightens the caster's sense of taste, allowing them to discern the flavors and properties of any food or drink they consume. Additionally, the caster can gain insights into the emotional state of the creator of the food or drink, as well as any magical properties it may possess.

Psionic - Clairaudience
This spell grants the caster heightened hearing, allowing them to perceive sounds from a distance as if they were nearby. The caster can listen to conversations or detect noises in a specified area, even through barriers.

Psionic - Clairalience
This spell heightens the caster's sense of smell, allowing them to detect and identify scents within a specified range. The caster can discern the presence of creatures, substances, or environmental conditions based on their unique odors, providing valuable information about their surroundings.

Psionic - Hydrokinesis
Manipulate water in all its forms, allowing the caster to control and shape it at will. This spell can be used to create barriers, propel objects, or even form weapons from water.

Psionic - Umbrakinesis
Manipulate shadows and darkness to create illusions, obscure vision, or restrain foes. This spell allows the caster to control shadows within a specified range, bending them to their will for various effects.

Psionic - Photokinesis
Harness the power of light to manipulate and control its intensity and direction. You can create dazzling displays, blind foes, or illuminate dark areas with a mere thought.

Psionic - Materiokinesis
Harness the power of your mind to manipulate and reshape physical matter within a limited range. You can move, alter, or even create small objects, allowing for creative problem-solving and combat applications.

Psionic - Chlorokinesis
Harness the power of plants to manipulate their growth and movement. You can cause plants to entangle foes, create barriers, or heal allies by channeling psionic energy into the flora around you.

Psionic - Geokinesis
Harness the power of the earth to manipulate terrain and create barriers. You can shape the ground, causing it to rise, fall, or form protective walls, affecting both allies and enemies.

Psionic - Essokinesis
Essokinesis allows the caster to manipulate reality within a limited area, bending the laws of physics to their will. This spell can alter the environment, create illusions, or even change the properties of objects temporarily.

Psionic - Necrokinesis
Harness the power of psionics to manipulate the life force of the dead. You can control corpses, causing them to rise and obey your commands for a limited time, or drain the vitality from living creatures to heal yourself.

Psionic - Ergokinesis
Harness the power of psionic energy to manipulate and control the kinetic energy of objects within range. You can accelerate, decelerate, or redirect the movement of objects, causing them to move as you desire.

Psionic - Vitakinesis
Harness the power of psionics to manipulate the life force of yourself or others. You can heal wounds, cure ailments, or even siphon vitality from foes to bolster your own strength.

Psionic - Chronokinesis
Manipulate the flow of time in a localized area, allowing you to accelerate or decelerate the actions of creatures and objects within range. This spell can also create brief time loops, causing a target to repeat its last action.

Psionic - Chorokinesis
Harness the power of your mind to manipulate the very fabric of space around you. You can create distortions in space, allowing you to bend, stretch, or compress areas within your line of sight, affecting movement and positioning of creatures and objects.

Psionic - Biokinesis
Manipulate the biological functions of a creature, allowing you to heal minor wounds, enhance physical abilities, or induce temporary ailments. This spell can be used to bolster allies or hinder foes, making it versatile in combat and support situations.

Psionic- Technopathy
You can manipulate and control technology with your mind, allowing you to interface with machines, disable devices, or even command constructs. This spell grants you the ability to communicate with and control electronic devices within a certain range, bending them to your will.

Psionic - Mental Construct
You create a temporary psionic construct that can perform simple tasks or act as a shield against mental attacks. The construct can be shaped to your will, providing both utility and protection in combat or exploration.

Psionic - Remote Viewing
You can project your consciousness to a location you are familiar with, allowing you to see and hear as if you were there. This ability lasts for up to 10 minutes, during which you can observe creatures and objects without being detected.

Psionic - Blink
You momentarily shift your position through the fabric of reality, allowing you to teleport up to 30 feet to an unoccupied space you can see. This spell can be used to evade attacks or reposition yourself strategically in combat.

Psionic- Phase Shift
You momentarily shift your body out of phase with reality, allowing you to pass through solid objects and avoid attacks. While phased, you can move through walls and obstacles, but you cannot interact with the physical world until you return to your normal state.

Psionic - Sense Manipulation
You can manipulate the senses of a target creature, altering their perception of reality. This spell allows you to create illusions, distort sounds, or even mask scents, making it difficult for the target to discern the truth.

Psionic - Induce Afflictions
You tap into the minds of your enemies, inducing debilitating afflictions that hinder their abilities and actions. The target must succeed on a saving throw or suffer from a chosen affliction for the duration of the spell.

Psionic - Invade Senses
You invade the senses of a target seeing through there eyes, You gain all there senses as if you were living through them, If the Target is unwilling they must roll a Wisdom SAVE to block you out and feel as if somethings not right otherwise they notice nothing. You cannot control there body movements, If they die or fall unconscious the connection ends.

Psionic - Shared Sense
You create a psychic link with a willing creature, allowing both of you to share sensory experiences. For the duration, you can see, hear, and feel what the other creature does, effectively merging your perceptions.

Psionic - Extract / Insert Memories
This psionic spell allows the caster to delve into the mind of a target, extracting or implanting memories at will. The target must be willing or make a saving throw to resist the effect, and the caster can choose to erase or alter specific memories, creating a profound impact on the target's psyche.

Psionic - Electrokinesis
Harness the power of electricity to manipulate and control electrical energy in your surroundings. You can create arcs of lightning, move metallic objects, or even disrupt electronic devices within range. On hit target makes a constitution save or is paralyzed advantage if target is wearing heavy armour or is a machine.

Psionic - Telekinesis
Harness the power of your mind to manipulate objects and creatures at a distance. You can move, lift, or throw objects weighing up to 500 pounds within range, or restrain a creature's movement by exerting mental force. Doubles every third level. You can also use this power to levitate yourself.

Psionic - Psi Barrier
You create a shimmering barrier of psychic energy that protects you and your allies from harm. The barrier absorbs a portion of incoming damage and can reflect psychic energy back to attackers worth half the damage taken.

Psionic - Aerokinesis
You harness the power of your mind to manipulate the air around you, allowing you to create gusts of wind, form barriers, or even lift objects. This spell can be used for both offense and defense, providing versatility in combat and exploration. On hit may choose to push target 10 ft. back.

Psionic - Telepathy
You can establish a telepathic link with a willing creature within range, allowing for silent communication. The link lasts for 10 minutes and can be maintained as long as you concentrate on it.

Psionic - Manipulate Emotions
You reach into the minds of your targets, subtly influencing their emotions to create feelings of joy, fear, anger, or sadness. This spell can sway the outcome of social interactions or incite chaos in battle, depending on your intent.

Psionic - Cyrokinesis
Harness the power of your mind to manipulate ice and cold. You can create, shape, and control ice, dealing damage or creating barriers with your psychic energy.

Psionic - Pyrokinesis
Harness the power of your mind to manipulate and control fire. You can create, extinguish, or shape flames within a specified range, allowing for both offensive and defensive maneuvers. If it hits target they must make a constitution save or catch on fire.

Psionic - Mind Read
You delve into the thoughts of a creature you can see within range, allowing you to read their surface thoughts and emotions. This spell grants you insight into their immediate intentions and feelings, which can aid in negotiation or combat.

Psionic - Mental Coercion
You manipulate the mentality of a the target as if it were natural them, You make them think, act or say something as if it was an intentional idea in there head.

Wotan's Rede
You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to an augury. At Higher Levels. When casting Wotan's rede with a spell slot of 4th level, it provides advice equivalent to divination. When casting with a 5th-level spell slot, the spell provides advice equivalent to a single answer from commune. When casting with a 6th-level spell slot, Wotan's rede provides advice equivalent to three answers from contact other plane. Duration: Instantaneous. Casting Time: 1 Action.

Winding Key
You target a construct, giving it an extra action or move on each of its turns. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Warning Shout
You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gets advantage on an initiative check made before your next turn. Duration: Instantaneous. Casting Time: 1 Reaction,Which you take immediately before a creature rolls an initiative check.

Warding Bond
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. Duration: Up to 1 Hour. Casting Time: 1 Action.

Trench
With scooping gestures, you cause the ground to slowly sink into a trench 5 feet deep, 5 feet across, and 60 feet long. The trench forms slowly enough that enemies have no chance of falling into it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the trench's width increases by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd. Duration: Permanent. Casting Time: Up to 1 Minute.

Spiritual Weapon
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd. Duration: Up to 1 Minute. Casting Time: 1 Bonus Action.

Ethereal Blade
Summon a spectral weapon that strikes at your command. The weapon can take the form of any melee weapon you choose and lasts for the duration of the spell, allowing you to attack your enemies from a distance.

Snowblind Stare
Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness, or the second stage of snow blindness if it already has the first stage. The target recovers normally. Duration: Concentration, Up to 2 Rounds. Casting Time: 1 Action.

Silence
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Action.

Shared Sacrifice
You join your life force to that of up to five allies. Each target takes 5 necrotic damage that can't be reduced but can be healed normally, as they channel their energy into a pool of life essence containing the donated hit points. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and channeling hit points from the pool into the injured creature. The injured creature heals hit points equal to your spellcasting ability modifier, and the hit points remaining in the pool decrease by the same amount. This can be repeated until all the hit points in the pool are gone or the spell's duration expires. Duration: Up to 1 Hour. Casting Time: Up to 1 Minute.

Shadows Brought To Light
On failed CHA save, target's shadow reveals a scandalous secret either to everyone present (spoken aloud) or whispered to you. Target's shadow uses Common or target's native language. Fails if target has no secrets or can't speak. If secret was public, target gets -2 to CHA checks with witnesses for the day. Ritual: Target gets disadvantage on CHA checks instead, loses 1 status. Failed end-of-day CHA save makes status loss permanent. Duration: Instantaneous. Casting Time: 1 Action.

Shadow Cast
You call forth an amorphous, 20-foot-sphere of black matter from the Plane of Shadow that you can direct toward any light source within range. You can cause this blob to change shape, creating moving shadows on nearby surfaces. These shadows can cause distraction and confusion, causing all viewers within the spell’s radius to suffer disadvantage on all Wisdom (Perception) checks relying on sight. A creature can end the spell’s effect for themselves at the end of each of its turns with a successful Wisdom saving throw. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Action.

Shade
You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn't alleviate blindness that's already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight (such as those caused by sunlight sensitivity), those penalties don't apply while you're under the effect of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Action.

Repair Metal
A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it. At Higher Levels. The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level. Duration: Instantaneous. Casting Time: 1 Action.

Protection from Poison
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. Duration: Up to 1 Hour. Casting Time: 1 Action.

Prayer of Healing
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. Duration: Instantaneous. Casting Time: Up to 10 Minutes.

Power Word: Kneel
When you shout this power word, creatures within 20 feet of a point you specify are compelled to kneel down facing you. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself with a success. A kneeling creature is treated as prone. The effect ends immediately on any creature that takes damage while kneeling. Duration: Instantaneous. Casting Time: 1 Action.

Peripheral Fungi
You grow miniature audire boletus around your ears. They instantly adapt to the contours of sound waves from where you are standing when the spell is cast, granting you blindsight with a reach of 10 feet. Whenever you move more than 5 feet in a given round, you lose this blindsight until you stand still for one round and let the fungi readjust. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the range of your blindsight by 10 feet for each spell slot above 2nd. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Locate Object
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Action.

Lesser Restoration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Duration: Instantaneous. Casting Time: 1 Action.

Hold Person
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Heartstop
You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Action.

Gentle Repose
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. Duration: Up to 10 Days. Casting Time: 1 Action.

Furious Hooves
You enhance the hooves of a target creature, imbuing it with power and swiftness. The target increases its base speed by 30 feet (to a maximum of twice its base speed). In addition to any attacks the creature can normally make, this spell grants two additional hoof attacks that each does 1d6 bludgeoning damage plus the target’s Strength modifier (the damage is 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically does hoof damage to the target of a successful shove attack. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Find Traps
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. Duration: Instantaneous. Casting Time: 1 Action.

Enhance Greed
You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes and another 30 feet can be added to its range for each slot level above 2nd. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Action.

Enhance Ability
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends. Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor: The target has advantage on Charisma checks. Fox's Cunning: The target has advantage on Intelligence checks. Owl's Wisdom: The target has advantage on Wisdom checks. 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. Duration: Concentration, Up to 1 Hour. Casting Time: 1 Action.

Continual Flame
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Duration: Until Dispelled. Casting Time: 1 Action.

Clearing The Field
With a harsh word and a vicious chopping motion, every tree, shrub, and stump within 40 feet of you sinks into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life rises from the ground instantly when the spell ends or is dispelled. Plant creatures are not affected by clearing the field. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd. Ritual Focus. If you expend your ritual focus, plant creatures within the area of effect must make a successful Constitution saving throw or be affected as though by a reduce spell. Duration: Up to 1 Hour. Casting Time: 1 Action.

Calm Emotions
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Borrowed Knowledge
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again. Duration: Up to 1 Hour. Casting Time: 1 Action.

Boreas's Breath
Freezes a 20ft cube of standing water or 10ft cube of running water into solid ice. Creates difficult terrain; creatures ending their turn on ice must pass DC 10 DEX save or fall prone. Partially submerged creatures become restrained, taking 1d6 cold damage per turn. Breaking free requires action + STR check vs spell DC. Fully submerged creatures become incapacitated and can't breathe, taking 2d6 cold damage per turn. DC 20 STR save to break free after damage. Ice: AC 10, 15 HP. Vulnerable to fire. Resistant to nonmagical slashing/piercing. Immune to cold, necrotic, poison, psychic, thunder. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the size of the cube by 10 feet for each slot level above 2nd. Duration: Instantaneous. Casting Time: 1 Action.

Boiling Oil
You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don't fall prone. 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. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Blindness / Deafness
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. 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. Duration: Up to 1 Minute. Casting Time: 1 Action.

Black Swan Storm
You call forth a whirlwind of black feathers that fills a cube 5 feet on each side. The feathers deal 2d8 force damage to creatures inside the cube's area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, from dim light to darkness). Creatures that make a successful Dexterity saving throw suffer only half damage but are still affected by the change in light. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the feathers do an additional 1d8 force damage for each slot level above 2nd. Ritual Focus. If you expend your ritual focus, then you can move the whirlwind up to 15 feet by using a bonus action on your turn. If the whirlwind moves more than 30 feet from you, the spell ends. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Augury
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. Duration: Instantaneous. Casting Time: Up to 1 Minute.

Aid
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. Duration: Up to 8 Hours. Casting Time: 1 Action.

Shield of Faith
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Bonus Action.

Shadow Mote
You create a small sphere of shadow-essence that you can hurl as a ranged spell attack at one target. On a hit, the sphere causes the target to see distracting movement out of the corner of their eye. This can have two possible effects; you decide which when the attack hits. Distracting Shadows. The target sees movement amongst the shadows, making it harder to focus on any one thing. Until the end of its next turn, the target makes attacks with disadvantage, and it cannot maintain concentration. Threatening Shadows. The target sees threats that are not there, which lowers their defenses against threats that are. The next weapon attack against the target is made with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot above 1st. You must make a ranged spell attack for each target. Duration: Instantaneous. Casting Time: 1 Action.

Shadow Hands
A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the fright. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st. Duration: Instantaneous. Casting Time: 1 Action.

Sanctuary
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. Duration: 1 Minute. Casting Time: 1 Bonus Action.

Purify Food and Drink
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Duration: Instantaneous. Casting Time: 1 Action.

Protection from Evil and Good
Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Action.

Mosquito Bane
This spell kills any insect or swarm with fewer than 25 hit points within 50 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for every slot above 1st; thus, a 2nd-level slot kills up to 40 hit points of insects, a 3rd-level slot kills 55, etc., up to a maximum of 85 hit points for a 6th-level slot. Duration: Instantaneous. Casting Time: 1 Action.

Medicinal Mushrooms
Up to ten mushrooms appear in your hand and are infused with magic for the duration. A creature can use its action to eat one mushroom. Eating a mushroom restores 1 hit point, and the mushroom provides enough nourishment to sustain a creature for one day. However, these caps are also hallucinogenic. If a creature willingly eats more than one of these caps in a given day, it is haunted by visions. The hallucinating creature suffers disadvantage to all Strength and Dexterity saving throws and ability checks and automatically fails all Wisdom saving throws. Duration: Instantaneous. Casting Time: 1 Action.

Loki's Gift
Loki’s gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling. Duration: Up to 1 Minute. Casting Time: 1 Action.

Land Bond
You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude. Duration: Up to 1 Hour. Casting Time: 1 Action.

Kobold's Fury
Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage. Duration: 1 Round. Casting Time: 1 Action.

Inflict Wounds
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Duration: Instantaneous. Casting Time: 1 Action.

Hobble Mount
When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage. This spell has no effect on a creature that your GM deems to not be a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Duration: Concentration, Up to 1 Hour. Casting Time: 1 Action.

Hearth Charm
This spell makes flammable material burn twice as long as normal. Duration: Up to 24 Hours. Casting Time: 1 Action.

Healing Word
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Duration: Instantaneous. Casting Time: 1 Bonus Action.

Guiding Star
By observing the stars or the position of the sun, you are able to determine the cardinal directions, and the direction and distance to a stated destination. You can't become directionally disoriented or lose track of the destination. The spell doesn't, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain ahead. Duration: Up to 8 Hours. Casting Time: Up to 10 Minutes.

Guiding Bolt
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Duration: 1 Round. Casting Time: 1 Action.

Gear Shield
You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws, without hindering the subject's movement, vision, or outgoing attacks. Duration: Up to 10 Minutes. Casting Time: 1 Action.

Find The Flaw
You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit. Duration: Instantaneous. Casting Time: 1 Action.

Find Kin
You touch one willing creature or make a melee spell attack against an unwilling creature. If the target fails a Wisdom saving throw, you learn the identity, appearance, and location of one randomly-selected living relative of the target. A creature can choose to automatically fail this saving throw. Duration: Instantaneous. Casting Time: 1 Action.

Fiber Shape
You form a mound of mold, moss, or mushroom into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work. Duration: Instantaneous. Casting Time: 1 Action.

Erase
You remove writing from a single scroll, one page of paper, a sheet of parchment, or a similar surface that you can see within range that is no larger than a 2-foot-square area. This spell can also automatically remove a glyph of warding or a glyph created by the symbol spell. If the glyph was created using a spell slot of 4th level or higher, you must make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the glyph is erased. Duration: Instantaneous. Casting Time: 1 Action.

Detect Poison and Disease
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. 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. Duration: Concentration, Up to 10 Minutes. Casting Time: 1 Action.

Detect Magic
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Duration: Concentration, Up to 10 Minute. Casting Time: 1 Action.

Detect Evil and Good
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Duration: Concentration, Up to 10 Minute. Casting Time: 1 Action.

Cure Wounds
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Duration: Instantaneous. Casting Time: 1 Action.

Create or Destroy Water
You either create or destroy water. Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. Duration: Instantaneous. Casting Time: 1 Action.

Command
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Duration: 1 Round. Casting Time: 1 Action.

Cloak Of Shadow
You draw upon the endless Void to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Bonus Action.

Calm Undead
This spell soothes and quiets an undead creature, bathing them in a soft cerulean light that emanates from the caster, rendering them docile and harmless. Only mindless undead or those with Intelligence score of 2 or less can be affected by this spell. The target must succeed on a Charisma saving throw, becoming incapacitated on a failed save. Any threat breaks the spell on the threatened undead, who return to their previous behavior when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional target for each slot above 1st. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Ceremony
Cast a magical religious ceremony (10ft range) and choose one rite: Atonement: DC 20 Wisdom check to restore willing creature's original alignment Bless Water: Create holy water Coming of Age: Young adult gets d4 bonus to ability checks for 24hrs (once per person) Dedication: Target gets d4 bonus to saves for 24hrs (once per person) Funeral: Corpse can't become undead for 7 days (except by wish) Wedding: Married pair gets +2 AC when within 30ft (7 days, repeatable if widowed) Duration: Instantaneous. Casting Time: 1 Hour.

Bless
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Beguiling Gift
You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it. Duration: Instantaneous. Casting Time: 1 Action.

Bane
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Angelic Guardian
You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing figure resembling a human head and shoulders hovers within 5 feet of the target for the duration. The figure moves to interpose itself between the target and any incoming attacks, granting the target +2 to AC.If the target fails a Dexterity saving throw while the spell is active, it can use its reaction to roll a new save. The spell then ends. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Analyze Device
You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate. Duration: Instantaneous. Casting Time: 1 Hour.

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. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Duration: Instantaneous. Casting Time: 1 Action.

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. 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). Duration: Instantaneous. Casting Time: 1 Action.

Thaumaturgy
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Duration: Up to 1 Minute. Casting Time: 1 Action.

Spare the Dying
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. Duration: Instantaneous. Casting Time: 1 Action.

Scribe
This spell allows you to create a copy of a written work. By placing a blank scroll, book, or page near the work that you are copying, all the writing, illustrations, etc., in the original reproduces itself in the new document, in your handwriting. The new medium must be large enough to accommodate the original source. Magical properties of the original aren't reproduced, so you can't use scribe to make usable copies of spell scrolls or magic books. Duration: Instantaneous. Casting Time: 1 Action.

Sacred Flame
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Duration: Instantaneous. Casting Time: 1 Action.

Resistance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Misstep
You gesture to a target that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke Opportunity Attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, bonfire, or off the edge of a cliff, or if the target has already used its reaction. Duration: Instantaneous. Casting Time: 1 Action.

Mending
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Duration: Instantaneous. Casting Time: 1 Minute.

Light
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Duration: 1 Hour. Casting Time: 1 Action. Duration: 1 Hour.

Guidance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.

Fist of Iron
You transform your naked hand to iron. Your unarmed attacks do 1d6 bludgeoning damage and are considered magical. Duration: Concentration, Up to 1 minute. Casting Time: 1 Action.

Dragon Roar
Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened of you until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Duration: Instantaneous. Casting Time: 1 Action.

Bless the Dead
You grant a blessing to one deceased creature, allowing it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can't become undead. The spell has no effect on either the living or the undead. Duration: Instantaneous. Casting Time: 1 Action.

Benediction
You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it can roll 1d4 and reduce the damage by the result. The spell then ends. Duration: Concentration, Up to 1 Minute. Casting Time: 1 Action.