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Alchemist Spell List

Cantrips

Blade Ward
Spell ID: 829808
Name Blade Ward School Abjuration
Spell Level 0 Range Self
Casting Time 1 Action Duration 1 round
Components V, S Materials None
Ritual No Concentration No
Description
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

 
Friends
Spell ID: 829848
Name Friends School Enchantment
Spell Level 0 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components S, M Materials a small amount of makeup applied to the face as this spell is cast
Ritual No Concentration Yes
Description
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

 
Guidance (self)
Spell ID: 829865
Name Guidance School Divination
Spell Level 0 Range Touch
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
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.

 
Light (self)
Spell ID: 829877
Name Light School Evocation
Spell Level 0 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, M Materials a firefly or phosphorescent moss
Ritual No Concentration No
Description
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.

 
Prestidigitation (self)
Spell ID: 829920
Name Prestidigitation School Transmutation
Spell Level 0 Range 10 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:   -You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 
Resistance
Spell ID: 829933
Name Resistance School Abjuration
Spell Level 0 Range Touch
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials a miniature cloak
Ritual No Concentration Yes
Description
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 the saving throw. The spell then ends.

 
True Strike
Spell ID: 829998
Name True Strike School Divination
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration Up to 1 hour
Components S Materials None
Ritual No Concentration Yes
Description
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

 

1st Level

Absorb Elements
Spell ID: 830018
Name Absorb Elements School Abjuration
Spell Level 1 Range Self
Casting Time Special Duration 1 round
Components S Materials None
Ritual No Concentration No
Description
1 Reaction: Which you take when you take acid, cold, fire, lightning, or thunder damage.   The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

 
Animal Friendship
Spell ID: 830027
Name Animal Friendship School Enchantment
Spell Level 1 Range 30 feet
Casting Time 1 Action Duration 24 hours
Components V, S, M Materials a morsel of food
Ritual No Concentration No
Description
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

 
Comprehend Languages
Spell ID: 830106
Name Comprehend Languages School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a pinch of soot and salt
Ritual Yes Concentration No
Description
For the duration, you understand the literal meaning of any spoken language that you hear.
You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.   This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

 
Cure Wounds
Spell ID: 830109
Name Cure Wounds School Evocation
Spell Level 1 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
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 level   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.

 
Detect Evil and Good
Spell ID: 830110
Name Detect Evil and Good School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
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.

 
Detect Magic
Spell ID: 830113
Name Detect Magic School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S Materials None
Ritual Yes Concentration Yes
Description
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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 
Detect Poison and Disease
Spell ID: 830115
Name Detect Poison and Disease School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials a yew leaf
Ritual Yes Concentration No
Description
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.

 
Disguise Self
Spell ID: 830116
Name Disguise Self School Illusion
Spell Level 1 Range Self
Casting Time 1 Action Duration 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

 
Expeditious Retreat
Spell ID: 830130
Name Expeditious Retreat School Transmutation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

 
False Life
Spell ID: 830135
Name False Life School Necromancy
Spell Level 1 Range Self
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a small amount of alcohol or distilled spirits
Ritual No Concentration No
Description
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

 
Feather Fall (self)
Spell ID: 830138
Name Feather Fall School Transmutation
Spell Level 1 Range 60 feet
Casting Time Special Duration 1 minute
Components V, M Materials a small feather
Ritual No Concentration No
Description
Reaction: When you or a creature within 60 feet of you falls   Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

 
Grease
Spell ID: 830151
Name Grease School Conjuration
Spell Level 1 Range 60 feet
Casting Time 1 Action Duration 1 minute
Components V, S, M Materials a bit of pork rind or butter
Ritual No Concentration No
Description
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

 
Identify
Spell ID: 830170
Name Identify School Divination
Spell Level 1 Range Touch
Casting Time 1 Minute Duration Instantaneous
Components V, S, M Materials a pearl worth at least 100 gp and an owl feather
Ritual Yes Concentration No
Description
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

 
Illusory Script
Spell ID: 830170
Name Identify School Divination
Spell Level 1 Range Touch
Casting Time 1 Minute Duration Instantaneous
Components V, S, M Materials a pearl worth at least 100 gp and an owl feather
Ritual Yes Concentration No
Description
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

 
Jump (self)
Spell ID: 830177
Name Jump School Transmutation
Spell Level 1 Range Touch
Casting Time 1 Action Duration 1 minute
Components V, S, M Materials a grasshopper's hind leg
Ritual No Concentration No
Description
You touch a creature. The creature’s jump distance is tripled until the spell ends.

 
Longstrider (self)
Spell ID: 830178
Name Longstrider School Transmutation
Spell Level 1 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a pinch of dirt
Ritual No Concentration No
Description
You touch a creature. The target’s speed increases by 10 feet until the spell ends.   At higher level   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.

 
Protection from Evil and Good (self)
Spell ID: 830181
Name Protection from Evil and Good School Abjuration
Spell Level 1 Range Touch
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials holy water or powdered silver and iron, which the spell consumes
Ritual No Concentration Yes
Description
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.

 
Speak with Animals
Spell ID: 830193
Name Speak with Animals School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration 10 minutes
Components V, S Materials None
Ritual Yes Concentration No
Description
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

 
Zephyr Strike
Spell ID: 830208
Name Zephyr Strike School Transmutation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

 

2nd Level

Aid (self)
Spell ID: 830212
Name Aid School Abjuration
Spell Level 2 Range 30 feet
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials a tiny strip of white cloth
Ritual No Concentration No
Description
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 level   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.

 
Alter Self
Spell ID: 830215
Name Alter Self School Transmutation
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You assume a different form.
When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.   Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

 
Barkskin (self)
Spell ID: 830221
Name Barkskin School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials a handful of oak bark
Ritual No Concentration Yes
Description
You touch a willing creature. Until the spellends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

 
Blur
Spell ID: 830226
Name Blur School Illusion
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesnt rely on sight, as with blindsight, or can see through illusions, as with truesight.

 
Darkvision (self)
Spell ID: 830258
Name Darkvision School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials either a pinch of dried carrot
Ritual No Concentration No
Description
You touch a willing creature to grant it the ability to see in the dark.
For the duration, that creature has darkvision out to a range of 60 feet.

 
Dragon Breath (self)
Spell ID: 827908
Name Dragon Breath School Evocation
Spell Level 5 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A piece of dragon's tooth
Ritual No Concentration Yes
Description
You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.
When you cast the spell, choose one of the dragon types listed below. Your choice determines the range and damage of the breath attack for the spell’s duration.  
  At Higher Levels   When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.

 
Enhance Ability (self)
Spell ID: 830267
Name Enhance Ability School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials fur or a feather from a beast
Ritual No Concentration Yes
Description
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 thas advantage on Intelligence checks.
- Owl’s Wisdom. The target has advantage on Wisdom checks.
  At higher level   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.

 
Enlarge/Reduce (self)
Spell ID: 830268
Name Enlarge/Reduce School Transmutation
Spell Level 2 Range 30 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials a pinch of powdered iron
Ritual No Concentration Yes
Description
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.   Enlarge The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.   Reduce The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

 
Find Traps
Spell ID: 830271
Name Find Traps School Divination
Spell Level 2 Range 120 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
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.

 
Invisibility (self)
Spell ID: 830282
Name Invisibility School Illusion
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials an eyelash encased in gum arabic
Ritual No Concentration Yes
Description
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.   At higher level   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.

 
Lesser Restoration (self)
Spell ID: 830284
Name Lesser Restoration School Abjuration
Spell Level 2 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

 
Levitate
Spell ID: 830286
Name Levitate School Transmutation
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials either a small leather loop or a piece of golden wire bent into a cup shape
Ritual No Concentration Yes
Description
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.   The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.   When the spell ends, the target floats gently to the ground if it is still aloft.

 
Locate Animals or Plants
Spell ID: 830288
Name Locate Animals or Plants School Divination
Spell Level 2 Range Self
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials a bit of fur from a hound
Ritual Yes Concentration No
Description
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

 
Locate Object
Spell ID: 830289
Name Locate Object School Divination
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials a forked twig
Ritual No Concentration Yes
Description
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.

 
Mirror Image
Spell ID: 830302
Name Mirror Image School Illusion
Spell Level 2 Range Self
Casting Time 1 Action Duration 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
Three illusory duplicates of yourself appear in your space.
Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

 
Pass without Trace (self)
Spell ID: 830317
Name Pass Without Trace School Abjuration
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials ashes from a burned leaf of mistletoe and a sprig of spruce
Ritual No Concentration Yes
Description
A veil of shadows and silence radiates from you, masking you and your companions from detection.
For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

 
Protection from Poison
Spell ID: 830328
Name Protection from Poison School Abjuration
Spell Level 2 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
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.

 
See Invisibility
Spell ID: 830336
Name See invisibility School Divination
Spell Level 2 Range Self
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a small sprinkling of powdered silver
Ritual No Concentration No
Description
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

 
Spider Climb (self)
Spell ID: 830347
Name Spider Climb School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials a spider
Ritual No Concentration Yes
Description
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

 
Web (thrown)
Spell ID: 830358
Name Web School Conjuration
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials a bit of spiderweb
Ritual No Concentration Yes
Description
You conjure a mass of thick, sticky webbing at a point of your choice within range.
The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.   If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.   Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.   A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

 

3rd Level

Blink
Spell ID: 825794
Name Blink School Transmutation
Spell Level 3 Range Self
Casting Time 1 Action Duration 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Etheral Plane (the spell fails and the casting is wasted if you were already on that plane).   At the start of you next turn, and when the spell ends if you are on the Etheral Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.   While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away.You can only affect and be affected by other reatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

 
Catnap (self)
Spell ID: 825862
Name Catnap School Enchantment
Spell Level 3 Range 30 feet
Casting Time 1 Action Duration 10 minutes
Components None Materials A pinch of sand
Ritual No Concentration No
Description
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.   At higher level   When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

 
Elemental Weapon (self)
Spell ID: 825957
Name Elemental Weapon School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.   At higher level   When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.   When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

 
Feign Death
Spell ID: 825977
Name Feign Death School Necromancy
Spell Level 3 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials A pinch of graveyard dirt
Ritual Yes Concentration No
Description
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0.   The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

 
Fly
Spell ID: 825982
Name Fly School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials A wing feather from any bird
Ritual No Concentration Yes
Description
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.   At higher level   When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

 
Gaseous Form
Spell ID: 825984
Name Gaseous Form School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials A bit of gauze and a wisp of smoke
Ritual No Concentration Yes
Description
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.   While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.   While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

 
Haste (self)
Spell ID: 825994
Name Haste School Transmutation
Spell Level 3 Range 30 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A shaving of licorice root
Ritual No Concentration Yes
Description
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

 
Meld Into Stone
Spell ID: 826028
Name Meld into Stone School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration 8 hours
Components V, S Materials None
Ritual Yes Concentration No
Description
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.   While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.   Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

 
Nondetection (self)
Spell ID: 826033
Name Nondetection School Abjuration
Spell Level 3 Range Touch
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes
Ritual No Concentration No
Description
For the duration, you hide a target that you touch from divination magic.   The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

 
Protection from Energy (self)
Spell ID: 826046
Name Protection from Energy School Abjuration
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

 
Remove Curse (self)
Spell ID: 826048
Name Remove Curse School Abjuration
Spell Level 3 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

 
Tiny Servant
Spell ID: 826093
Name Tiny Servant School Transmutation
Spell Level 3 Range Touch
Casting Time 1 minute Duration 8 hours
Components V, S Materials None
Ritual No Concentration No
Description
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.   At higher level   When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

 
Tongues
Spell ID: 826095
Name Tongues School Divination
Spell Level 3 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, M Materials a small clay model of a ziggurat
Ritual No Concentration No
Description
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

 
Water Breathing (self)
Spell ID: 826114
Name Water Breathing School Transmutation
Spell Level 3 Range 30 feet
Casting Time 1 Action Duration 24 hours
Components V, S, M Materials A short reed or piece of straw
Ritual Yes Concentration No
Description
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

 
Water Walk (self)
Spell ID: 826117
Name Water Walk School Transmutation
Spell Level 3 Range 30 feet
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials A piece of cork
Ritual Yes Concentration No
Description
This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

 

4th Level

Death Ward (self)
Spell ID: 826163
Name Death Ward School Abjuration
Spell Level 4 Range Touch
Casting Time 1 Action Duration 8 hours
Components V, S Materials None
Ritual No Concentration No
Description
You touch a creature and grant it a measure of protection from death.   The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

 
Fire Shield
Spell ID: 826201
Name Fire Shield School Evocation
Spell Level 4 Range Self
Casting Time 1 Action Duration 10 minutes
Components V, S, M Materials A bit of phosphorus or a firefly
Ritual No Concentration No
Description
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it.   The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.   In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

 
Freedom of Movement (self)
Spell ID: 826767
Name Freedom of Movement School Abjuration
Spell Level 4 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials A leather strap, bound around the arm or a similar appendage
Ritual No Concentration No
Description
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.   The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

 
Greater Invisibility
Spell ID: 826771
Name Greater Invisibility School Illusion
Spell Level 4 Range Touch
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

 
Locate Creature
Spell ID: 826781
Name Locate Creature School Divination
Spell Level 4 Range Self
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials A bit of fur from a bloodhound
Ritual No Concentration Yes
Description
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.   The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.   This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

 
Polymorph (self)
Spell ID: 826795
Name Polymorph School Transmutation
Spell Level 4 Range 60 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials A caterpillar cocoon
Ritual No Concentration Yes
Description
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. 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.   The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.

 
Stoneskin (self)
Spell ID: 826803
Name Stoneskin School Abjuration
Spell Level 4 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials Diamond dust worth 100 gp, which the spell consumes
Ritual No Concentration Yes
Description
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

 

5th Level

Greater Restoration (self)
Spell ID: 826892
Name Greater Restoration School Abjuration
Spell Level 5 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials Diamond dust worth at least 100 gp, which the spell consumes
Ritual No Concentration No
Description
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
* One effect that charmed or petrified the target
* One curse, including the target’s attunement to a cursed magic item
* Any reduction to one of the target’s ability scores
* One effect reducing the target’s hit point maximum

 
Legend Lore
Spell ID: 826905
Name Legend Lore School Divination
Spell Level 5 Range Self
Casting Time 10 minutes Duration Instantaneous
Components V, S, M Materials Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Ritual No Concentration No
Description
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.   The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

 
Skill Empowerment
Spell ID: 826928
Name Skill Empowerment School Transmutation
Spell Level 5 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.   You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

 
Telekinesis
Spell ID: 826935
Name Telekinesis School Transmutation
Spell Level 5 Range 60 feet
Casting Time 1 Action Duration Up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
You gain the ability to move or manipulate creatures or objects by thought.
When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.   Creature
You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.   Object
You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

 

6th Level

Create Homunculus
Spell ID: 829775
Name Create Homunculus School Transmutation
Spell Level 6 Range Touch
Casting Time 1 Hour Duration Instantaneous
Components V, S, M Materials clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp
Ritual No Concentration No
Description
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus‘s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

 
Find the Path
Spell ID: 829784
Name Find the Path School Divination
Spell Level 6 Range Self
Casting Time 1 Minute Duration up to 1 day
Components V, S, M Materials a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 gp and an object from the location you wish to find
Ritual No Concentration Yes
Description
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as "a green dragon’s lair”), the spell fails.   For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.”

 
Globe of Invulnerability (self, no radius)
Spell ID: 829790
Name Globe of Invulnerability School Abjuration
Spell Level 6 Range Self (10-foot radius)
Casting Time 1 Action Duration up to 1 minute
Components V, S, M Materials a glass or crystal bead that shatters when the spell ends
Ritual No Concentration Yes
Description
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.   Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.   At higher level   When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

 
Heal (self)
Spell ID: 829796
Name Heal School Evocation
Spell Level 6 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.   At higher level   When you cast this spell using aspell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th

 
Investiture of Flame
Spell ID: 829799
Name Investiture of Flame School Transmutation
Spell Level 6 Range Self
Casting Time 1 Action Duration up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
• You are immune to fire damage and have resistance to cold damage.
• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one

 
Investiture of Ice
Spell ID: 829800
Name Investiture of Ice School Transmutation
Spell Level 6 Range Self
Casting Time 1 Action Duration up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
Until the spell ends, ice rimes your body, and you gain the following benefits:
• You are immune to cold damage and have resistance to fire damage.
• You can move across difficult terrain created by ice or snow without spending extra movement.
• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

 
Investiture of Stone
Spell ID: 829801
Name Investiture of Stone School Transmutation
Spell Level 6 Range Self
Casting Time 1 Action Duration up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

 
Investiture of Wind
Spell ID: 829803
Name Investiture of Wind School Transmutation
Spell Level 6 Range Self
Casting Time 1 Action Duration up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
Until the spell ends, wind whirls around you, and you gain the following benefits:
• Ranged weapon attacks made against you have disadvantage on the attack roll.
• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

 
Primordial Ward
Spell ID: 829821
Name Primordial Ward School Abjuration
Spell Level 6 Range Self
Casting Time 1 Action Duration up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

 
True Seeing (self)
Spell ID: 829843
Name True Seeing School Divination
Spell Level 6 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell
Ritual No Concentration No
Description
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

 
Wind Walk (self)
Spell ID: 829853
Name Wind Walk School Transmutation
Spell Level 6 Range 30 feet
Casting Time 1 Minute Duration 8 hours
Components V, S, M Materials fire and holy water
Ritual No Concentration No
Description
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.
While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form.
Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.   If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

 

7th Level

Etherealness
Spell ID: 829866
Name Etherealness School Transmutation
Spell Level 7 Range Self
Casting Time 1 Action Duration Up to 8 hours
Components V, S Materials None
Ritual No Concentration No
Description
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plan you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.   While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.   You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nears unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.   This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.   At higher level   When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

 
Plane Shift (self)
Spell ID: 829887
Name Plane Shift School Conjuration
Spell Level 7 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Ritual No Concentration No
Description
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reac the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.   Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.   You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

 
Regenerate (self)
Spell ID: 829899
Name Regenerate School Transmutation
Spell Level 7 Range Touch
Casting Time 1 Minute Duration 1 hour
Components V, S, M Materials a prayer wheel and holy water
Ritual No Concentration No
Description
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).   The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

 
Simulacrum
Spell ID: 829910
Name Simulacrum School Illusion
Spell Level 7 Range Touch
Casting Time 12 Hours Duration Until dispelled
Components V, S, M Materials snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell
Ritual No Concentration No
Description
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell.
The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.   The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.   If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.   If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

 

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