7th Level

ASPECT OF THE DRAGON

7th-level transmutation (dragon)
Casting Time: 1 action
Range: Self
Components: V, S, M (a dragon scale)
Duration: Concentration, up to 1 minute
By tapping into your very blood, this spell draws out the ancient nature inside, demonstrating to the world you are not like the rest; you are descended from dragons. This spell allows you to assume the form of any dragon-type creature of challenge 10 or less. 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 speak only if the dragon 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 normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.

BLIZZARD

7th-level conjuration (rune)
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration, up to 1 minute
A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.

CELEBRATION

7th-level enchantment (ritual; high elven)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small party favor)
Duration: 1 hour
You create a 30-foot-radius area around a point that you choose within range. Intelligent creatures that enter the area or begin their turn there and fail a Wisdom saving throw engage in revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell expires, preferring to enjoy the festivities. Affected creatures forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking extends regardless of an affected creature's agenda or alignment. Assassins procrastinate, servants join in the celebration rather than serve, guards abandon their posts. The effect ends on creatures that are attacked, that take damage, or that are forced to leave the area. Those whose saving throw succeeds can enter or leave the area without danger of being enchanted. A creature that failed the saving throw and is removed from the area must repeat the saving throw if they return to the area.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.
Ritual Focus. If you expend your ritual focus, unaffected intelligent creatures must make a new saving throw every time they begin their turn in the area of effect, even if they've previously saved against the spell.

CONJURE SHADOW TITAN

7th-level conjuration (shadow)
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan's statistics are identical to a stone giant's, with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage. The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions. The shadow titan disappears when it drops to 0 hit points or when the spell ends.

CONJURE VOIDBORN

7th-level (void)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn. If your concentration is broken, the creature doesn’t disappear. Instead you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears it would mean its own death. The creature can’t be dismissed by you, but it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.

CURSE OF DUST

7th-level necromancy (hieroglyph)
Casting Time: 10 minutes
Range: 500 feet
Components: V, S, M (a piece of spoiled food)
Duration: 1 week
You cast a curse on a creature that you're familiar with, causing them to be unsatiated by food no matter how much they eat. This isn't merely an issue of perception; the target physically can't draw sustenance from food and is in real danger of starving to death. Within minutes after the spell is cast, the target feels constant hunger no matter how much food is consumed. The target must make a Constitution saving throw against the spell after every 24 hours during the spell's duration. Each time the saving throw fails, the target gains one level of exhaustion. The effect ends after 1 week or when the target's Constitution saving throw succeeds for a second day in a row.

GLACIAL FOG

7th-level evocation
Casting Time: 1 action
Range: 100 feet (30-foot sphere)
Components: V, S, M (crystalline statue of a polar bear worth at least 25g)
Duration: Instantaneous / Concentration up to 1 minute
Upon your final utterance, the target area is covered in a glacial fog which generates a limb numbing cold that causes 12d6 points of cold damage and inflicts one level of exhaustion. Creatures within the area have disadvantage on Perception checks. A successful Constitution saving throw halves the cold damage and negates the other effects. This damage is instantaneous and occurs only on the first round of the spell. While you maintain concentration on this spell, any creature within the area of effect that attempts any action requiring manual dexterity such as loading a crossbow, drawing a weapon, picking a lock, retrieving a stored item, or manipulating a material spell component must succeed on a DC 10 Dexterity saving throw to do so. A failed check means the creature drops the item it is attempting to manipulate. The area inside the spell’s area of effect is considered difficult terrain. Any creature beginning or ending a move within the spell’s area of effect must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
At Higher Levels. When you cast this spell using a spell slot of 8th or higher, the damage increases by 1d6 for each slot level above 7th.

GREATER LEY PULSE

7th-level transmutation (ley line)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.
At Higher Levels. When you cast this spell using a 9th level spell slot, choose two damage types instead of one.

HELLFORGING

7th-level necromancy (ritual; clockwork)
Casting Time: 1 hour (see below)
Range: Touch
Components: V, S, M (a complete mechanical body worth 10,000 gp inscribed with demonic runes and containing a ready soul gem)
Duration: Instantaneous
You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearfoged traits except as follows:
Vulnerability: Hellforged are vulnerable to radiant damage.
Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior.
Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill.
Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal.
Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.

ICY GRASP OF THE VOID

7th-level evocation (illumination)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained; a successful Constitution saving throw halves the damage and prevents restraint. A restrained creature gains one level of exhaustion at the start of its turn from frigid cold and lack of air. Creatures immune to cold and that do not breathe gain no exhaustion. A restrained creature repeats the saving throw at the end of its turn, breaking free from the darkness and ending the spell with a success.

LAST RAYS OF THE DYING SUN

7th-level evocation (illumination)
Casting Time: 1 action
Range: 40 feet
Components: V, S
Duration: Instantaneous
A burst of searing heat explodes from you, doing 6d6 fire damage to all enemies within 40 feet of you. Immediately afterward, a wave of frigid cold rolls across the same area, doing 6d6 cold damage to enemies. A successful Dexterity saving throw halves all the damage.
At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increase by 1d6 for each slot level above 7th.

LEGEND KILLER

7th-level divination (dragon)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silver scroll describing the spell's target worth at least 1,000 gp, which the spell consumes)
Duration: Concentration, up to 1 minute
You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target creature must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell's duration. A creature can't use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature repeats the saving throw at the end of its turn, regaining 1 legendary action on a success. It continues repeating the saving throw until the spell ends or it regains all its legendary actions.

RINGWARD

7th-level abjuration (ring)
Casting Time: 1 action
Range: Self
Components: V, S, M (an iron ring worth 200 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
This spell causes the iron ring to become a faintly shimmering ring of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protective energy ring have advantage on saving throws against spells and gain resistance to one type of damage of your choice.

SEAL OF SANCTUARY

7th-level abjuration (ritual; angelic)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (incense and special inks worth 250 gp, which the spell consumes)
Duration: 24 hours
You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 50 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a dangerous barrier. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 10d8 radiant damage, it's repelled to 5 feet outside the boundary, and it can’t target anything on the opposite side of the boundary with attacks, spells, or abilities. On a successful save, the creature takes half as much radiant damage and can cross the boundary. While within 50 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws. All of these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within the area. The seal has 50 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.

STARRY VISION

7th-level divination (illumination)
Casting Time: 1 reaction, which you take when an enemy starts its turn
Range: 100 feet
Components: V, M (a sprinkling of gold dust worth 400 gp)
Duration: Concentration, up to 1 minute
As compelling fate except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to a minute). At the end of each of its turns, the target repeats the Charisma saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the bonus to AC increases by 1 for each slot level above 7th.

SYMBOL OF SORCERY

7th-level evocation (ritual; hieroglyph)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (specially prepared ink charged with magic)
Duration: 8 hours
This arcane symbol is drawn onto an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the hieroglyph, it triggers in an arcane explosion. All creatures in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. After this symbol explodes once, it’s power is spent and the spell ends.

TIMELESS ENGINE

7th-level transmutation (clockwork)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Until dispelled
You halt the normal processes of degradation and wear in a nonmagical clockwork device, rendering normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires attention only once a decade.

TRIUMPH OF ICE

7th-level transmutation (rune)
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 minute
You transform one of the four elements into ice or snow. The area of effect is a sphere with a radius of 100 feet, centered on you. The specific effect varies depending on the element targeted.
Air. Vapor condenses into snowfall. If cast on a fog cloud, stinking cloud, or a similar magic effect, this spell negates it. Creatures of elemental air who are targeted take 8d6 200 cold damage, and if airborne must make a successful Constitution saving throw to avoid being knocked prone (no falling damage).
Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. Creatures in the water at its surface must make successful Dexterity saving throws to avoid being immobilized in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. Creatures of elemental water take no damage from the spell but are paralyzed for 1d6 rounds unless they make a successful Constitution saving throw, and they pay double for movement in the affected area.
Earth. Soil freezes into permafrost to a depth of 10 feet. Creatures burrowing through the area have their speed halved until the area thaws, unless they can burrow through solid rock. Creatures of elemental earth who fail a Constitution saving throw take 8d6 cold damage from stress fractures in their bodies.
Fire. Flames transform into shards of ice and their area becomes difficult terrain. Creatures in the burning area take 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet they move through the area unless they are unhindered by icy terrain; a successful Dexterity saving throw halves the slashing damage. Lava cools into a solid crust 4 inches thick. Creatures of elemental fire must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.

UNCONTROLLABLE TRANSFORMATION

7th-level transmutation (ritual; chaos)
Casting Time: 1 action
Range: Self
Components: V, S, M (the bill of a platypus)
Duration: 1 hour
You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll 1d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; roll 1d10 twice and choose the result you prefer, but gain one level of exhaustion. At the end of the spell, your body returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.
d10 Mutation
1 A spindly third arm sprouts out of your shoulder. By using a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and checks that require the manipulation of tools.
2 Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type.
3 A puckered orifice grows on your back which you can use to forcefully expel air, granting you a fly speed of 30. You must land at the end of your turn. In addition, as a bonus action you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw. The DC equals 10 + your Constitution modifier.
4 A second face appears on the back of your head. You gain darkvision to 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying out conversations with yourself.
5 You grow gills that not only allow you to breathe under water but also filter poison out of the air. You gain immunity to inhaled poisons.
6 Your hindquarters elongate and you grow a second set of legs. Your base walking speed increases by 10 feet and your carrying capacity becomes your Strength score multiplied by 20.
7 You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can't pick up or interact with physical objects that you weren't carrying when you became incorporeal.
8 Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes do 1d6 bludgeoning damage.
9 Your head fills with a light gas and swells to four times its normal size, causing all of your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground.
10 You grow three sets of feathered wings that give you a fly speed equal to your walking speed and the ability to hover.

VOLLEY SHIELD

7th-level abjuration (ley line)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
You touch a willing creature and create a shimmering shield of ley energy to protect it. The shield grants the target a +5 AC bonus and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration. In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes its new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and suffers all effects the spell normally causes.

WALKING WALL

7th-level transmutation (battle)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (100 miniature axes)
Duration: Concentration, up to 10 minutes
This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can't Dash. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall's movement and attacks as a bonus action. If you choose not to direct it, the wall continues executing the last command you gave it. The wall can't use reactions. Each successful attack does 4d6 slashing damage, and the damage is considered magical. The walking wall can be attacked. It has AC 12, 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If reduced to 0 hit points or when the spell's duration ends, the wall disappears and the 100 miniature axes fall to the ground in a tidy heap.

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