Blade Ward: 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.
Abjuration; 1 Action; Self; 1 round; V, S
Booming Blade: Make a melee attack and on a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Evocation; 1 Action; Self (5-foot radius); 1 round; S, M (a melee weapon worth at least 1 sp)
Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy; 1 Action; 120 feet; 1 round; V, S
Create Bonfire: You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 minute; V, S
Eldritch Blast: A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Evocation; 1 Action; 120 Feet; Instantaneous; V, S
Friends: 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.
Enchantment; 1 Action; Self; Concentration, up to 1 minute; S
Frostbite: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Green-Flame Blade: Make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and fire damage. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Evocation; 1 Action; Self (5-foot radius); Instantaneous; S, M (a melee weapon worth at least 1 sp)
Infestation: You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; 30 feet; Instantaneous; V, S, M (a living flea)
Lightning Lure: You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell's damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; Self (15-foot radius); Instantaneous; V
Mage Hand: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Conjuration; 1 Action; 30 feet; 1 minute; V, S
Magic Stone: You touch one to three pebbles and imbue them with magic. You can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Transmutation; 1 Bonus Action; Touch; 1 minute; V, S
Mind Sliver: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Enchantment; 1 Action; 60 feet; 1 round; V
Minor Illusion: A spell creates a lasting sound or image of an object within range, which ends if dismissed or cast again. The sound can range from whisper to scream and can be any sound you choose. The image must be no larger than a 5-foot cube and cannot create sound, light, smell, or other sensory effects. Physical interaction with the image reveals it as an illusion. If a creature examines the sound or image, they can determine it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, it becomes faint to them.
Illusion; 1 Action; 30 feet; 1 minute; S, M (a bit of fleece)
On/Off (UA): This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.
Transmutation T; 1 Action; 60 feet; Instantaneous; V, S
Poison Spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Conjuration; 1 Action; 10 feet; Instantaneous; V, S
Prestidigitation: 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.
Transmutation; 1 Action; 10 feet; Up to 1 hour; V, S
Sword Burst: You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. This spell's damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; Self (5-foot radius); Instantaneous; V
Thunderclap: You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation; 1 Action; Self (5-foot radius); Instantaneous; S
Toll the Dead: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Necromancy; 1 Action; 60 feet; Instantaneous; V, S
True Strike: 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.
Divination; 1 Action; 30 feet; Concentration up to 1 round; S
Armor of Agathys: A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Abjuration; 1 Action; Self; 1 hour; V, S, M (a cup of water)
Arms of Hadar: You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration; 1 Action; Self (10-foot radius); Instantaneous; V, S
Cause Fear: You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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. The creatures must be within 30 feet of each other when you target them.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. 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. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 30 feet; 1 hour; V, S
Comprehend Languages: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on 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.
Divination; 1 Action R; Self; 1 hour; V, S, M (a pinch of soot and salt)
Distort Value: You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
Illusion; 1 Minute; Touch; 8 hours; V
Expeditious Retreat: 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.
Transmutation; 1 Bonus Action; Self; Concentration, up to 10 minutes; V, S
Healing Elixir (UA): You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
Conjuration; 1 Minute; Self; 24 hours; V, S, M (alchemist’s supplies)
Hellish Rebuke: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st
Evocation; 1 Reaction, which you take when you are damaged by a creature within 60 feet of you that you can see; 60 feet; Instantaneous; V, S
Hex: You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours
Enchantment; 1 Bonus Action; 90 feet; Concentration, up to 1 hour; V, S, M (the petrified eye of a newt)
Id Insinuation (UA): You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Illusory Script: A spell involves writing on a material and creating a powerful illusion that reflects the intended meaning. The spell enables the spell to be cast on a specific creature, causing the writing to appear normal and convey the intended message. However, the spell can also cause the writing to appear in an unknown or magical script, or in a different hand and language, requiring a known language. If the spell is dispelled, the original script and illusion disappear. A creature with truesight to read the hidden message.
Illusion; 1 Minute R; Touch; 10 days; S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
Infallible Relay (UA): With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.
Divination T; 1 Minute; Self; Concentration, up to 10 minutes; V, S, M (a mobile phone)
Protection from Evil and Good: Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Abjuration; 1 Action; Touch; Concentration, up to 10 minutes; V, S, M (holy water or powdered silver and iron, which the spell consumes)
Puppet (UA): Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Enchantment; 1 Action; 120 feet; Instantaneous; V
Remote Access (UA): You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.
Transmutation T; 1 Action; 120 feet; 10 minutes; V, S
Sense Emotion (UA): You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
Divination; 1 Action; Self; Concentration, up to 1 minute; V, S
Unseen Servant: The spell creates a Medium force that performs simple tasks at your command until the spell ends. The servant is invisible, mindless, and shapeless, with AC 10, 1 hit point, and a Strength of 2. It cannot attack and can't drop to 0 hit points. As a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform tasks like fetching, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. If you command the servant to move more than 60 feet away, the spell ends.
Conjuration; 1 Action R; 60 feet; 1 hour; V, S, M (a piece of string and a bit of wood)
Witch Bolt: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Evocation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a twig from a tree that has been struck by lightning)
Arcane Hacking (UA): You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd level and lower protective spells such as Arcane Lock or Glyph of Warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.
Transmutation T; 1 Action; Self; Concentration, up to 1 hour; V, S, M (hacking tools)
Borrowed Knowledge: You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Divination; 1 Action; Self; 1 hour; V, S, M (a book worth at least 25 gp)
Cloud of Daggers: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a sliver of glass)
Crown of Madness: A humanoid within range must succeed on a Wisdom saving throw or become charmed by you. This causes a twisted crown of jagged iron on its head and a madness glow in its eyes. The charmed target must use its action to make a melee attack against a creature you mentally choose. If no creature is chosen or none are within reach, the target can act normally. On subsequent turns, you must maintain control or the spell ends. The target can make a Wisdom saving throw at the end of each turn. Success ends the spell.
Enchantment; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Darkness: Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Evocation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, M (bat fur and a drop of pitch or piece of coal)
Digital Phantom (UA): This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.
Abjuration T; 1 Action; Self; Concentration, up to 1 hour; V, S, M (a small piece of copper wire)
Earthbind: Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
Transmutation; 1 Action; 300 feet; Concentration, up to 1 minute; V
Enthrall: You weave a string of words, causing creatures within range to make a Wisdom saving throw. Creatures that cannot be charmed succeed automatically, and if you or your companions are fighting, they gain an advantage. If a save fails, the target has disadvantage on Wisdom checks until the spell ends or the target can no longer hear you. The spell ends if you are incapacitated or cannot speak.
Enchantment; 1 Action; 60 feet; 1 minute; V, S
Find Vehicle (UA): You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish your choice in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister looking front grille. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
Conjuration T; 10 Minutes; 30 feet; 8 hours; V, S
Flock of Familiars: You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
Conjuration; 1 Minute; Touch; Concentration, up to 1 hour; V, S
Hold Person: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Invisibility: 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. 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.
Illusion; 1 Action; Touch; Concentration, up to 1 hour; V, S
Mental Barrier (UA): You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom and Charisma saving throws, and you have resistance to psychic damage.
Abjuration; 1 Reaction; Self; 1 round; V
Mind Spike: You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Divination; 1 Action; 60 feet; Concentration, up to 1 hour; S
Mind Thrust (UA): You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a fail, the target takes 3d6 psychic damage, and it can only use it's movement, an action, bonus action or reaction until the end of its next turn. On a successful save, the target takes half as much damage and none of the spell's other effects. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you cast.
Enchantment; 1 Bonus Action; 60 feet; 1 round; V, S
Mirror Image: Three illusory duplicates of you appear in your space, mimicking your actions until the spell ends. You can use your action to dismiss the duplicates. Each time a creature targets you with an attack, roll a d20 to determine if the attack targets one of your duplicates. If you have three duplicates, roll a 6 or higher to change the attack's target to a duplicate. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed, ignoring all other damage and effects. The spell ends when all three duplicates are destroyed. Creatures unaffected by this spell are those who cannot see, rely on senses other than sight, or perceive illusions as false.
Illusion; 1 Action; Self; 1 minute; V, S
Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Conjuration; 1 Bonus Action; Self; Instantaneous; V
Ray of Enfeeblement: A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Shadow Blade: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Illusion; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Shatter: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Spider Climb: 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.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (a drop of bitumen and a spider)
Spray of Cards (UA); You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards:
Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.
Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save or half as much damage on a successful one.
When you cast this spell using a spell slot of 4th level or higher, the damage of cutting cards increases by 1d10 for every two slot levels above 2nd
Conjuration; 1 Action; 15-foot cone; Instantaneous; V, S, M (a deck of cards)
Suggestion: You suggest a course of action to a creature within range that can hear and understand you. Creatures that cannot be charmed are immune to this effect. The suggestion must be reasonable and sound reasonable. If the creature does something harmful, the spell ends. The target must make a Wisdom saving throw, and if failed, it continues the action. The spell can continue for the entire duration or end when the subject completes the task. You can specify conditions that trigger a special activity during the duration, such as a knight giving her warhorse to a beggar. If the condition is not met before the spell expires, the activity isn't performed.
Enchantment; 1 Action; 30 feet; Concentration, up to 8 hours; V
Thought Shield (UA): You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
Abjuration; 1 Action; Touch; 8 hours; V, S
Warp Sense: For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself. If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again. 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.
Divination; Concentration, up to 1 minute; Self; 1 Action; V, S, M (a razorvine leaf)
Antagonize (UA): You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Enchantment; 1 Action; 30 feet; Instantaneous; V, S, M (a playing card depicting a rogue)
Counterspell: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Abjuration; 1 Reaction, which you take when you see a creature within 60 feet of you casting a spell; 60 feet; Instantaneous; S
Dispel Magic: Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Abjuration; 1 Action; 120 feet; Instantaneous; V, S
Enemies Abound: A creature is forced to make an Intelligence saving throw, which automatically succeeds if it is immune to being frightened. If failed, the target loses the ability to distinguish friends from foes and treats all creatures it sees as enemies until the spell ends. The target can repeat the saving throw each time it takes damage, ending the effect on itself if successful. When choosing another target, the creature must choose at random from its range. If an enemy provokes an opportunity attack, the creature must make it.
Enchantment; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Fear: You project a phantasmal image of a creature's worst fears, causing them to become frightened for the duration. During this fear, the creature must take the Dash action and move away from the player. If the creature ends its turn in a location without line of sight, it can make a Wisdom saving throw, and a successful save ends the spell for that creature.
Illusion;1 Action; Self (30-foot cone); Concentration, up to 1 minute; V, S, M (a white feather or the heart of a hen)
Fly: 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. 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.
Transmutation; 1 Action; Touch; Concentration, up to 10 minute; V, S, M (a wing feather from any bird)
Gaseous Form: 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.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (a bit of gauze and a wisp of smoke)
*Grim Scythe: Uttering a necromantic command, you call a swarm of shadowy undead spirits around you, which coalesce into a large, semi-corporeal scythe that hovers above you. When you cast the spell, and as an action for the duration, you can make a single, sweeping cleave attack against up to three creatures within 10 feet of you. Each creature must be within 5 feet of each other. Each creature when hit by the attack will suffer necrotic damage equal to 2d12 + your spellcasting ability modifier. If you reduce a creature to 0 hit points with this spell, the target must make a Charisma saving throw. On a failure, its spirit is compelled to join the swarm that forms the scythe, increasing the damage dealt by this spell by a duration for 3 minutes. This bonus stacks to a maximum amount equal to 3x the spell's level. A creature killed this way can be revived or regain hit points until the spell ends. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for every spell slot above 3rd.
Necromancy; 1 Action; Self; Concentration, up to 10 minutes; V, S
Haywire (UA): This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell. At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
d6, Effect
1: The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4: The device does not function.
5: The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
6: The device is usable as normal.
When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.
Enchantment T; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Hunger Of Hadar: You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Conjuration; 1 Action; 150 feet; Concentration, up to 1 minute; V, S, M (a pickled octopus tentacle)
Hypnotic Pattern: Create a colorful pattern in a 30-foot cube, appearing briefly and disappearing. Each creature within range must make a Wisdom saving throw. If unsuccessful, the creature becomes charmed, incapacitated, and has a speed of 0. The spell ends if the creature takes damage or if someone else shakes it out of its stupor.
Illusion; 1 Action; 120 feet; Concentration, up to 1 minute; S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Incite Greed: When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Enchantment; 1 action; 30 feet; Concentration, up to 1 minute; V, S, M (a gem worth at least 50 gp)
Intellect Fortress: For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. 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. The creatures must be within 30 feet of each other when you target them.
Abjuration; 1 Action; 30 feet; Concentration, up to 1 hour; V
Invisibility To Cameras (UA): Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision.
Illusion T; 1 Action; 10 feet; Concentration, up to 1 minute; V, S, M (a scrap of black paper)
Magic Circle: You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Abjuration; 1 Minute; 10 feet; 1 hour; V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Major Image: A 20-foot cube illusion is created where an object, creature, or other visible phenomenon appears at a spot within range and lasts for the duration. The illusion appears completely real, including sounds, smells, and temperature. However, it cannot create enough heat or cold to cause damage, loud enough to deafen a creature, or a smell that might sicken a creature. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance to make its movements natural. Physical interaction with the illusion reveals it as things can pass through it. A creature can determine the illusion by using an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, its other sensory qualities become faint. At higher levels, the spell lasts until dispelled without requiring concentration, sometimes known as Permanent Image.
Illusion; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a bit of fleece)
Protection from Ballistics (UA): This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.
Abjuration T; 1 Action; Touch; Concentration, up to 10 minutes; V, S, M (a shell casing)
Psionic Blast (UA): You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation; 1 Action; Self (30-foot cone); Instantaneous; V
Remove Curse: 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.
Abjuration; 1 Action; Touch; Instantaneous; V, S
Spirit Shroud: You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Necromancy; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Summon Fey: You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fey Spirit
Small fey
Armor Class: 12 + the level of the spell (natural armor)
Hit Points: 30 + 10 for each spell level above 3rd
Speed: 40 ft.
STR: 13 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 14 (+2)
WIS: 11 (+0)
CHA: 16 (+3)
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 10
Languages: Sylvan, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multiattack. The Fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded flower worth at least 300 gp)
Summon Lesser Demons: You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6, Demons Summoned
1-2: Two demons of challenge rating 1 or lower
3-4: Four demons of challenge rating 1/2 or lower
5-6: Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 hour; V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Summon Shadowspawn: You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger. When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.
Shadow Spirit
Medium monstrosity
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 35 + 15 for each level of the spell above 3rd
Speed: 40 ft.
STR: 13 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 4 (−3)
WIS: 10 (+0)
CHA: 16 (+3)
Damage Resistances: necrotic
Condition Immunities: frightened
Senses: darkvision 120 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Action
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (tears inside a crystal vial worth at least 300 gp)
Summon Undead: You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd
Speed: 30 ft., fly 40 ft. (hover) (Ghostly only)
STR: 12 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 4 (−3)
WIS: 10 (+0)
CHA: 9 (−1)
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
Necromancy; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded skull worth at least 300 gp)
Summon Warrior Spirit (UA): You call forth a warrior spirit from the legendary Deck of Many Things. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, or monk. The warrior resembles a humanoid armed appropriately to the chosen class, which determines certain traits in its stat block. The warrior disappears when it drops to 0 hit points or when the spell ends. The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
Warrior Spirit
Medium Undead
Armor Class: 13 + the level of the spell + 2 (Fighter only)
Hit Points: 30 (Babarian and Fighter only) or 20 (Monk only) + 10 for each spell level above 3rd
Speed: 30 ft., 40 ft. (Monk only)
STR: 16 (+3)
DEX: 16 (+3)
CON: 14 (+2)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 9 (-1)
Saving Throws: Str +3, Dex +3
Damage Resistances: poison
Condition Immunities: charmed, poisoned
Senses: passive Perception 13
Languages: Common, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multiattack. The warrior makes a number of attacks equal to half this spell’s level (rounded down).
Reckless Strike (Barbarian Only). Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.
Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.
Unarmed Strike (Monk Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell’s level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Bonus Actions
Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded playing card depicting a knight worth at least 300 gp)
Thunder Step: You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjuration; 1 Action; 90 feet; Instantaneous; V
Tongues: 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.
Divination; 1 Action; Touch; 1 hour; V
Vampiric Touch: The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Necromancy; 1 Action; Self; Concentration, up to 1 minute; V, S
Banishment: You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Abjuration; 1 Action; 60 feet; Concentration, up to 1 minutes; V, S, M (an item distasteful to the target)
Blight: Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Necromancy; 1 Action; 30 feet; Instantaneous; V, S
Charm Monster: You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 30 feet; 1 hour; V, S
Conjure Knowbot (UA): You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses including your proficiency with hacking tools, if applicable. You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.
Conjuration T; 1 Action; Touch; 10 minutes; V, S
Dimension Door: This spell allows you to teleport yourself from your current location to any desired spot within range, as long as it is visible, visualized, or described by distance and direction. You can bring objects as long as their weight doesn't exceed your capacity, and one creature of your size or smaller carrying gear up to its capacity, as long as the creature is within 5 feet of you. If you would arrive in a place already occupied by an object or creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Conjuration; 1 Action; 500 feet; Instantaneous; V
Ego Whip (UA): You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V
Elemental Bane: Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Transmutation; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Galder's Speedy Courier: You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
Conjuration; 1 Action; 10 feet; 10 minutes; V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
Gate Seal: You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.
Abjuration; 1 Minute; 60 feet; 24 hours; V, S, M (a broken portal key, which the spell consumes)
Hallucinatory Terrain: Create a 150-foot cube of natural terrain to resemble various terrains, such as swamps, hills, crevasses, ponds, slopes, or rock-strewn gullies. The texture of the terrain remains unchanged, allowing creatures to see through the illusion. If the difference isn't obvious by touch, a creature can attempt an Intelligence check against your spell to disbelieve it. If a creature discerns the illusion, they see it as a vague image superimposed on the terrain. Manufactured structures, equipment, and creatures within the area remain unchanged.
Illusion; 10 Minutes; 300 feet; 24 hours; V, S, M (a stone, a twig, and a bit of green plant)
Raulothim's Psychic Lance (UA): You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter the creature’s name. If the named target is within range, it gains no benefit from cover or invisibility as the lance homes in on it. If the named target isn’t within range, the lance dissipates, and the spell slot is not expended. The target must succeed on an Intelligence saving throw or take 10d6 psychic damage and be incapacitated until the start of your next turn. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Enchantment; 1 Action; 120 feet; Instantaneous; V
Shadow Of Moil: Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Necromancy; 1 Action; Self; Concentration, up to 1 minute; V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
Sickening Radiance: Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Evocation; 1 Action; 120 Feet; Concentration, up to 10 minutes; V, S
Spirit of Death (UA): You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target, and the target becomes haunted by the spirit. The spirit uses the Reaper Spirit stat block. The spirit disappears when it or the haunted creature is reduced to 0 hit points, or when the spell ends. The reaper spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you), but it will only attack the haunted creature. If you don’t issue the spirit any commands, it takes the Dodge action and uses its move to avoid danger When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Reaper Spirit
Medium Undead
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each level of the spell above 4th
Speed: 30 ft., fly 30 ft. (hover)
STR: 16 (+3)
DEX: 16 (+3)
CON: 16 (+3)
INT: 16 (+3)
WIS: 16 (+3)
CHA: 16 (+3)
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Haunting Tracker. You and the reaper can sense the direction and distance to the haunted creature if it’s on the same plane of existence as you.
Actions
Multiattack. The reaper makes a number of attacks equal to half this spell’s level (rounded down).
Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level necrotic damage.
Paralyzing Fear (1/Day). The reaper attempts to instill fear into the haunted creature it can see within 60 feet of itself. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the reaper for 1 minute. While frightened this way, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. The frightened creature can repeat the saving throw at the end of each of its turns, or immediately after it takes damage, ending the effect on itself on a success.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a gilded playing card depicting an avatar of death worth at least 400 gp)
Summon Aberration: You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.
Aberrant Spirit
Medium aberration
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft., fly 30 ft. (hover) (Beholderkin only)
STR: 16 (+3)
DEX: 10 (+0)
CON: 15 (+2)
INT: 16 (+3)
WIS: 10 (+0)
CHA: 6 (−2)
Damage Immunities: psychic
Senses: darkvision 60 ft., passive Perception 10
Languages: Deep Speech, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.
Actions
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)
Summon Greater Demon: You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 hour; V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Synchronicity (UA): The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage. Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.
Enchantment T; 1 Action; Touch Concentration, up to 1 hour; V, S
System Backdoor (UA): This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower. Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced. When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell’s level is equal to or less than the level of the spell slot you used.
Transmutation T; 1 Minute; Self; Concentration, up to 1 hour; V, S, M (hacking tools)
Commune with City (UA): You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
Terrain and bodies of water
Prevalent buildings, plants, animals, or intelligent creatures
Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead
Influences from other planes of existence
Electrical currents, wireless signals, and active transit lines and tracks
For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
Divination T; 1 Minute R; Self; Instantaneous; V, S
Contact Other Plane: You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
Divination; 1 Minute R; Self; 1 minute; V
Danse Macabre: Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Necromancy; 1 Action; 60 Feet; Concentration, up to 1 hour; V, S
Dream: This spell shapes a creature's dreams by casting a trance state on the target, who must be on the same plane of existence as the target. The target can converse with the messenger while asleep, creating landscapes and objects in the dream. The messenger can emerge from the trance at any time, ending the spell early. If the target is awake, the messenger can end the trance or wait for the target to fall asleep. The target can make the messenger appear monstrous and terrifying, delivering a message of no more than ten words. If the save is failed, echoes of the phantasmal monstrosity spawn a nightmare that lasts the target's sleep and prevents any benefit from the rest. When the target wakes up, they take 3d6 psychic damage. If you have a body part from the target’s body, the saving throw is disadvantageous, and each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
Illusion; 1 Minute; Special; 8 hours; V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Enervation: A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Far Step: You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Conjuration; 1 Bonus Action; Self; Concentration, up to 1 minute; V
Hold Monster: Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Infernal Calling: Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Conjuration; 1 Minute; 90 feet; Concentration, up to 1 hour; V, S, M (a ruby worth at least 999 gp)
Mislead: You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Illusion; 1 Action; Self; Concentration, up to 1 hour; S
Negative Energy Flood: You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
Necromancy; 1 Action; 60 feet; Instantaneous; V, M (a broken bone and a square of black silk)
Planar Binding: This spell binds a celestial, elemental, fey, or fiend to your service, requiring them to be within range for the entire casting. The creature must make a Charisma saving throw at the end of the casting, and if a save fails, it is bound to serve you for the duration. If the creature was summoned or created by another spell, its duration is extended. The creature must follow your instructions, including accompanying you on adventures, guarding locations, or delivering messages. If the creature completes the spell before the spell ends, it reports to you, or returns to the bound place until the spell ends. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.
Abjuration; 1 Hour; 60 feet; 24 hours; V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Scrying: You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge, Save Modifier
Secondhand (you have heard of the target), +5
Firsthand (you have met the target), +0
Familiar (you know the target well), -5
Connection, Save Modifier
Likeness or picture, -2
Possession or garment, -4
Body part, lock of hair, bit of nail, or the like, -10
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Divination; 10 Minutes; Self; Concentration, up to 10 minutes; V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Shutdown (UA): This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.
Transmutation T; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Synaptic Static: A spell causes psychic energy to explode at a specific point, forcing creatures within a 20-foot radius sphere to make an Intelligence saving throw. Creatures with an Intelligence score of 2 or lower cannot be affected. A failed save results in 8d6 psychic damage, while successful saves cause half as much damage. After a failed save, the target has muddled thoughts for 1 minute, rolling a d6 and subtracting it from attack rolls, ability checks, and Constitution saving throws. The target can make an Intelligence saving throw at the end of each turn, ending the effect on itself on a success.
Enchantment; 1 Action; 120 feet; Instantaneous; V, S
Teleportation Circle: A spell involves drawing a 10-foot-diameter circle with sigils linking your location to a permanent teleportation circle of your choice. This circle contains a shimmering portal that remains open until the end of your next turn. Any creature entering the portal appears within 5 feet of the destination circle or in the nearest unoccupied space. Many major temples and guilds have permanent teleportation circles with unique sigil sequences. Upon first casting, you learn the sigil sequences for two destinations on the Material Plane, which can be learned during adventures. A new sigil sequence can be committed to memory after studying it for 1 minute. To create a permanent teleportation circle, cast the spell daily for one year, without using the circle for teleportation.
Conjuration; 1 Minute; 10 feet; 1 round; V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
Wall of Light: A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a hand mirror)
Arcane Gate: You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Conjuration; 1 Action; 500 feet; Concentration, up to 10 minutes; V, S
Circle of Death: A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Necromancy; 1 Action; 150 feet; Instantaneous; V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Conjure Fey: You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S
Create Undead: You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, 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 general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Necromancy; 1 Minute; 10 feet; Instantaneous; V, S, M (One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Eyebite: The spell transforms your eyes into an inky void with dread power, affecting one creature within 60 feet of you. The creature must succeed on a Wisdom saving throw or be affected by a specific effect. You can target another creature on each turn until the spell ends, but cannot target a creature that succeeded on a saving throw against this casting.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Necromancy; 1 Action; Self; Concentration, up to 1 minute; V, S
Flesh to Stone: You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Transmutation; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a pinch of lime, water, and earth)
Investiture of Flame: Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. 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.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S
Investiture of Ice: Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain created by ice or snow without spending extra movement.
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S
Investiture of Stone: 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.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S
Investiture of Wind: 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.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S
Mass Suggestion: You can suggest a course of activity to magically influence up to twelve creatures within range, with creatures that cannot be charmed being immune. The suggestion must be reasonable and not harmful. Each target must make a Wisdom saving throw, and if failed, the creature will continue the action. The spell can continue for the entire duration, or end when the subject completes the task. You can also specify conditions that trigger a special activity, such as a group of soldiers giving money to the first beggar they meet. If the condition is not met before the spell ends, the activity isn't performed. If you or your companions damage a creature affected by the spell, the spell ends for that creature. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Enchantment; 1 Action; 60 feet; 24 hours; V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Mental Prison: You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Illusion; 1 Action; 60 feet; Concentration, up to 1 minute; S
Otherworldly Form (UA): Immune to fire/poison or radiant/necrotic damage, 40 ft flying speed, +2 AC bonus, weapons are magical, 2 attacks.
Transmutation; 1 Action; Self; Concentration, up to 1 minute; V, S, M (requires a component worth 500 gp)
Psychic Crush (UA): You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned. The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.
Enchantment; 1 Action; 60 feet; 1 minute; V, S
Scatter: The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Conjuration; 1 Action; 30 feet; Instantaneous; V
Soul Cage: This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Necromancy; Special; 60 feet; 8 hours; V, S, M (a tiny silver cage worth 100 gp)
Summon Fiend: You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fiendish Spirit
Large fiend
Armor Class: 12 + the level of the spell (natural armor)
Hit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th
Speed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)
STR: 13 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 16 (+3)
Damage Resistances: fire
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Abyssal, Infernal, telepathy 60 ft.
Challenge: —
Proficiency Bonus: equals your bonus
Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spell’s level fire damage on a failed save, or half as much damage on a successful one.
Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down).
Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.
Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
Tasha's Otherworldly Guise: Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
Spectral wings appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
True Seeing: 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.
Divination; 1 Action; Touch; 1 hour; V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Crown of Stars: Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Evocation; 1 Action; Self; 1 hour; V, S
Dream of the Blue Veil: The spell involves a group of up to eight creatures falling unconscious and experiencing visions of another world on the Material Plane. If the spell reaches its full duration, each creature encounters and pulls back a mysterious blue curtain, leading to mental and physical transport to the world in the visions. To cast the spell, one must have a magic item from the desired world and be aware of its existence. The destination in the other world is a safe location within 1 mile of the item's creation. The spell ends early on a creature if it is not transported, and for the user if they take damage, the spell ends for them and all other creatures.
Conjuration; 10 minutes; 20 feet; 6 hours; V, S, M (a magic item or a willing creature from the destination world)
Etherealness: The spell involves entering the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in this area for the duration or until you dismiss the spell. During this time, you can move in any direction, but everything there looks gray and you can only see and hear the plane you originated from. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures on the Ethereal Plane cannot perceive or interact with you unless a special ability or magic is given. You ignore all objects and effects not on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you 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, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet moved. 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.
Transmutation; 1 Action; Self; Up to 8 hours; V, S
Finger of Death: You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Necromancy; 1 Action; 60 feet; Instantaneous; V, S
Forcecage: A cube-shaped prison, either a cage or a solid box, is created by magical force around an area within range. The cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced apart. The box can be up to 10 feet on a side, creating a solid barrier that prevents matter from passing through and blocking spells. When a spell is cast, creatures inside the cage are trapped, while those outside are pushed away. Creatures inside the cage cannot leave without a Charisma saving throw, and teleportation or interplanar travel must be used to exit the cage. The cage also extends into the Ethereal Plane, blocking ethereal travel. The spell cannot be dispelled by dispel magic.
Evocation; 1 Action; 100 feet; 1 hour; V, S, M (ruby dust worth 1,500 gp)
Plane Shift: 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. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that 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 this 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.
Conjuration; 1 Action; Touch; Instantaneous; V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Power Word: Pain: You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Enchantment; 1 Action; 60 feet; Instantaneous; V
Demiplane: You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Conjuration; 1 Action; 60 feet; 1 hour; S
Dominate Monster: You try to beguile a creature within range by succeeding on a Wisdom saving throw or being charmed by you. If you or friendly creatures are fighting, the creature gains an advantage on the saving throw. You have a telepathic link with the creature, allowing you to issue commands while you are conscious. You can specify simple actions like "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order without further direction, it defends and preserves itself. You can use your actions to control the target, allowing it to take only the actions you choose until the end of your next turn. You can also cause the creature to use a reaction, but this requires you to use your own reaction. Each time the target takes damage, it makes a new Wisdom saving throw against the spell, and if it succeeds, the spell ends. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 hour; V, S
Feeblemind: You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.
Enchantment; 1 Action; 150 feet; Instantaneous; V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Glibness: Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Transmutation; 1 Action; Self; 1 hour; V
Maddening Darkness: Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Evocation; 1 Action; 150 feet; Concentration, up to 10 minutes; V, M (a drop of pitch mixed with a drop of mercury)
Power Word: Stun: You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Enchantment; 1 Action; 60 feet; Instantaneous; V, S
Astral Projection: You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut, your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Evocation; 1 Hour; 10 feet; Special; V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100gp, all of which the spell consumes)
Blade of Disaster: You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a Wall of Force.
Conjuration; 1 Bonus Action; 60 feet; Concentration, up to 1 minute; V, S
Foresight: You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Divination; 1 Minute; Touch; 8 hours; V, S, M (a hummingbird feather)
Gate: You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (A diamond worth at least 5,000 gp)
Imprisonment: You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.
Abjuration; 1 Minute; 30 feet; Until dispelled; V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Power Word: Kill: You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Enchantment; 1 Action; 60 feet; Instantaneous; V
Psychic Scream: You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Enchantment; 1 Action; 90 feet; Instantaneous; S
True Polymorph: Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. This spell can't affect a target that has 0 hit points.
Creature into Creature.
If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature.
You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object.
If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 hour; V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Weird: Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Illusion; 1 Action; 120 feet; Concentration, up to 1 minute; V, S