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	<updated>2026-05-14T11:13:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4402</id>
		<title>Highborne</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4402"/>
		<updated>2026-05-09T00:01:21Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Weaver Highborne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highborne ==&lt;br /&gt;
Highborne are tall, slender humanoids with large wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three subraces&lt;br /&gt;
one lives on baobabs with gigantism in more forest-y area (storks?) [baobabs living in area with higher water due to being MUCH larger, probably a cousin to a baobab than actually being a straight up gigantic baobab] would be very tribal, might makes right, big and strong, some ancestral stuff probably&lt;br /&gt;
one lives in savannah with acacia trees with gigantism [sociable weavers] definitely have a defined court, royalty, and nobility system, very historic families&lt;br /&gt;
one lives in an arctic environment with pine trees with gigantism [osprey] more built as specialist warriors, quick and lethal, society built upon specialized &amp;quot;breedpairs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
don&#039;t have mammary glands cause they feed their young via regurgitation&lt;br /&gt;
have bird characteristics but NOT bird people, would hatch from eggs, would NOT have beaks, for example.&lt;br /&gt;
Wings separate from arms, they protrude from the back, flight power vs weight explained via being semi-imbued magically due to khaagaazh&lt;br /&gt;
&lt;br /&gt;
=== Weaver Highborne ===&lt;br /&gt;
Weaver Highborne create massive nests in the mega-acacias of the southern continent of the Wild Plains. They have very structured hierarchies, and ancient noble families sretching across Ages of Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, your Dexterity Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syrinxal Vocal Structure.&#039;&#039;&#039; You have a two-sided vocal organ, with both sides working independently. This allows you to speak with incredible melody, creating two notes at once, and to speak with great volume.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can scream with both sides of your syrinx, creating an incredibly loud shout. All Creatures within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier. On a failed Save, a Creature takes 2d8 Thunder Damage and is Deafened for 1 Minute, and takes half as much Damage on successful Save and is not Deafened.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use this feature in this way, you&#039;re vocal chords ache, and you can only speak in a whisper for 1 Minute. During this time, whenever you cast a Spell with Verbal Components, Creatures you target have Advantage on Saving Throws, and you have Disadvantage on Spell Attack Rolls for those Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, and you cannot use this ability while your vocal chords ache.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sociable Societies.&#039;&#039;&#039; Your nature of society building has imbued you with abilities to understand and build up a society. You gain Proficiency in Insight, and one Set of [[Adventuring Gear#Artisan&#039;s Tools|Artisan&#039;s Tools]] of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Nests.&#039;&#039;&#039; The ancient Citynests of the Weaver Highborne have taught you to recognize the innate Hierarchy and structures of cities. You can recognize various castes and social rankings of a city with ease.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you ignore the Slowed Condition when moving through Difficult Terraina nd hostile Creatures, additionally, you can occupy the same space as a friendly Creature.&lt;br /&gt;
&lt;br /&gt;
=== Raptor Highborne ===&lt;br /&gt;
[Based off of ospreys, live in pine trees in the norhtern continent in the frost, has breedpair society]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Dexterity Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storker Highborne ===&lt;br /&gt;
[Based off of maribou storks and lives in the boababs of the middle continent in the forest-y area, has tribal, might makes right, systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Strength Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4401</id>
		<title>Highborne</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4401"/>
		<updated>2026-05-09T00:00:05Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Weaver Highborne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highborne ==&lt;br /&gt;
Highborne are tall, slender humanoids with large wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three subraces&lt;br /&gt;
one lives on baobabs with gigantism in more forest-y area (storks?) [baobabs living in area with higher water due to being MUCH larger, probably a cousin to a baobab than actually being a straight up gigantic baobab] would be very tribal, might makes right, big and strong, some ancestral stuff probably&lt;br /&gt;
one lives in savannah with acacia trees with gigantism [sociable weavers] definitely have a defined court, royalty, and nobility system, very historic families&lt;br /&gt;
one lives in an arctic environment with pine trees with gigantism [osprey] more built as specialist warriors, quick and lethal, society built upon specialized &amp;quot;breedpairs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
don&#039;t have mammary glands cause they feed their young via regurgitation&lt;br /&gt;
have bird characteristics but NOT bird people, would hatch from eggs, would NOT have beaks, for example.&lt;br /&gt;
Wings separate from arms, they protrude from the back, flight power vs weight explained via being semi-imbued magically due to khaagaazh&lt;br /&gt;
&lt;br /&gt;
=== Weaver Highborne ===&lt;br /&gt;
Weaver Highborne create massive nests in the mega-acacias of the southern continent of the Wild Plains. They have very structured hierarchies, and ancient noble families sretching across Ages of Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, your Dexterity Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syrinxal Vocal Structure.&#039;&#039;&#039; You have a two-sided vocal organ, with both sides working independently. This allows you to speak with incredible melody, creating two notes at once, and to speak with great volume.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can scream with both sides of your syrinx, creating an incredibly loud shout. All Creatures within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier. On a failed Save, a Creature takes 2d8 Thunder Damage and is Deafened for 1 Minute, and takes half as much Damage on successful Save and is not Deafened.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use this feature in this way, you&#039;re vocal chords ache, and you can only speak in a whisper for 1 Minute. During this time, whenever you cast a Spell with Verbal Components, Creatures you target have Advantage on Saving Throws, and you have Disadvantage on Spell Attack Rolls for those Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sociable Societies.&#039;&#039;&#039; Your nature of society building has imbued you with abilities to understand and build up a society. You gain Proficiency in Insight, and one Set of [[Adventuring Gear#Artisan&#039;s Tools|Artisan&#039;s Tools]] of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Nests.&#039;&#039;&#039; The ancient Citynests of the Weaver Highborne have taught you to recognize the innate Hierarchy and structures of cities. You can recognize various castes and social rankings of a city with ease.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you ignore the Slowed Condition when moving through Difficult Terraina nd hostile Creatures, additionally, you can occupy the same space as a friendly Creature.&lt;br /&gt;
&lt;br /&gt;
=== Raptor Highborne ===&lt;br /&gt;
[Based off of ospreys, live in pine trees in the norhtern continent in the frost, has breedpair society]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Dexterity Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storker Highborne ===&lt;br /&gt;
[Based off of maribou storks and lives in the boababs of the middle continent in the forest-y area, has tribal, might makes right, systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Strength Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4400</id>
		<title>Highborne</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4400"/>
		<updated>2026-05-08T23:42:42Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Weaver Highborne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highborne ==&lt;br /&gt;
Highborne are tall, slender humanoids with large wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three subraces&lt;br /&gt;
one lives on baobabs with gigantism in more forest-y area (storks?) [baobabs living in area with higher water due to being MUCH larger, probably a cousin to a baobab than actually being a straight up gigantic baobab] would be very tribal, might makes right, big and strong, some ancestral stuff probably&lt;br /&gt;
one lives in savannah with acacia trees with gigantism [sociable weavers] definitely have a defined court, royalty, and nobility system, very historic families&lt;br /&gt;
one lives in an arctic environment with pine trees with gigantism [osprey] more built as specialist warriors, quick and lethal, society built upon specialized &amp;quot;breedpairs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
don&#039;t have mammary glands cause they feed their young via regurgitation&lt;br /&gt;
have bird characteristics but NOT bird people, would hatch from eggs, would NOT have beaks, for example.&lt;br /&gt;
Wings separate from arms, they protrude from the back, flight power vs weight explained via being semi-imbued magically due to khaagaazh&lt;br /&gt;
&lt;br /&gt;
=== Weaver Highborne ===&lt;br /&gt;
Weaver Highborne create massive nests in the mega-acacias of the southern continent of the Wild Plains. They have very structured hierarchies, and ancient noble families sretching across Ages of Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, your Dexterity Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syrinxal Vocal Structure.&#039;&#039;&#039; You have a two-sided vocal organ, with both sides working independently. This allows you to speak with incredible melody, creating two notes at once, and to speak with great volume.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can scream with both sides of your syrinx, creating an incredibly loud shout. All Creatures within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier. On a failed Save, a Creature takes 2d8 Thunder Damage and is Deafened for 1 Minute, and takes half as much Damage on successful Save and is not Deafened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sociable Societies.&#039;&#039;&#039; Your nature of society building has imbued you with abilities to understand and build up a society. You gain Proficiency in Insight, and one Set of [[Adventuring Gear#Artisan&#039;s Tools|Artisan&#039;s Tools]] of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Nests.&#039;&#039;&#039; The ancient Citynests of the Weaver Highborne have taught you to recognize the innate Hierarchy and structures of cities. You can recognize various castes and social rankings of a city with ease.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you ignore the Slowed Condition when moving through Difficult Terraina nd hostile Creatures, additionally, you can occupy the same space as a friendly Creature.&lt;br /&gt;
&lt;br /&gt;
=== Raptor Highborne ===&lt;br /&gt;
[Based off of ospreys, live in pine trees in the norhtern continent in the frost, has breedpair society]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Dexterity Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storker Highborne ===&lt;br /&gt;
[Based off of maribou storks and lives in the boababs of the middle continent in the forest-y area, has tribal, might makes right, systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Strength Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4399</id>
		<title>Highborne</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4399"/>
		<updated>2026-05-08T23:42:06Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Weaver Highborne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highborne ==&lt;br /&gt;
Highborne are tall, slender humanoids with large wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three subraces&lt;br /&gt;
one lives on baobabs with gigantism in more forest-y area (storks?) [baobabs living in area with higher water due to being MUCH larger, probably a cousin to a baobab than actually being a straight up gigantic baobab] would be very tribal, might makes right, big and strong, some ancestral stuff probably&lt;br /&gt;
one lives in savannah with acacia trees with gigantism [sociable weavers] definitely have a defined court, royalty, and nobility system, very historic families&lt;br /&gt;
one lives in an arctic environment with pine trees with gigantism [osprey] more built as specialist warriors, quick and lethal, society built upon specialized &amp;quot;breedpairs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
don&#039;t have mammary glands cause they feed their young via regurgitation&lt;br /&gt;
have bird characteristics but NOT bird people, would hatch from eggs, would NOT have beaks, for example.&lt;br /&gt;
Wings separate from arms, they protrude from the back, flight power vs weight explained via being semi-imbued magically due to khaagaazh&lt;br /&gt;
&lt;br /&gt;
=== Weaver Highborne ===&lt;br /&gt;
Weaver Highborne create massive nests in the mega-acacias of the southern continent of the Wild Plains. They have very structured hierarchies, and ancient noble families sretching across Ages of Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, your Dexterity Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syrinxal Vocal Structure.&#039;&#039;&#039; You have a two-sided vocal organ, with both sides working independently. This allows you to speak with incredible melody, creating two notes at once, and to speak with great volume.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can scream with both sides of your syrinx, creating an incredibly loud shout. All Creatures within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier. On a failed Save, a Creature takes 2d8 Thunder Damage and is Deafened for 1 Minute, and takes half as much Damage on successful Save and is not Deafened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sociable Societies.&#039;&#039;&#039; Your nature of society building has imbued you with abilities to understand and build up a society. You gain Proficiency in Insight, and one Set of [[Adventuring Gear#Artisan&#039;s Tools|Artisan&#039;s Tools]] of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Nests.&#039;&#039;&#039; The ancient Citynests of the Weaver Highborne have taught you to recognize the innate hierarchy and structures of cities. You can &lt;br /&gt;
&lt;br /&gt;
The ancient City Nests of the Weaver Highborne have taught you to recognize the innate Hierarchy and structures of cities. You can recognize various castes and social rankings of a city with ease.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you ignore the Slowed Condition when moving through Difficult Terraina nd hostile Creatures, additionally, you can occupy the same space as a friendly Creature.&lt;br /&gt;
&lt;br /&gt;
=== Raptor Highborne ===&lt;br /&gt;
[Based off of ospreys, live in pine trees in the norhtern continent in the frost, has breedpair society]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Dexterity Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storker Highborne ===&lt;br /&gt;
[Based off of maribou storks and lives in the boababs of the middle continent in the forest-y area, has tribal, might makes right, systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Strength Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Adventuring_Gear&amp;diff=4398</id>
		<title>Adventuring Gear</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Adventuring_Gear&amp;diff=4398"/>
		<updated>2026-05-08T23:37:23Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Artisan’s Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Adventuring Gear =&lt;br /&gt;
&lt;br /&gt;
== General Equipment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acid, Vial (25GP, 2lbs).&#039;&#039;&#039; As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemist&#039;s Fire, Flask (50GP, 1lbs).&#039;&#039;&#039; This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.&lt;br /&gt;
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&#039;&#039;&#039;Antitoxin, Vial (50GP, 1lbs).&#039;&#039;&#039;A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to constructs.&lt;br /&gt;
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&#039;&#039;&#039;Ball Bearings, Bag of 1,000 (1GP, 2lbs).&#039;&#039;&#039; As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.&lt;br /&gt;
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&#039;&#039;&#039;Battle Standard (10GP, 13lbs).&#039;&#039;&#039; A battle standard bears some emblem, such as the insignia of a noble house or draconic order, which you can use to inspire your allies.&lt;br /&gt;
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When a friendly creature fails a Wisdom Saving Throw while you are holding a battle standard, you can use your reaction to have the creature reroll the Saving Throw and take the second result.&lt;br /&gt;
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&#039;&#039;&#039;Book (25GP, 5lbs).&#039;&#039;&#039; A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.&lt;br /&gt;
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&#039;&#039;&#039;Caltrops, Bag of 20 (1GP, 2lbs).&#039;&#039;&#039; As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.&lt;br /&gt;
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&#039;&#039;&#039;Candle (1CP, 1/4lbs).&#039;&#039;&#039; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.&lt;br /&gt;
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&#039;&#039;&#039;Case, Map or Scroll (1GP, 1lbs).&#039;&#039;&#039; This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.&lt;br /&gt;
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&#039;&#039;&#039;Chain, 10 feet (5GP, 10lbs).&#039;&#039;&#039; A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.&lt;br /&gt;
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&#039;&#039;&#039;Holy Water, Flask (25GP, 1lbs).&#039;&#039;&#039; As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is an evil aligned highling or undead, it takes 2d6 radiant damage.&lt;br /&gt;
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&#039;&#039;&#039;Hunting Trap (5GP, 25lbs).&#039;&#039;&#039; When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.&lt;br /&gt;
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&#039;&#039;&#039;Incense (2SP, 1/4lbs).&#039;&#039;&#039; A stick of incense can be lit and burn for 10 minutes, or 1 hour if put in a censer first. It gives off a strong smell out to a range of 60ft. Creatures in this range have disadvantage on Wisdom (Perception) checks involving smell relating to anything other then the Incense, and advantage on Wisdom (Perception) checks in relation to the Incense.&lt;br /&gt;
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&#039;&#039;&#039;Lamp (5SP, 1lbs).&#039;&#039;&#039; A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.&lt;br /&gt;
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&#039;&#039;&#039;Lantern, Bullseye (10GP, 2lbs).&#039;&#039;&#039; A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.&lt;br /&gt;
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&#039;&#039;&#039;Lantern, Hooded (5GP, 2lbs).&#039;&#039;&#039; A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.&lt;br /&gt;
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&#039;&#039;&#039;Lock (10GP, 1lbs).&#039;&#039;&#039; A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.&lt;br /&gt;
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&#039;&#039;&#039;Manacles (2GP, 6lbs).&#039;&#039;&#039; These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.&lt;br /&gt;
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&#039;&#039;&#039;Oil, Flask (1SP, 1lbs).&#039;&#039;&#039; Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.&lt;br /&gt;
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&#039;&#039;&#039;Rope, Hempen, 50 feet (1GP, 10lbs).&#039;&#039;&#039; Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.&lt;br /&gt;
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&#039;&#039;&#039;Rope, Silk, 50 feet (10GP, 5lbs).&#039;&#039;&#039; Silk rope has 5 hit points and can be burst with a DC 23 Strength check.&lt;br /&gt;
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&#039;&#039;&#039;Torch (1CP, 1lbs).&#039;&#039;&#039; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.&lt;br /&gt;
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&#039;&#039;&#039;War Horn (5GP, 3lbs).&#039;&#039;&#039; As an action you can blow a war horn and make a Constitution check, all other creatures within 15ft of must make a Constitution Saving Throw with the result of your check as the DC. On a failed save, a creature is deafened for 1 minute and cannot use its reaction while deafened. If the creature fails the save by 5 or more, it also falls prone. The creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success.&lt;br /&gt;
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== Tools ==&lt;br /&gt;
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==== Musical Instruments (15GP, 3lbs) ====&lt;br /&gt;
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A Bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency and the most common of which are the Bagpipe, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol.&lt;br /&gt;
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==== Artisan’s Tools ====&lt;br /&gt;
These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.&lt;br /&gt;
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You can also spend an hour as a rest activity and make a check with a set of artisan&#039;s tools, you can then expend raw materials associated with the tools up to a number of GP in value equal to the number they rolled for their check. After the hour of work, you will have made a product with a market value equal to 2 times the amount of GP the raw materials were worth.&lt;br /&gt;
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You can also make progress towards a single, expensive item, such as a set of Plate Armor, rather then make an entire item over the course of a single hour. The details of each set of artisan&#039;s tools are listed below. (Notice: I have never preformed any of these activities much at all in my life, if you have or know someone who has and see an inaccuracy, please let me know.)&lt;br /&gt;
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:&#039;&#039;&#039;Brewer’s Supplies (20GP, 9lbs).&#039;&#039;&#039; Brewer&#039;s Supplies are used to make beer, wine, mead, cider, juice, and other liquid products. To make these products you need water, and either grains or fruits. Brewer&#039;s Supplies use either Constitution and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Calligrapher’s Supplies (10GP, 5lbs).&#039;&#039;&#039; Calligrapher&#039;s Supplies are used to write letters, runes, or some other form of inscription. To make these products you need either paper, parchment, or some other medium, and ink or some other, generally viscous liquid, or graphite, to use in making the calligraphy. Calligrapher&#039;s Tools use either Dexterity and Intelligence.&lt;br /&gt;
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:&#039;&#039;&#039;Carpenter’s Tools (8GP, 6lbs).&#039;&#039;&#039; Carpenter&#039;s Tools are used to make wooden furniture or other finishings, like ladders or shelves. To make these products you need wood. Carpenter&#039;s Tools use either Dexterity and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Cartographer’s Tools (15GP, 6lbs).&#039;&#039;&#039; Cartographer&#039;s Tools are used to make maps. To make these products you need either paper, parchment, or some other medium, and ink or some other, generally viscous liquid, or graphite, to use in making the calligraphy. Calligrapher&#039;s Tools use either Dexterity and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Cobbler’s Tools (5GP, 5lbs).&#039;&#039;&#039; Cobbler&#039;s Tools are used to make shoes. To make these products you need either some form of wood or leather, and string. Cobbler&#039;s Tools use either Strength and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Cook’s Utensils (1GP, 8lbs).&#039;&#039;&#039; Cook&#039;s Utensils are used to prepare and cook food such as rations. To make these products, you need food, and depending on what you are making, some form of heat to cook it, you can also use salt as a preservative. Cook&#039;s Utensils use Dexterity and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Glassblower’s Tools (30GP, 5lbs).&#039;&#039;&#039; Glassblower&#039;s Tools are used to make a variety or glass, such as plain, hard, stained, etc. To make these products you need a source of heat, some sand and/or glass, and dyes if you are making stained glass. Glassblower&#039;s Tools use Constitution and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Jeweler’s Tools (25GP, 2lbs).&#039;&#039;&#039; Jeweler&#039;s Tools are used to make jewelry such as rings and necklaces. To make these products you need fine metals and gems. Jeweler&#039;s Tools use Dexterity and Intelligence.&lt;br /&gt;
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:&#039;&#039;&#039;Leatherworker’s Tools (5GP, 5lbs).&#039;&#039;&#039; Leatherworker&#039;s Tools are used to make armor and certain types of clothes. To make these products you need leather, you may also need string, buttons, and other such materials. Leatherworker&#039;s Tools use Dexterity and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Mason’s Tools (10GP, 8lbs).&#039;&#039;&#039; Mason&#039;s Tools are used to make stone blocks, bricks, and the like. To make these products you need heat, and depending what you are making, either stone, clay, or some other material. Mason&#039;s Tools use Strength and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Painter’s Supplies (10GP, 5lbs).&#039;&#039;&#039; Painter&#039;s Supplies are used to make paintings, drawings, and the like. To make these products you need canvas, paper, parchment, or some other medium, and a variety of pigments to use to create the product. Painter&#039;s Supplies use Dexterity and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Potter’s Tools (10GP, 3lbs).&#039;&#039;&#039; Potter&#039;s Supplies are used to make pottery, such as vases, mugs, bowls, etc. To make these products you need water, and either clay, or some other substitute. Potter&#039;s Tools use Dexterity and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Smith’s Tools (20GP, 8lbs).&#039;&#039;&#039; Smith&#039;s Tools are used to make metal armor and weapons. To make these products you need heat, metal, and other necessary materials such as hilts, straps to hold armor together, and the like. Smith&#039;s Tools use Strength and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Tinker’s Tools (50GP, 10lbs).&#039;&#039;&#039; Tinker&#039;s Tools are used to make rudimentary machinery and crossbows. To make these products you need metal, string, rope, and/or wood. Tinker&#039;s Tools use Dexterity and Intelligence.&lt;br /&gt;
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:&#039;&#039;&#039;Weaver’s Tools (1GP, 5lbs).&#039;&#039;&#039; Weaver&#039;s Tools are used to make clothes, robes, and other such items. To make these products you need string, potentially of a variety of colors. Weaver&#039;s Tools use Dexterity and Wisdom.&lt;br /&gt;
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:&#039;&#039;&#039;Woodcarver’s Tools (1GP, 3lbs).&#039;&#039;&#039; Woodcarver&#039;s Tools are used to make carvings, crossbow bolts, arrows, and other wooden weapons. To make these products you need wood. Woodcarver&#039;s Tools use Dexterity and Wisdom.&lt;br /&gt;
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&#039;&#039;&#039;Alchemical Tools.&#039;&#039;&#039; These tools are used to make poisons, potions, and other similar both magical, and non-magical, generally consumable, items. Most of the products made with these items have specific ingredients, like the blood of a purple worm, or a petal of a jade flower, in addition to the rest of the necessary materials needed, you will need the listed ingredients to make a desired item. Apart from that however, making an item with alchemical tools generally follows the rules of using artisans tool. Alchemical Tools are listed below. The list of items you can make with these is listed in a crafting magical items section (not yet existent).&lt;br /&gt;
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:&#039;&#039;&#039;Alchemy Kit (50GP, 8lbs).&#039;&#039;&#039; An Alchemy Kit contains a variety of vials, measuring utensils, safety gear, and containers used to create potions.&lt;br /&gt;
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:&#039;&#039;&#039;Herbalism Kit (5GP, 3lbs).&#039;&#039;&#039; A Herbalism Kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and identify and apply herbs.&lt;br /&gt;
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:&#039;&#039;&#039;Poisoner’s Kit (50GP, 2lbs).&#039;&#039;&#039; A Poisoner’s Kit includes the vials, chemicals, and other equipment necessary for the creation of poisons.&lt;br /&gt;
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==== General Tools ====&lt;br /&gt;
The following are a list of miscellaneous tools not related to one another.&lt;br /&gt;
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:&#039;&#039;&#039;Disguise Kit (25GP, 3lbs).&#039;&#039;&#039; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.&lt;br /&gt;
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:&#039;&#039;&#039;Forgery Kit (15GP, 5lbs).&#039;&#039;&#039; This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.&lt;br /&gt;
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:&#039;&#039;&#039;Gaming Set (1SP, 1/2lbs).&#039;&#039;&#039; This item encompasses a wide range of game pieces, including dice and decks of cards. A few common examples are Dice, Dragonchess, Three-Dragon Ante, and a Deck of Cards, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.&lt;br /&gt;
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:&#039;&#039;&#039;Navigator’s Tools (25GP, 2lbs).&#039;&#039;&#039; This set of instruments is used for navigation. Proficiency with navigator’s tools lets you chart a ship’s course, follow navigation charts, and create travel plans. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost.&lt;br /&gt;
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:&#039;&#039;&#039;Thieves’ Tools (25GP, 1lbs).&#039;&#039;&#039; This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.&lt;br /&gt;
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== Containers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpack, Leather (2GP, 5lbs).&#039;&#039;&#039; A leather backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot and up to 30 pounds of gear. You can also strap up to three items, such as a bedroll or a coil of rope, to the outside of a backpack. It has an AC of 5 and it has 3HP.&lt;br /&gt;
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&#039;&#039;&#039;Chest, Wooden (5GP, 25lbs).&#039;&#039;&#039; A wooden chest can hold 12 cubic feet/ 300 pounds of gear. It can also be locked with a Lock or spells that preform the same purpose. For an additional 1GP a chest can be secured with straps for easy carrying. It has an AC of 8 and it has 15HP.&lt;br /&gt;
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&#039;&#039;&#039;Chest, Stone (10GP, 50lbs).&#039;&#039;&#039; A stone chest can hold 15 cubic feet/ 600 pounds of gear. It can also be locked with a Lock or spells that preform the same purpose. For an additional 1GP a chest can be secured with straps for easy carrying. It has an AC of 15 and it has 30HP.&lt;br /&gt;
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== Survival ==&lt;br /&gt;
The following are a list of items that pertain to the survival aspect of the game, items like rations, tinderboxes, beds, etc. These are not always tracked, ask your DM if they are being used in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedroll (1GP, 7lbs).&#039;&#039;&#039; This item must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a bed roll or item that fulfills a similar purpose, you do not recover levels of exhaustion and must make a DC15 Constitution Saving Throw or take a level of exhaustion.&lt;br /&gt;
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&#039;&#039;&#039;Blanket (5SP, 3lbs).&#039;&#039;&#039; This item generally must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a blanket or item that fulfills a similar purpose, you only gain half of your missing health back after the rest.&lt;br /&gt;
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&#039;&#039;&#039;Mess Kit (2SP, 1lbs).&#039;&#039;&#039; If you do not have a mess kit, you must expend two times the amount of rations in order to gain the full benefits as you mess or waste them.&lt;br /&gt;
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&#039;&#039;&#039;Ration, One Day (5SP, 2lbs).&#039;&#039;&#039; You must consume one ration a day when traveling at a standard or slow pace, or twice as many while traveling as a fast pace. If you do not have any rations for three days you gain a level of exhaustion, and if you have less then the full amount of rations needed, every two days counts towards the level of exhaustion gained.&lt;br /&gt;
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&#039;&#039;&#039;Tent, Two-Person (2SP, 20lbs).&#039;&#039;&#039; This item generally must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a tent or item that fulfills a similar purpose, you do not regain any Hit Dice at the end of the rest.&lt;br /&gt;
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&#039;&#039;&#039;Tinderbox (5SP, 1lbs).&#039;&#039;&#039; This item allows you to start a fire. If you do not have a Tinderbox and attempt to start a fire you must spend one minute and make a DC13 Survival check, starting a fire on a successful check.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4397</id>
		<title>Highborne</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4397"/>
		<updated>2026-05-08T23:36:32Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Weaver Highborne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highborne ==&lt;br /&gt;
Highborne are tall, slender humanoids with large wings.&lt;br /&gt;
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Three subraces&lt;br /&gt;
one lives on baobabs with gigantism in more forest-y area (storks?) [baobabs living in area with higher water due to being MUCH larger, probably a cousin to a baobab than actually being a straight up gigantic baobab] would be very tribal, might makes right, big and strong, some ancestral stuff probably&lt;br /&gt;
one lives in savannah with acacia trees with gigantism [sociable weavers] definitely have a defined court, royalty, and nobility system, very historic families&lt;br /&gt;
one lives in an arctic environment with pine trees with gigantism [osprey] more built as specialist warriors, quick and lethal, society built upon specialized &amp;quot;breedpairs&amp;quot;.&lt;br /&gt;
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don&#039;t have mammary glands cause they feed their young via regurgitation&lt;br /&gt;
have bird characteristics but NOT bird people, would hatch from eggs, would NOT have beaks, for example.&lt;br /&gt;
Wings separate from arms, they protrude from the back, flight power vs weight explained via being semi-imbued magically due to khaagaazh&lt;br /&gt;
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=== Weaver Highborne ===&lt;br /&gt;
Weaver Highborne create massive nests in the mega-acacias of the southern continent of the Wild Plains. They have very structured hierarchies, and ancient noble families sretching across Ages of Drakomere.&lt;br /&gt;
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&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, your Dexterity Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
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&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
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&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
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&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
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&#039;&#039;&#039;Syrinxal Vocal Structure.&#039;&#039;&#039; You have a two-sided vocal organ, with both sides working independently. This allows you to speak with incredible melody, creating two notes at once, and to speak with great volume.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can scream with both sides of your syrinx, creating an incredibly loud shout. All Creatures within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier. On a failed Save, a Creature takes 2d8 Thunder Damage and is Deafened for 1 Minute, and takes half as much Damage on successful Save and is not Deafened.&lt;br /&gt;
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&#039;&#039;&#039;Sociable Societies.&#039;&#039;&#039; Your nature of society building has imbued you with abilities to understand and build up a society. You gain Proficiency in Insight, and one Set of Artisan&#039;s Tools of your choice.&lt;br /&gt;
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&#039;&#039;&#039;[[Adventuring Gear#Artisan&#039;s Tools]]&lt;br /&gt;
&lt;br /&gt;
=== Raptor Highborne ===&lt;br /&gt;
[Based off of ospreys, live in pine trees in the norhtern continent in the frost, has breedpair society]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Dexterity Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storker Highborne ===&lt;br /&gt;
[Based off of maribou storks and lives in the boababs of the middle continent in the forest-y area, has tribal, might makes right, systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Strength Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Sorcerer_Spells&amp;diff=4396</id>
		<title>Sorcerer Spells</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Sorcerer_Spells&amp;diff=4396"/>
		<updated>2026-05-08T22:18:50Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Sorcerer Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sorcerer Spells =&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
=== Acid Splash ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Shaman, Sorcerer, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amanuensis ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.&amp;lt;br&amp;gt;&lt;br /&gt;
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Control Flames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: S || Primal&lt;br /&gt;
|}&lt;br /&gt;
You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:&lt;br /&gt;
*You instantaneously expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.&lt;br /&gt;
*You instantaneously extinguish the flames within the Cube.&lt;br /&gt;
*You double or halve the area of Bright Light and Dim Light cast by the flame, change its color, or both. The change lasts for 1 hour.&lt;br /&gt;
*You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.&lt;br /&gt;
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have one more of the Spell&#039;s non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Create Bonfire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire&#039;s space when you cast the Spell, that moves into the bonfire&#039;s space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Bonfire ignites flammable objects in its area that aren&#039;t being worn or carried.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dancing Lights ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create up to 4 torch-sized lights within Range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely Humanoid shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dazzle ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Die, Insect! ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Echoing Strike ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) || Evocation || Artificer, Bard, Psion, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Firebolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl a mote of fire at a creature or object within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Fire Damage. A flammable object hit by this spell ignites if it isn&#039;t being worn or carried.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashburn ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Psion, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of magnesium phosphate) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You cause a dazzling pattern of light to appear briefly in a 5ft Cube centered on a point you choose within Range. The pattern emits Bright Light out to a Range of 15ft before immediately dissipating. A creature in the Cube and can see the pattern makes a Wisdom Saving throw. On a failed Save, the pattern is burned into its vision, causing to to subtract a d4 from the next Attack Roll or Ability Check relying on sight it makes before the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
After this Attack or Check is made, the Spell ends on that creature and its vision returns to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
The size of the Cube created increases when you reach 5ft Level (10ft), 11th Level (15ft) and 17th Level (20ft)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this Spell is cast) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
For the Duration, you have Advantage on all Charisma Checks directed at one creature of your choice that isn&#039;t hostile toward you. When the Spell ends, the creature realizes that you used magic to influence its mood, potentially becoming hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.&amp;lt;br&amp;gt;&lt;br /&gt;
You can target an additional creature with the Spell when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Green Flame Blade ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: SM (a Melee Weapon) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You brandish the Weapon used in the Spell&#039;s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack&#039;s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Fire Damage to the target on a hit, and the Fire Damage to the second creature 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).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gust ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You seize the air and compel it to create one of the following effects at a point you can see within Range:&lt;br /&gt;
*One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft away from you.&lt;br /&gt;
*You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn&#039;t pushed with enough force to deal Damage.&lt;br /&gt;
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.&lt;br /&gt;
You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hush ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Reaction (when a noise is created that you could anticipate) || Illusion || Bard, Psion, Seeker, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: S || Arcane&lt;br /&gt;
|}&lt;br /&gt;
When you hear a creature or object within Range make noise, you can hold your finger to your lips and silence that noise for the rest of the turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you can anticipate a noise, you can prevent it, such as hushing the sound of a vase you dropped before it shatters, or hushing the scream of a person you just stabbed.&amp;lt;br&amp;gt;&lt;br /&gt;
If you can&#039;t anticipate a noise, you can only interupt it. For this reason, you cannot hush the first 3 words of a sentence, nor the Verbal Components of a Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Range increases by 30ft when you reach 5th Level (60ft), 11th Level (90ft), and 17th Level (120ft)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusion Bolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal. The target perceives the Damage taken as a Type that would be appropriate to the illusory projectile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (a living flea) || Primal&lt;br /&gt;
|}&lt;br /&gt;
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
A fraction of the storm&#039;s power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage.&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Light ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Lure ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft || Duration: Instant || Components: V || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lucky Number ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 24 Hours || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only cast and gain the benefits of this Spell once per day.&amp;lt;br&amp;gt;&lt;br /&gt;
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Hand ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft away from you or if you cast this Spell again.&amp;lt;br&amp;gt;&lt;br /&gt;
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 30ft each time you use it. The hand can&#039;t Attack, and can only carry up to 10lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mending ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Minute || Transmutation || Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (two lodestones) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell can physically repair a magic item or construct, but the spell can&#039;t restore magic to such an object.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell can repair a break or tear that&#039;s 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Message ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You point your finger toward a creature within Range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this Spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the Spell. The Spell doesn&#039;t have to follow a straight line and can travel freely around corners or through openings.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell can target an additional creature when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures). Each creature targeted by the Spell hears the responses from all other creatures targeted by the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Sliver ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Psion, Seeker, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You drive a disorienting spike of psychic energy into the mind of one creature you can see within Range, the target makes an Intelligence Saving Throw. On a failed Save the target takes 1d6 Psychic Damage and subtracts 1d4 from the next Saving Throw it makes before the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Illusion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: SM (a bit of fleece) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a sound or an image of an object within Range that lasts for the duration. The illusion also ends if you dismiss it as a Free Action if you cast this Spell again.&amp;lt;br&amp;gt;&lt;br /&gt;
If you create a sound, its volume can Range from a whisper to a scream. It can be your voice, someone else&#039;s voice, a lion&#039;s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5ft Cube. The image can&#039;t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.&amp;lt;br&amp;gt;&lt;br /&gt;
If a creature uses its Action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell can create an additional illusion when you reach 5th Level (up to 2 illusions), 11th Level (up to 3 illusions), and 17th Level (up to 4 illusions).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mold Earth ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: S || Primal&lt;br /&gt;
|}&lt;br /&gt;
You choose a portion of dirt or stone that you can see within range and that fits within a 5ft Cube. You manipulate it in one of the following ways:&lt;br /&gt;
*If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5ft away. This movement doesn&#039;t have enough force to deal Damage.&lt;br /&gt;
*You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.&lt;br /&gt;
*If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become Normal Terrain if it is already Difficult Terrain. This change lasts for 1 hour.&lt;br /&gt;
If you cast this spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have an additional effect active at a time with this Spell when you reach 5th Level (four effects), 11th Level (five effects) and 17th Level (six effects).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Noisome Peal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell. This Spell produces a thunderous boom that is audible out to a Range of 50ft.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poison Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prestidigitation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: 1 Hour || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:&lt;br /&gt;
*You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.&lt;br /&gt;
*You instantaneously light or snuff out a candle, a torch, or a small campfire.&lt;br /&gt;
*You instantaneously clean or soil an object no larger than a 1ft Cube.&lt;br /&gt;
*You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.&lt;br /&gt;
*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.&lt;br /&gt;
*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.&lt;br /&gt;
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ray of Frost ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A frigid beam of blue-white light streaks toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, it takes 1d8 Cold Damage and its Speed is reduced by 10ft until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sapping Sting ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Seek Phrase ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. If you cast this Spell during the Duration of this Spell, a book you are using the Spell on flips to the next page containing the subject of your search.&amp;lt;br&amp;gt;&lt;br /&gt;
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shape Water ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You choose an area of water that you can see within Range and that fits within a 5ft Cube. You manipulate it in one of the following ways:&lt;br /&gt;
*You instantaneously move or otherwise change the flow of the water as you direct, up to 5ft in any direction. This movement doesn&#039;t have enough force to deal Damage.&lt;br /&gt;
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.&lt;br /&gt;
*You change the water&#039;s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.&lt;br /&gt;
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.&lt;br /&gt;
If you cast this Spell multiple times, you can have no more than 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have one more of the Spell&#039;s non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shocking Grasp ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can&#039;t take Reactions until the start of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Round || Components: VS || Arcane, Divine&lt;br /&gt;
|}&lt;br /&gt;
Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stone Fist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Shaman, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow. Make a Melee Spell Attack against a creature of your choice within your Reach. On a hit, the target takes Bludgeoning Damage equal 1d4 + your Spellcasting Ability Modifier, and is pushed 10ft away from you.&amp;lt;br&amp;gt;&lt;br /&gt;
You make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sword Burst ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Psion, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft Still Emanation || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Strike ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Reaction (when a creature that you can see within Range misses on an Attack) || Divination || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You shout words of arcane wisdom to the creature that missed on the Attack that triggered the casting of this Spell. You roll a d4 and add the result to the Attack Roll.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the missed Attack Roll. When reach 11th Level you roll 2d4 and add the result of both dice to the missed Attack Roll. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the missed Attack Roll. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Venomous Spines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d4 Piercing and 1d6 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 1 Spells ==&lt;br /&gt;
=== Absorb Elements ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arcane Ammunition ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VSM (1GP, which the Spell&#039;s consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within Range. Make a Ranged Spell Attack for each dart. On a hit, a dart deals 2d4 Force Damage to the target.&amp;lt;br&amp;gt;&lt;br /&gt;
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart, and the Material Component increases by 1GP, for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blade Ward ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Abjuration || Bard, Maledictor, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Burning Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren&#039;t being worn or carried.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: S || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose one object weighing 5lbs or less within Range that isn&#039;t being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caustic Brew ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30x5ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell&#039;s Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos Bolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Charm Person ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Druid, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chromatic Orb ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Secrets ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Maledictor, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft Still Emanation || Duration: 1 Hour || Components: S || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the&lt;br /&gt;
conversation. The bubble also disguises lip movements to match the false conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn&#039;t actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it&#039;s impossible to identify Spells by their Verbal Components alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 5ft and Duration increases by 1 Hour for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Color Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Illusion || Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Emanated Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creatures Blinded until the end of your next turn. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comprehend Langauges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Bard, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell doesn&#039;t decode secret messages in a text or a glyph, such as an arcane sigil, that isn&#039;t part of a written Language.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot fo 3rd Level or higher, you understand the meaning of any Language you hear past purely the literal meaning, such as the meanings of idioms and figures of speech. When you cause this Spell using a Spell Slot of 5th Level or higher, you can understand any written Language that you can see without needing to be touching the written words.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Darting Duplicate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: Bonus Action || Illusion || Artificer, Bard, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detect Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Arcane, Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disguise Self ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion || Artificer, Bard, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:&lt;br /&gt;
*You can only seem up to 1ft taller or 1ft shorter.&lt;br /&gt;
*You can&#039;t change your basic body shape and must retain your arrangement of limbs.&lt;br /&gt;
The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Distort Value ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Illusion || Bard, Maledictor, Sorcerer, Wizard, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You cast this Spell on an object no more than 1ft on any side, doubling the object&#039;s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) Check against your Spell Save DC. These illusory embellishments or blemishes last until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd level or higher, the maximum size of the object you can target with this Spell increases by 1ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Earth Tremor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Bard, Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You cause a tremor in the ground within Range. Each creature other than you in that area must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d6 Bludgeoning Damage and is knocked [[Conditions#Prone|Prone]]. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5ft space requiring at least 1 minute to clear by hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expeditious Retreat ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== False Life ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VSM (a small amount of alcohol or distilled spirits) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feather Fall ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within Range falls) || Transmutation || Artificer, Bard, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose up to five falling Creatures within Range. A falling Creature&#039;s rate of descent slows to 60ft per Round until the Spell ends. If the Creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that Creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog Cloud ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a 20ft Radius Sphere of fog centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavy Obscured. It lasts for the Duration, or until a wind of moderate or greater speed (at least 15 miles per hour) disperses it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the fog increases by 20ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gift of Alacrity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Divination || Bard, Cleric, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature. For the Duration, the target adds 1d8 to its Initiative Rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional willing creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ice Knife ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice) || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a shard of ice and fling it at one creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Piercing Damage, and the shard then explodes forcing the target and all creatures within 5ft of the target to make a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Cold Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Piercing Damage increases by 1d10 and the Cold Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper&#039;s hind leg) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature. The creature&#039;s Jump distance is tripled until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration || Artificer, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target&#039;s base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Missile ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within Range. Roll 1d4 + 1, each dart deals that much Damage to its target. The darts can be directed at one target or several.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magnify Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Round || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, any object that isn&#039;t being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ray of Sickness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
A ray of sickening greenish energy lashes out toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 Poison Damage and it makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the [[Level 1#Magic Missile|Magic Missile]] or the [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spell) || Abjuration || Artificer, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the [[Level 1#Magic Missile|Magic Missile]] and [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silent Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15ft Cube. The image appears at a point of your choice within Range and lasts for the Duration. The image is only visual; it isn&#039;t accompanied by sound, smell, or other sensory effects.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to cause the image to move to any point of your choice within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.&amp;lt;br&amp;gt;&lt;br /&gt;
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the creature can see through the image.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can create an additional illusion for each Slot Level above 1st. Whenever you use an Action to move an illusion, you can move all of them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.&lt;br /&gt;
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls [[Conditions#Unconscious|Unconscious]] until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 2d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sudden Spark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) || Evocation || Artificer, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You electrify the Attacker&#039;s Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).&lt;br /&gt;
*&#039;&#039;&#039;Defensive.&#039;&#039;&#039; The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Offensive.&#039;&#039;&#039; The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can&#039;t take Reactions until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunderwave ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Still Emanation || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn&#039;t pushed.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unseen Servant ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Artificer, Bard, Druid, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell creates an [[Conditions#Invisible|Invisible]], mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can&#039;t Attack. If it drops to 0 Hit Points, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.&amp;lt;br&amp;gt;&lt;br /&gt;
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warp Strike ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Bard, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VM (a Melee Weapon) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You brandish the Weapon as the Spell&#039;s Material Component then slash with it, warping space. Choose one creature you can see within 60ft of you. Make a Melee Weapon Attack against the target using the Weapon used as the Spell&#039;s Material Component. On a hit, the Attack deals an additional 2d6 Force Damage to the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 and the Range increases by 10ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Witch Bolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) || Primal&lt;br /&gt;
|}&lt;br /&gt;
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. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4395</id>
		<title>Highborne</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4395"/>
		<updated>2026-05-05T14:29:33Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Highborne == Highborne are tall, slender humanoids with large wings.   Three subraces one lives on baobabs with gigantism in more forest-y area (storks?) [baobabs living in area with higher water due to being MUCH larger, probably a cousin to a baobab than actually being a straight up gigantic baobab] would be very tribal, might makes right, big and strong, some ancestral stuff probably one lives in savannah with acacia trees with gigantism [sociable weavers] definite...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highborne ==&lt;br /&gt;
Highborne are tall, slender humanoids with large wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three subraces&lt;br /&gt;
one lives on baobabs with gigantism in more forest-y area (storks?) [baobabs living in area with higher water due to being MUCH larger, probably a cousin to a baobab than actually being a straight up gigantic baobab] would be very tribal, might makes right, big and strong, some ancestral stuff probably&lt;br /&gt;
one lives in savannah with acacia trees with gigantism [sociable weavers] definitely have a defined court, royalty, and nobility system, very historic families&lt;br /&gt;
one lives in an arctic environment with pine trees with gigantism [osprey] more built as specialist warriors, quick and lethal, society built upon specialized &amp;quot;breedpairs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
don&#039;t have mammary glands cause they feed their young via regurgitation&lt;br /&gt;
have bird characteristics but NOT bird people, would hatch from eggs, would NOT have beaks, for example.&lt;br /&gt;
Wings separate from arms, they protrude from the back, flight power vs weight explained via being semi-imbued magically due to khaagaazh&lt;br /&gt;
&lt;br /&gt;
=== Weaver Highborne ===&lt;br /&gt;
[Based off of sociable weavers, live in the acacia trees in the southern continent in the savannah, has court society]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, your Dexterity Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Raptor Highborne ===&lt;br /&gt;
[Based off of ospreys, live in pine trees in the norhtern continent in the frost, has breedpair society]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Dexterity Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storker Highborne ===&lt;br /&gt;
[Based off of maribou storks and lives in the boababs of the middle continent in the forest-y area, has tribal, might makes right, systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Strength Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4394</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4394"/>
		<updated>2026-05-05T13:47:30Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Reworked Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Highborne]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Plumbite&amp;diff=4393</id>
		<title>Plumbite</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Plumbite&amp;diff=4393"/>
		<updated>2026-04-21T19:50:32Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Plumbite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plumbite ==&lt;br /&gt;
Plubmites are humanoids who grow a lead carapace around themselves. They originate from the Twisted Lands and are attuned to the Tone of Contradynation, and thus the Harmony of Abjuration, and the Arcane Melody, as well as being associated with Lead Dragons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Corrupted Plumbite ===&lt;br /&gt;
Many Plumbites were captured and corrupted by the Aberrant Barons, many of whom still serve their will. However, many Plumbites have broken free from this corruption, but still bear that mark of taint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid and an Aberration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preternatural Sight.&#039;&#039;&#039; You gain Blindsight out to a Range of 60ft, via the use of X-rays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead-Encased Nostrils.&#039;&#039;&#039; You do not have a sense of smell, thus most food tastes bland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupted Resonance.&#039;&#039;&#039; Your aberrant corruption has left you with innate magic based on which Baron corrupted you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Corrupted Resonance&lt;br /&gt;
|-&lt;br /&gt;
! Aberrant Baron !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| Abandonement || [[Level 1#Hideous Laughter|Hideous Laughter]]&lt;br /&gt;
|-&lt;br /&gt;
| Anger || [[Level 1#Hellish Rebuke|Hellish Rebuke]]&lt;br /&gt;
|-&lt;br /&gt;
| Deceit || [[Level 1#Charm Person|Charm Person]]&lt;br /&gt;
|-&lt;br /&gt;
| Disorientation || [[Level 1#Color Spray|Color Spray]]&lt;br /&gt;
|-&lt;br /&gt;
| Fear || [[Level 1#Cause Fear|Cause Fear]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunger || [[Level 1#Goodberry|Gooberry]]&lt;br /&gt;
|-&lt;br /&gt;
| Loss || [[Level 1#Identify|Identify]]&lt;br /&gt;
|-&lt;br /&gt;
| Madness || [[Level 1#Arms of Brokhziqiel|Arms of Brokhziqiel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You know the chosen Spell, and can cast it without needing Material Components, you must take a Long Rest before doing so again. You use Charisma as your Spellcasting Ability for these Spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forested Plumbite ===&lt;br /&gt;
The Plumbites that hold steadfast in the forest of the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed and Climbing Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preternatural Sight.&#039;&#039;&#039; You gain Blindsight out to a Range of 60ft, via the use of X-rays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead-Encased Nostrils.&#039;&#039;&#039; You do not have a sense of smell, thus most food tastes bland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naturalist.&#039;&#039;&#039; You gain Proficiency in Survival, and can choose one [[Ranger#Ranger Disciplines|Ranger Discipline]] of your choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ridgeborne Plumbite ===&lt;br /&gt;
These Plumbites live in the Lead Ridge in the Twisted Lands, having vast underground kingdoms and labyrinths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft, and a Digging Speed of 20ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preternatural Sight.&#039;&#039;&#039; You gain Blindsight out to a Range of 60ft, via the use of X-rays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead-Encased Nostrils.&#039;&#039;&#039; You do not have a sense of smell, thus most food tastes bland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival From Hunger and Deceit.&#039;&#039;&#039; You gain Proficiency in Insight and Survival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaden Protection.&#039;&#039;&#039; When you are hit by an Attack, you can use a Reaction to create a shield of lead, spawned from your own chitin and the earth around you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stellar Plumbite ===&lt;br /&gt;
These Plumbites went to Stellarsiege, and fight for various bannerlords under all three of the Nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preternatural Sight.&#039;&#039;&#039; You gain Blindsight out to a Range of 60ft, via the use of X-rays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead-Encased Nostrils.&#039;&#039;&#039; You do not have a sense of smell, thus most food tastes bland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chitinous Armaments.&#039;&#039;&#039; You are able to form your lead carapace into weapons at a moment&#039;s notice. You can spend a Bonus Action to grow your lead into the form of a Simple or Martial Weapon of your choice in a free hand, growing it around that hand. It lasts until you choose to dismiss it as a Free Action or until you take a Long Rest. You are Proficient with this Weapon.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Plumbite&amp;diff=4392</id>
		<title>Plumbite</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Plumbite&amp;diff=4392"/>
		<updated>2026-04-21T19:09:57Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Plumbite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plumbite ==&lt;br /&gt;
Plubmites are humanoids who grow a lead carapace around themselves. They originate from the Twisted Lands and are attuned to the Tone of Contradynation, and thus the Harmony of Abjuration, and the Arcane Melody, as well as being associated with Lead Dragons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your XXXX Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength, Constitution, and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupted Resonance.&#039;&#039;&#039; Your aberrant corruption has left you with innate magic based on which Baron corrupted you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Aberrant Baron !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| Abandonement || [[Level 1#Hideous Laughter|Hideous Laughter]]&lt;br /&gt;
|-&lt;br /&gt;
| Anger || [[Level 1#Hellish Rebuke|Hellish Rebuke]]&lt;br /&gt;
|-&lt;br /&gt;
| Deceit || [[Level 1#Charm Person|Charm Person]]&lt;br /&gt;
|-&lt;br /&gt;
| Disorientation || [[Level 1#Color Spray|Color Spray]]&lt;br /&gt;
|-&lt;br /&gt;
| Fear || [[Level 1#Cause Fear|Cause Fear]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunger || [[Level 1#Goodberry|Gooberry]]&lt;br /&gt;
|-&lt;br /&gt;
| Loss || [[Level 1#Identify|Identify]]&lt;br /&gt;
|-&lt;br /&gt;
| Madness || [[Level 1#Arms of Brokhziqiel|Arms of Brokhziqiel]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Plumbite&amp;diff=4391</id>
		<title>Plumbite</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Plumbite&amp;diff=4391"/>
		<updated>2026-04-21T19:09:01Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Plumbite == Plubmites are humanoids who grow a lead carapace around themselves. They originate from the Twisted Lands and are attuned to the Tone of Contradynation, and thus the Harmony of Abjuration, and the Arcane Melody, as well as being associated with Lead Dragons.   &amp;#039;&amp;#039;&amp;#039;Ability Score Increases.&amp;#039;&amp;#039;&amp;#039; Your Constitution Score increases by 2 and your XXXX Score increases by 1.  &amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; You have a Walking Speed of 30ft.  &amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, and wr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plumbite ==&lt;br /&gt;
Plubmites are humanoids who grow a lead carapace around themselves. They originate from the Twisted Lands and are attuned to the Tone of Contradynation, and thus the Harmony of Abjuration, and the Arcane Melody, as well as being associated with Lead Dragons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your XXXX Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength, Constitution, and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupted Resonance.&#039;&#039;&#039; Your aberrant corruption has left you with innate magic based on which Baron corrupted you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Aberrant Baron !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| Abandonement || [[Level 1#Hideous Laughter|Hideous Laughter]]&lt;br /&gt;
|-&lt;br /&gt;
| Anger || [[Level 1#Hellish Rebuke|Hellish Rebuke]]&lt;br /&gt;
|-&lt;br /&gt;
| Deceit || [[Level 1#Charm Person|Charm Person]]&lt;br /&gt;
|-&lt;br /&gt;
| Disorientation || [[Level 1#Color Spray|Color Spray]]&lt;br /&gt;
|-&lt;br /&gt;
| Fear || [[Level 1#Cause Fear|Cause Fear]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunger || [[Level 1#Goodberry|Gooberry]]&lt;br /&gt;
|-&lt;br /&gt;
| Loss || [[Level 1#Identify|Identify]]&lt;br /&gt;
|-&lt;br /&gt;
| Madness || [[Level 1#Arms of Brokhziqiel|s]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4390</id>
		<title>Kalashtari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4390"/>
		<updated>2026-04-21T18:42:33Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Collegiate Kalashtari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kalashtari ==&lt;br /&gt;
Kalashtari originate from the Twisted Lands, and are also attuned to the Tone of Farcrying, further attuning them to the Harmony of Conjuration, the Primal Melody, and Fungus Dragons.&amp;lt;br&amp;gt;&lt;br /&gt;
Kalashtari are natural creators, each of which has a highly developed personal world, known as a noosphere, which they build over the course of their lives during their sleepless rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Collegiate Kalashtari ===&lt;br /&gt;
Collegiate Kalashtari primarily come from The Academy, but have spread throughout much of Drakomere. They generally focus on mastering many skills and fields of knowledge. Many Collegiate Kalashtari are world renowned scientists and inventors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Academic, as well as three other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Knowledge.&#039;&#039;&#039; Your time studying has given you deep knowledge on many topics. You gain Expertise in one Skill Proficiency, and in one Set of Tools. You also gain Proficiency in two Skills.&lt;br /&gt;
&lt;br /&gt;
=== Storming Kalashtari ===&lt;br /&gt;
Storming Kalashtari reside in the Kae-oe-oon Taiga in Stormwood, growing physically strong from the brutal conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Kae-oe-oon and two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Retribution.&#039;&#039;&#039; When a Creature forces you to make a Wisdom Saving Throw or deals Psychic Damage to you, you can use your Reaction to deal Psychic Damage to that Creature equal to a number of d4s equal to your Proficiency Bonus. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Twisted Kalashtari ===&lt;br /&gt;
Twisted Kalashtari are the few that remained in the Twisted Lands, and have spent ther time barely surviving the harsh environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Renthian, Aberrant, and one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Resistance.&#039;&#039;&#039; Your inner world allows you to steel yourself against threats invading your mind. You have advantage on all Wisdom Saving Throws and Resistance to Psychic Damage as you spread the strain over your entire noosphere.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4389</id>
		<title>Kalashtari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4389"/>
		<updated>2026-04-21T18:39:30Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Kalashtari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kalashtari ==&lt;br /&gt;
Kalashtari originate from the Twisted Lands, and are also attuned to the Tone of Farcrying, further attuning them to the Harmony of Conjuration, the Primal Melody, and Fungus Dragons.&amp;lt;br&amp;gt;&lt;br /&gt;
Kalashtari are natural creators, each of which has a highly developed personal world, known as a noosphere, which they build over the course of their lives during their sleepless rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Collegiate Kalashtari ===&lt;br /&gt;
Collegiate Kalashtari primarily come from The Academy, but have spread throughout much of Drakomere. They generally focus on mastering many skills and fields of knowledge. Many Collegiate Kalashtari are world renowned scientists and inventors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Academic, as well as three other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Knowledge.&#039;&#039;&#039; Your time studying has given you deep knowledge on many topics. You gain Expertise in one Skill Proficiency, and in one Set of Tools. You also gain Proficiency in two Skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storming Kalashtari ===&lt;br /&gt;
Storming Kalashtari reside in the Kae-oe-oon Taiga in Stormwood, growing physically strong from the brutal conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Kae-oe-oon and two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Retribution.&#039;&#039;&#039; When a Creature forces you to make a Wisdom Saving Throw or deals Psychic Damage to you, you can use your Reaction to deal Psychic Damage to that Creature equal to a number of d4s equal to your Proficiency Bonus. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Twisted Kalashtari ===&lt;br /&gt;
Twisted Kalashtari are the few that remained in the Twisted Lands, and have spent ther time barely surviving the harsh environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Renthian, Aberrant, and one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Resistance.&#039;&#039;&#039; Your inner world allows you to steel yourself against threats invading your mind. You have advantage on all Wisdom Saving Throws and Resistance to Psychic Damage as you spread the strain over your entire noosphere.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4388</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4388"/>
		<updated>2026-04-21T18:39:05Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&amp;lt;br&amp;gt;&lt;br /&gt;
ThrQrinn are Specially attuned to the Tone of Mending, and thus the Harmony of Regeneration, and the Divine Melody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid and Aberration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once, regaining the ability to do so at the end of a Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Khisivish or Hisiekin, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft. This feature can be used by you, or a Friendly Creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4387</id>
		<title>Kalashtari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4387"/>
		<updated>2026-04-21T18:37:48Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Storming Kalashtari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kalashtari ==&lt;br /&gt;
Kalashtari originate from the Twisted Lands, and are also attuned to the Tone of Farcrying, further attuning them to the Harmony of Conjuration, the Primal Melody, and Fungus Dragons.&amp;lt;br&amp;gt;&lt;br /&gt;
Kalashtari are natural creators, each of which has a highly developed personal world, known as a noosphere, which they build over the course of their lives during their sleepless rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Collegiate Kalashtari ===&lt;br /&gt;
Collegiate Kalashtari primarily come from The Academy, but have spread throughout much of Drakomere. They generally focus on mastering many skills and fields of knowledge. Many Collegiate Kalashtari are world renowned scientists and inventors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Academic, as well as three other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Knowledge.&#039;&#039;&#039; Your time studying has given you deep knowledge on many topics. You gain Expertise in one Skill Proficiency, and in one Set of Tools. You also gain Proficiency in two Skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storming Kalashtari ===&lt;br /&gt;
Storming Kalashtari reside in the Kae-oe-oon Taiga in Stormwood, growing physically strong from the brutal conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Kae-oe-oon and two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Retribution.&#039;&#039;&#039; When a Creature forces you to make a Wisdom Saving Throw or deals Psychic Damage to you, you can use your Reaction to deal Psychic Damage to that Creature equal to a number of d4s equal to your Proficiency Bonus. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Twisted Kalashtari ===&lt;br /&gt;
Twisted Kalashtari are the few that remained in the Twisted Lands, and have spent ther time barely surviving the harsh environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Renthian, Aberrant, and one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Resistance.&#039;&#039;&#039; Your inner world allows you to steel yourself against threats invading your mind. You have advantage on all Wisdom Saving Throws and Resistance to Psychic Damage as you spread the strain over your entire noosphere.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4386</id>
		<title>Kalashtari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4386"/>
		<updated>2026-04-21T18:37:26Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Twisted Kalashtari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kalashtari ==&lt;br /&gt;
Kalashtari originate from the Twisted Lands, and are also attuned to the Tone of Farcrying, further attuning them to the Harmony of Conjuration, the Primal Melody, and Fungus Dragons.&amp;lt;br&amp;gt;&lt;br /&gt;
Kalashtari are natural creators, each of which has a highly developed personal world, known as a noosphere, which they build over the course of their lives during their sleepless rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Collegiate Kalashtari ===&lt;br /&gt;
Collegiate Kalashtari primarily come from The Academy, but have spread throughout much of Drakomere. They generally focus on mastering many skills and fields of knowledge. Many Collegiate Kalashtari are world renowned scientists and inventors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Academic, as well as three other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Knowledge.&#039;&#039;&#039; Your time studying has given you deep knowledge on many topics. You gain Expertise in one Skill Proficiency, and in one Set of Tools. You also gain Proficiency in two Skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storming Kalashtari ===&lt;br /&gt;
Storming Kalashtari reside in the Kae-oe-oon Taiga in Stormwood, growing physically strong from the brutal conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Retribution.&#039;&#039;&#039; When a Creature forces you to make a Wisdom Saving Throw or deals Psychic Damage to you, you can use your Reaction to deal Psychic Damage to that Creature equal to a number of d4s equal to your Proficiency Bonus. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Twisted Kalashtari ===&lt;br /&gt;
Twisted Kalashtari are the few that remained in the Twisted Lands, and have spent ther time barely surviving the harsh environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Renthian, Aberrant, and one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Resistance.&#039;&#039;&#039; Your inner world allows you to steel yourself against threats invading your mind. You have advantage on all Wisdom Saving Throws and Resistance to Psychic Damage as you spread the strain over your entire noosphere.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4385</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4385"/>
		<updated>2026-04-21T18:28:02Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Reworked Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4384</id>
		<title>Kalashtari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4384"/>
		<updated>2026-04-21T18:03:28Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Kalashtari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kalashtari ==&lt;br /&gt;
Kalashtari originate from the Twisted Lands, and are also attuned to the Tone of Farcrying, further attuning them to the Harmony of Conjuration, the Primal Melody, and Fungus Dragons.&amp;lt;br&amp;gt;&lt;br /&gt;
Kalashtari are natural creators, each of which has a highly developed personal world, known as a noosphere, which they build over the course of their lives during their sleepless rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Collegiate Kalashtari ===&lt;br /&gt;
Collegiate Kalashtari primarily come from The Academy, but have spread throughout much of Drakomere. They generally focus on mastering many skills and fields of knowledge. Many Collegiate Kalashtari are world renowned scientists and inventors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Academic, as well as three other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Knowledge.&#039;&#039;&#039; Your time studying has given you deep knowledge on many topics. You gain Expertise in one Skill Proficiency, and in one Set of Tools. You also gain Proficiency in two Skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storming Kalashtari ===&lt;br /&gt;
Storming Kalashtari reside in the Kae-oe-oon Taiga in Stormwood, growing physically strong from the brutal conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Retribution.&#039;&#039;&#039; When a Creature forces you to make a Wisdom Saving Throw or deals Psychic Damage to you, you can use your Reaction to deal Psychic Damage to that Creature equal to a number of d4s equal to your Proficiency Bonus. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Twisted Kalashtari ===&lt;br /&gt;
Twisted Kalashtari are the few that remained in the Twisted Lands, and have spent ther time barely surviving the harsh environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Resistance.&#039;&#039;&#039; Your inner world allows you to steel yourself against threats invading your mind. You have advantage on all Wisdom Saving Throws and Resistance to Psychic Damage as you spread the strain over your entire noosphere.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4383</id>
		<title>Kalashtari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Kalashtari&amp;diff=4383"/>
		<updated>2026-04-21T17:24:25Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kalashtari ==&lt;br /&gt;
Kalashtari originate from the Twisted Lands, and are also attuned to the Tone of Farcrying, further attuning them to the Harmony of Conjuration, the Primal Melody, and Fungus Dragons.&amp;lt;br&amp;gt;&lt;br /&gt;
Kalashtari are natural creators, each of which has a highly developed personal world, known as a noosphere, which they build over the course of their lives during their sleepless rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Collegiate Kalashtari ===&lt;br /&gt;
Collegiate Kalashtari primarily come from The Academy, but have spread throughout much of Drakomere. They generally focus on mastering many skills and fields of knowledge. Many Collegiate Kalashtari are world renowned scientists and inventors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Academic, as well as three other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storming Kalashtari ===&lt;br /&gt;
Storming Kalashtari reside in the Kae-oe-oon Taiga in Stormwood, growing physically strong from the brutal conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Retribution.&#039;&#039;&#039; When a Creature forces you to make a Wisdom Saving Throw or deals Psychic Damage to you, you can use your Reaction to deal Psychic Damage to that Creature equal to a number of d4s equal to your Proficiency Bonus. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Twisted Kalashtari ===&lt;br /&gt;
Twisted Kalashtari are the few that remained in the Twisted Lands, and have spent ther time barely surviving the harsh environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Dream.&#039;&#039;&#039; You can complete a Long Rest in 4 Hours, and while you are Long Resting, you enter a trance during which you continue work on your noosphere. You are still still somewhat conscious of your surroundings, and can wake in an instant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain Expertise in either History or Survival, additionally you gain Proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noospheric Resistance.&#039;&#039;&#039; Your inner world allows you to steel yourself against threats invading your mind. You have advantage on all Wisdom Saving Throws and Resistance to Psychic Damage as you spread the strain over your entire noosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eruiditious Pursuits.&#039;&#039;&#039; You are an academic at heart, and can gain Proficiencies in half the time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Link.&#039;&#039;&#039; You can speak telepathically to any creature you can see by reaching your inner world to its mind, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.&lt;br /&gt;
When you’re using this trait to speak telepathically to a creature, while you do, it sees visions of scenes from your inner world, if you are in distress or have been heavily injured by psychic damage recently, these might be scenes of destruction and pain, but if you are at peace, they may be scenes of a family of farmers settling down for dinner.&lt;br /&gt;
You can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4382</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4382"/>
		<updated>2026-04-21T17:03:58Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Shrouded ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&amp;lt;br&amp;gt;&lt;br /&gt;
ThrQrinn are Specially attuned to the Tone of Mending, and thus the Harmony of Regeneration, and the Divine Melody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once, regaining the ability to do so at the end of a Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Khisivish or Hisiekin, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft. This feature can be used by you, or a Friendly Creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4381</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4381"/>
		<updated>2026-04-21T17:03:50Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&amp;lt;br&amp;gt;&lt;br /&gt;
ThrQrinn are Specially attuned to the Tone of Mending, and thus the Harmony of Regeneration, and the Divine Melody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once, regaining the ability to do so at the end of a Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Khisivish, or Hisiekin, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft. This feature can be used by you, or a Friendly Creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Legacy_Kalashtari&amp;diff=4380</id>
		<title>Legacy Kalashtari</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Legacy_Kalashtari&amp;diff=4380"/>
		<updated>2026-04-21T16:58:18Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Ability Score Increases.&amp;#039;&amp;#039;&amp;#039; Your Wisdom Score increases by 2 and your Charisma Score increases by 1.  &amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, and write Common, Kalashtari, and either Archipelagan or Primal.  &amp;#039;&amp;#039;&amp;#039;Adaptable Skill.&amp;#039;&amp;#039;&amp;#039; The Kalashtari needed to adapt to a wholly new world, as such, the time it takes you to learn a new language or tool takes 125 days and costs 1GP a day, as opposed to the standard 250 days, costing 1GP a day.  &amp;#039;&amp;#039;&amp;#039;Expansive Mind.&amp;#039;&amp;#039;&amp;#039; Your inner...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common, Kalashtari, and either Archipelagan or Primal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptable Skill.&#039;&#039;&#039; The Kalashtari needed to adapt to a wholly new world, as such, the time it takes you to learn a new language or tool takes 125 days and costs 1GP a day, as opposed to the standard 250 days, costing 1GP a day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expansive Mind.&#039;&#039;&#039; Your inner world allows you to steel yourself against threats invading your mind. You have advantage on all Wisdom Saving Throws and resistance to Psychic Damage as you spread the strain over your entire mental-scape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Link.&#039;&#039;&#039; You can speak telepathically to any creature you can see by reaching your inner world to its mind, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.&lt;br /&gt;
When you’re using this trait to speak telepathically to a creature, while you do, it sees visions of scenes from your inner world, if you are in distress or have been heavily injured by psychic damage recently, these might be scenes of destruction and pain, but if you are at peace, they may be scenes of a family of farmers settling down for dinner.&lt;br /&gt;
You can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Understanding.&#039;&#039;&#039; The time you spend cultivating your inner world gives you a greater grasp of the real world, you gain expertise in History or Survival, additionally you gain proficiency with Cartographer’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Retribution.&#039;&#039;&#039; When a creature forces you to make a Wisdom Saving Throw or deals Psychic Damage to you, you can use your reaction to deal psychic damage to the creature equal to a number of d4s equal to your Proficiency Bonus. You can use this reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severed From The Second Ward.&#039;&#039;&#039; In other worlds the Kalashtari would connect to the Plane of Dreams, but Drakomere is separated from this Plane. In Drakomere, during sleep, its denizens connect to the Ward of Bahumat where he vaguely guides dreams for them. The Kalashtari have learned to rest without dreaming, as such they do not connect to the Ward of Bahumat, instead they create worlds in their minds as they enter a trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4379</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4379"/>
		<updated>2026-04-21T16:58:11Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Common Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
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[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4378</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4378"/>
		<updated>2026-04-21T16:57:55Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Reworked Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4377</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4377"/>
		<updated>2026-04-21T16:47:49Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Rogue ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&amp;lt;br&amp;gt;&lt;br /&gt;
ThrQrinn are Specially attuned to the Tone of Mending, and thus the Harmony of Regeneration, and the Divine Melody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You Speak Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once, regaining the ability to do so at the end of a Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft. This feature can be used by you, or a Friendly Creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4376</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4376"/>
		<updated>2026-04-21T16:47:07Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Swarming ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&amp;lt;br&amp;gt;&lt;br /&gt;
ThrQrinn are Specially attuned to the Tone of Mending, and thus the Harmony of Regeneration, and the Divine Melody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You Speak Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft. This feature can be used by you, or a Friendly Creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4375</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4375"/>
		<updated>2026-04-21T16:44:38Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&amp;lt;br&amp;gt;&lt;br /&gt;
ThrQrinn are Specially attuned to the Tone of Mending, and thus the Harmony of Regeneration, and the Divine Melody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You Speak Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4374</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4374"/>
		<updated>2026-04-21T16:43:41Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&amp;lt;br&amp;gt;&lt;br /&gt;
ThrQrinn are Specially attuned to the Tone of Mending, and thus the Harmony of Regeneration, and the Divine Melody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You Speak Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4373</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4373"/>
		<updated>2026-04-21T16:31:24Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== ThrQrinn == ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.   === Aquatic ThrQrinn === These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.  &amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity Score inc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You Speak Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4372</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4372"/>
		<updated>2026-04-21T16:31:16Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Reworked Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4371</id>
		<title>Thr&#039;Qrin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4371"/>
		<updated>2026-04-21T06:46:28Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You Speak Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4370</id>
		<title>Thr&#039;Qrin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4370"/>
		<updated>2026-04-21T06:42:02Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Swarming ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4369</id>
		<title>Thr&#039;Qrin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4369"/>
		<updated>2026-04-21T06:41:42Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Shrouded ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4368</id>
		<title>Thr&#039;Qrin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4368"/>
		<updated>2026-04-21T06:33:49Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Rogue ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that remained in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4367</id>
		<title>Thr&#039;Qrin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4367"/>
		<updated>2026-04-21T06:33:14Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once per Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that remained in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4366</id>
		<title>Thr&#039;Qrin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Thr%27Qrin&amp;diff=4366"/>
		<updated>2026-04-21T06:16:14Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== ThrQrinn == ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.   === Aquatic ThrQrinn === These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.  &amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity Score inc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that remained in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4365</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4365"/>
		<updated>2026-04-21T05:18:04Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Common Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Thr&#039;Qrin]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4364</id>
		<title>Level 7</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4364"/>
		<updated>2026-02-24T15:31:16Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Level 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 7 =&lt;br /&gt;
=== Arcane Sword ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90 || Duration: 1 Minute (Concentration) || Components: VSM (a miniature sword worth 250+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a spectral sword that hovers within Range. It lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When the sword appears, you make a Melee Spell Attack against a Target within 5ft of the sword. On a hit, the target takes Force Damage equal to 4d12 plus your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
On your later Turns, you can take a Bonus Action to move the sword up to 30ft to a spot you can see and repeat the Attack against a Creature within 5ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Damage increases by 1d12 and you can move it an additional 10ft for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Conjure Celestial ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10ft Radius, 40ft high Cylinder centered on a point within Range. For each Creature you can see in the Cylinder, choose which of these lights shines on it:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Light.&#039;&#039;&#039; The Target regains HP equal to 4d12 + your Spellcasting Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Searing Light.&#039;&#039;&#039; The Target makes a Dexterity Saving Throw, taking 6d12 Radiant Damage on a failed Save, taking half as much Damage on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the Spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever the Cylinder moves into the space of a Creature you can see and whenever a Creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A Creature can be affected by this Spell only once per Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the healing and Damage increases by 1d12 for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
=== Crown of Stars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
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 120ft 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have four or more motes remaining, they shed Bright Light out to a Range of 30ft, and Dim Light for an additional 30ft. If you have three or less motes remaining, they shed Dim Light out to a Range of 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Delayed Blast Fireball ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a ball of bat guano and sulfur)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A beam of yellow light flashes from you, then condenses at a chosen point within Range as a glowing bead for the duration. When the Spell ends, the bead explodes, and each Creature in a 20ft Radius Sphere centered on that point makes a Dexterity Saving Throw. A Creature takes Fire Damage equal to the total accumulated damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell’s base Damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the Spell hasn’t ended.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Creature touches the glowing bead before the Spell ends, that Creature makes a Dexterity Saving Throw. On a failed Save, the Spell ends, causing the bead to explode. On a successful Save, the Creature can throw the bead up to 40ft. If the thrown bead enters a Creature’s Space or collides with a solid object, the Spell ends, and the bead explodes.&amp;lt;br&amp;gt;&lt;br /&gt;
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the base damage increases by 1d6 for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Word ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Bonus Action || Evocation || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of Creatures you can see within Range. Each Creature that can hear you must make a Charisma Saving Throw. On a failed Save, a Creature suffers an effect based on its current HP:&amp;lt;br&amp;gt;&lt;br /&gt;
*50 HP or fewer: Deafened for 1 Minute&amp;lt;br&amp;gt;&lt;br /&gt;
*40 HP or fewer: Deafened and Blinded for 10 minutes&amp;lt;br&amp;gt;&lt;br /&gt;
*30 HP or fewer: Blinded, Deafened, and Stunned for 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
*20 HP or fewer: Killed instantly&amp;lt;br&amp;gt;&lt;br /&gt;
Regardless of its current HP, a Celestial, an Elemental, a Fey, or a Fiend that fails its Save is forced back to its plane of origin (if it isn&#039;t there already) and can&#039;t return to your current plane for 24 Hours by any means short of a Wish Spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draconic Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transformation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blindsight.&#039;&#039;&#039; You have Blindsight with a Range of 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Weapon.&#039;&#039;&#039; When you cast this Spell, and as a Bonus Action on subsequent turns for the Duration, you can exhale shimmering energy in a 60ft Cone. Each Creature in that Area must make a Dexterity Saving Throw, taking 6d8 Force Damage on a failed Save, or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wings.&#039;&#039;&#039; Incorporeal wings sprout from your back, giving you a Flying Speed of 60ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Etherealness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours || Components: VS   || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the Duration. During this time, you can move in any direction. Moving directly up or down is considered Difficult Terrain. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60ft away.&amp;lt;br&amp;gt;&lt;br /&gt;
While on the Ethereal Plane, you can affect and be affected only by Creatures, Objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force Damage equal to twice the number of feet you are moved.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, you target up to 3 additional Creatures within 10ft of you for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finger of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You unleash negative energy toward a creature you can see within range. The target makes a Constitution Saving Throw, taking 7d8+30 Necrotic Damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
A Humanoid killed by this Spell rises at the start of your next turn as a Zombie that follows your verbal orders.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, this Spell deals an additional 1d8+5 Damage for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Firestorm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
A storm of fire appears within range. The area of the storm consists of up to ten 10ft Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each Creature in the Area makes a Dexterity Saving Throw, taking 7d10 Fire damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
Flammable objects in the area that aren’t being worn or carried start burning.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Damage increases by 2d8 for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forcecage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Hour (Concentration) || Components: VSM (ruby dust worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within Range. The prison can be a cage or a solid box, as you choose.&amp;lt;br&amp;gt;&lt;br /&gt;
A prison in the shape of a cage can be up to 20ft on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10ft on a side, creating a solid barrier that prevents any matter from passing through it and blocking any Spells cast into or out from the area.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the Spell, any Creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.&amp;lt;br&amp;gt;&lt;br /&gt;
A Creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma Saving Throw. On a successful Save, the Creature can use that magic to exit the cage. On a failed Save, the creature doesn’t exit the cage and wastes the Spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell can’t be dispelled by Dispel Magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magnificent Mansion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 24 Hour || Components: VSM (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mirage Arcane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 10 Minutes || Illusion || Bard, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Sight || Duration: 10 Days || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Plane Shift ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric, Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: &lt;br /&gt;
Touch || Duration: Instant || Components: VSM (a forked, metal rod worth 250+ GP and attuned to a plane of existence)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Fortify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You fortify up to six Creatures you can see within Range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Temporary Hit Points increase by 60, and you can target two additional Creatures. for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Pain ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prismatic Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Project Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Illusion || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500 Miles || Duration: 1 Day (Concentration) || Components: VSM (a statuette of yourself worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Regenerate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Transmutation || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Necromancy || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS (a diamond worth 100+ GP, which the Spell consumes)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reverse Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Minute (Concentration) || Components: VSM (a lodestone and iron filings) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sequester ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (gem dust worth 5000+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Simulacrum ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 12 Hours || Illusion || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (powdered ruby worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
=== Symbol ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Abjuration || Bard, Cleric, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (powdered diamond worth 1000+ GP, which the Spell consumes)  || Primal, Divine, Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Temple of the Gods ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 24 Hours || Components: VSM (a holy symbol worth 5+ GP)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Whirlwind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: VM (a piece of straw)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4363</id>
		<title>Level 7</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4363"/>
		<updated>2026-02-19T16:56:16Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Level 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 7 =&lt;br /&gt;
=== Arcane Sword ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90 || Duration: 1 Minute (Concentration) || Components: VSM (a miniature sword worth 250+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a spectral sword that hovers within Range. It lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When the sword appears, you make a Melee Spell Attack against a Target within 5ft of the sword. On a hit, the target takes Force Damage equal to 4d12 plus your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
On your later Turns, you can take a Bonus Action to move the sword up to 30ft to a spot you can see and repeat the Attack against a Creature within 5ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Damage increases by 1d12 and you can move it an additional 10ft for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Conjure Celestial ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10ft Radius, 40ft high Cylinder centered on a point within Range. For each Creature you can see in the Cylinder, choose which of these lights shines on it:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Light.&#039;&#039;&#039; The Target regains HP equal to 4d12 + your Spellcasting Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Searing Light.&#039;&#039;&#039; The Target makes a Dexterity Saving Throw, taking 6d12 Radiant Damage on a failed Save, taking half as much Damage on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the Spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever the Cylinder moves into the space of a Creature you can see and whenever a Creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A Creature can be affected by this Spell only once per Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the healing and Damage increases by 1d12 for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
=== Crown of Stars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
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 120ft 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have four or more motes remaining, they shed Bright Light out to a Range of 30ft, and Dim Light for an additional 30ft. If you have three or less motes remaining, they shed Dim Light out to a Range of 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Delayed Blast Fireball ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a ball of bat guano and sulfur)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A beam of yellow light flashes from you, then condenses at a chosen point within Range as a glowing bead for the duration. When the Spell ends, the bead explodes, and each Creature in a 20ft Radius Sphere centered on that point makes a Dexterity Saving Throw. A Creature takes Fire Damage equal to the total accumulated damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell’s base Damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the Spell hasn’t ended.&amp;lt;br&amp;gt;&lt;br /&gt;
If a Creature touches the glowing bead before the Spell ends, that Creature makes a Dexterity Saving Throw. On a failed Save, the Spell ends, causing the bead to explode. On a successful Save, the Creature can throw the bead up to 40ft. If the thrown bead enters a Creature’s Space or collides with a solid object, the Spell ends, and the bead explodes.&amp;lt;br&amp;gt;&lt;br /&gt;
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the base damage increases by 1d6 for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Word ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Bonus Action || Evocation || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of Creatures you can see within Range. Each Creature that can hear you must make a Charisma Saving Throw. On a failed Save, a Creature suffers an effect based on its current HP:&amp;lt;br&amp;gt;&lt;br /&gt;
*50 HP or fewer: Deafened for 1 Minute&amp;lt;br&amp;gt;&lt;br /&gt;
*40 HP or fewer: Deafened and Blinded for 10 minutes&amp;lt;br&amp;gt;&lt;br /&gt;
*30 HP or fewer: Blinded, Deafened, and Stunned for 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
*20 HP or fewer: Killed instantly&amp;lt;br&amp;gt;&lt;br /&gt;
Regardless of its current HP, a Celestial, an Elemental, a Fey, or a Fiend that fails its Save is forced back to its plane of origin (if it isn&#039;t there already) and can&#039;t return to your current plane for 24 Hours by any means short of a Wish Spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draconic Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transformation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Etherealness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours || Components: VS   || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finger of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Firestorm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forcecage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Hour (Concentration) || Components: VSM (ruby dust worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magnificent Mansion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 24 Hour || Components: VSM (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mirage Arcane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 10 Minutes || Illusion || Bard, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Sight || Duration: 10 Days || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Plane Shift ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric, Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: &lt;br /&gt;
Touch || Duration: Instant || Components: VSM (a forked, metal rod worth 250+ GP and attuned to a plane of existence)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Fortify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You fortify up to six Creatures you can see within Range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Temporary Hit Points increase by 60, and you can target two additional Creatures. for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Pain ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prismatic Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Project Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Illusion || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500 Miles || Duration: 1 Day (Concentration) || Components: VSM (a statuette of yourself worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Regenerate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Transmutation || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Necromancy || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS (a diamond worth 100+ GP, which the Spell consumes)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reverse Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Minute (Concentration) || Components: VSM (a lodestone and iron filings) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sequester ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (gem dust worth 5000+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Simulacrum ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 12 Hours || Illusion || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (powdered ruby worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
=== Symbol ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Abjuration || Bard, Cleric, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (powdered diamond worth 1000+ GP, which the Spell consumes)  || Primal, Divine, Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Temple of the Gods ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 24 Hours || Components: VSM (a holy symbol worth 5+ GP)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Whirlwind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: VM (a piece of straw)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_9&amp;diff=4362</id>
		<title>Level 9</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_9&amp;diff=4362"/>
		<updated>2026-02-19T16:42:46Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Level 9 Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 9 Spells =&lt;br /&gt;
&lt;br /&gt;
=== Astral Projection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Hour || Necromancy || Cleric, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Until Dispelled || Components: VSM (for each of the Spell&#039;s Targets, one jacinth worth 1000+ GP and one silver bar worth 100+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blade Disaster ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Bonus Action || Conjuration || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Foresight ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Minute || Divination || Bard, Druid, Seeker, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant (Concentration) || Components: VSM (a hummingbird feather)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Conjuration || Cleric, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a diamond worth 5000+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improsonment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Minute || Abjuration || Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Until Dispelled || Components: VSM (a statuette of the target worth 5000+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invulnerability ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Abjuration || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a small piece of adamantine worth 500+ GP, which the Spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mass Heal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Abjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mass Polymorph ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Transmutation || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Meteor Swarm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 1 Mile || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Heal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Kill ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prismatic Wall ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Abjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Psychic Scream ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: Instant || Components: S  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shapechange ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Transmutation || Druid, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a jade circlet worth 1500+ GP)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storm of Vengeance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Conjuration || Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 1 Mile || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Time Stop ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Transmutation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== True Polymorph ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Transmutation || Bard, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: VSM (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== True Resurrection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Hour || Necromancy || Cleric, Druid &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (diamonds worth 25000+ GP, which the Spell consumes)  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weird ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Illusion || Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_9&amp;diff=4361</id>
		<title>Level 9</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_9&amp;diff=4361"/>
		<updated>2026-02-14T17:02:29Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;= Level 9 Spells =  === Astral Projection === {| class=&amp;quot;wikitable&amp;quot; |+  |- | Level: 9 || Casting Time: 1 Hour || Necromancy || Cleric, Warlock, Wizard  |- | Range: 150ft || Duration: Until Dispelled || Components: VSM (for each of the Spell&amp;#039;s Targets, one jacinth worth 1000+ GP and one silver bar worth 100+ GP, which the Spell consumes)  || Arcane |} Somethinghappens   === PLACEHOLDER === {| class=&amp;quot;wikitable&amp;quot; |+  |- | Level: 9 || Casting Time: 1 Action || Evocation || Sor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 9 Spells =&lt;br /&gt;
&lt;br /&gt;
=== Astral Projection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Hour || Necromancy || Cleric, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Until Dispelled || Components: VSM (for each of the Spell&#039;s Targets, one jacinth worth 1000+ GP and one silver bar worth 100+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 9 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_8&amp;diff=4360</id>
		<title>Level 8</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_8&amp;diff=4360"/>
		<updated>2026-02-14T16:59:27Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;= Level 8 Spells =  === Animal Shapes === {| class=&amp;quot;wikitable&amp;quot; |+  |- | Level: 8 || Casting Time: 1 Action || Transmutation || Druid |- | Range: 30ft || Duration: 24 Hours || Components: VS  || Primal |} Somethinghappens&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;At Higher Levels.&amp;#039;&amp;#039;&amp;#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.   === Antimagic Field === {| class=&amp;quot;wikitable&amp;quot; |+  |- | Level: 8 || Casting Time: 1 Action || Abjuration || Cleric, Wizard  |- | Range: Self || Durati...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 8 Spells =&lt;br /&gt;
&lt;br /&gt;
=== Animal Shapes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Transmutation || Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 24 Hours || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Antimagic Field ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Abjuration || Cleric, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (iron filings)  || Cleric, Wizard&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Befuddlement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Enchantment || Bard, Druid, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (a key ring with no keys)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Clone ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Hour || Necromancy || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (a diamond worth 1000+ GP, which the Spell consumes, and a sealable vessel worth 2000+ GP that is large enough t hold the Creature being cloned) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Control Weather ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 10 Minutes || Transmutation || Cleric, Druid, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Demiplane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dominate Monster ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Earthquake ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Transmutation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 500ft || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Feeblemind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Enchantment || Bard, Druid, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (a handful of clay, crystal, gass, or mineral spheres)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glibness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Enchantment || Bard, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Holy Aura ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Abjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a reliquary worth 1000+ GP)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Holy Star of Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Bonus Action || Evocation || Cleric, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light out to 5ft, and Dim Light an additional 5ft.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast this Spell, and as a Bonus Action on later Turns, you can unleash a shining bolt from the mote, targeting one Creature within 120ft of yourself. Make a Ranged Spell Attack. On a hit, the Target takes Force or Radiant Damage (your choice) equal to 4d10 plus your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, while the mote is present, you have 3/4 Cover, and if you succeed on a Saving Throw against a Spell of 7th Level or lower that targeted only you and didn’t create an area of effect, you can use a Reaction to deflect that Spell back at the Spell’s caster; the caster makes a Saving Throw against that Spell using its own Spell Save DC.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, the Duration increases to 10 Minutes, no longer requires Concentration, and deals an additional 2d10 Damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Maze ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Conjuration || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mighty Fortress ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Minute || Conjuration || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 1 Mile || Duration: Instant || Components: VSM (a diamond worth 500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind Blank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Abjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 24 Hours || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overload Emotion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Hour || Enchantment || Bard, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VSM (a mix of vinegar and honey)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
As you cast the Spell, choose whether it creates antipathy or sympathy, and target one Creature or object that is Huge or smaller. Then specify a kind of Creature, such as red dragons, goblins, or vampires. A Creature of the chosen kind makes a Wisdom Saving Throw when it comes within 120ft of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antipathy.&#039;&#039;&#039; The Creature has the Frightened Condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sympathy.&#039;&#039;&#039; The Creature has the Charmed Condition. The Charmed Creature must use its Movement on its Turns to get as close as possible to the Target, moving by the safest route. If the Creature is within 5ft of the Target, the creature can’t willingly move away. If the Target Damages the Charmed Creature, that Creature can make a Wisdom Saving Throw to end the effect, as described below.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending the Effect.&#039;&#039;&#039; If the Frightened or Charmed Creature ends its turn more than 120ft away from the Target, the Creature makes a Wisdom Saving Throw. On a successful Save, the Creature is no longer affected by the target. A creature that successfully Saves against this effect is immune to it for 1 Minute, after which it can be affected again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, the Duration becomes Until Dispelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Stun ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sunburst ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (a piece of gemstone)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Action || Divination || Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Unlimited || Duration: 24 Hours || Components: VSM (a pair of linked silver rings)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tsunami ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 8 || Casting Time: 1 Minute || Conjuration || Druid &lt;br /&gt;
|-&lt;br /&gt;
| Range: 1 Mile || Duration: 6 Rounds (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 9th Level, somethinghappens.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4359</id>
		<title>Level 7</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4359"/>
		<updated>2026-02-14T16:31:15Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Level 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 7 =&lt;br /&gt;
=== Arcane Sword ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90 || Duration: 1 Minute (Concentration) || Components: VSM (a miniature sword worth 250+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a spectral sword that hovers within Range. It lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When the sword appears, you make a Melee Spell Attack against a Target within 5ft of the sword. On a hit, the target takes Force Damage equal to 4d12 plus your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
On your later Turns, you can take a Bonus Action to move the sword up to 30ft to a spot you can see and repeat the Attack against a Creature within 5ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Damage increases by 1d12 and you can move it an additional 10ft for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Celestial ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Magen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crown of Stars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Delayed Blast Fireball ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a ball of bat guano and sulfur)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Word ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Bonus Action || Evocation || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draconic Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transformation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Etherealness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours || Components: VS   || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finger of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Firestorm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forcecage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Hour (Concentration) || Components: VSM (ruby dust worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magnificent Mansion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 24 Hour || Components: VSM (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mirage Arcane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 10 Minutes || Illusion || Bard, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Sight || Duration: 10 Days || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Plane Shift ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric, Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: &lt;br /&gt;
Touch || Duration: Instant || Components: VSM (a forked, metal rod worth 250+ GP and attuned to a plane of existence)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Fortify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You fortify up to six Creatures you can see within Range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Temporary Hit Points increase by 60, and you can target two additional Creatures. for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Pain ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prismatic Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Project Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Illusion || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500 Miles || Duration: 1 Day (Concentration) || Components: VSM (a statuette of yourself worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Regenerate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Transmutation || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Necromancy || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS (a diamond worth 100+ GP, which the Spell consumes)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reverse Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Minute (Concentration) || Components: VSM (a lodestone and iron filings) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sequester ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (gem dust worth 5000+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Simulacrum ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 12 Hours || Illusion || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (powdered ruby worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
=== Symbol ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Abjuration || Bard, Cleric, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (powdered diamond worth 1000+ GP, which the Spell consumes)  || Primal, Divine, Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Temple of the Gods ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 24 Hours || Components: VSM (a holy symbol worth 5+ GP)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Whirlwind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: VM (a piece of straw)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4358</id>
		<title>Level 7</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4358"/>
		<updated>2026-02-14T16:31:07Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Delayed Blast Fireball */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 7 =&lt;br /&gt;
=== Arcane Sword ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90 || Duration: 1 Minute (Concentration) || Components: VSM (a miniature sword worth 250+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a spectral sword that hovers within Range. It lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When the sword appears, you make a Melee Spell Attack against a Target within 5ft of the sword. On a hit, the target takes Force Damage equal to 4d12 plus your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
On your later Turns, you can take a Bonus Action to move the sword up to 30ft to a spot you can see and repeat the Attack against a Creature within 5ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Damage increases by 1d12 and you can move it an additional 10ft for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Celestial ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Magen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crown of Stars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Delayed Blast Fireball ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a ball of bat guano and sulfur)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Word ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Bonus Action || Evocation || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
=== Draconic Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transformation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Etherealness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours || Components: VS   || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finger of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Firestorm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forcecage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Hour (Concentration) || Components: VSM (ruby dust worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magnificent Mansion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 24 Hour || Components: VSM (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mirage Arcane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 10 Minutes || Illusion || Bard, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Sight || Duration: 10 Days || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Plane Shift ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric, Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: &lt;br /&gt;
Touch || Duration: Instant || Components: VSM (a forked, metal rod worth 250+ GP and attuned to a plane of existence)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Fortify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You fortify up to six Creatures you can see within Range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Temporary Hit Points increase by 60, and you can target two additional Creatures. for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Pain ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prismatic Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Project Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Illusion || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500 Miles || Duration: 1 Day (Concentration) || Components: VSM (a statuette of yourself worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Regenerate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Transmutation || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Necromancy || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS (a diamond worth 100+ GP, which the Spell consumes)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reverse Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Minute (Concentration) || Components: VSM (a lodestone and iron filings) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sequester ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (gem dust worth 5000+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Simulacrum ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 12 Hours || Illusion || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (powdered ruby worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
=== Symbol ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Abjuration || Bard, Cleric, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (powdered diamond worth 1000+ GP, which the Spell consumes)  || Primal, Divine, Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Temple of the Gods ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 24 Hours || Components: VSM (a holy symbol worth 5+ GP)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Whirlwind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: VM (a piece of straw)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4357</id>
		<title>Level 7</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4357"/>
		<updated>2026-02-14T16:29:38Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* PLACEHOLDER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 7 =&lt;br /&gt;
=== Arcane Sword ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90 || Duration: 1 Minute (Concentration) || Components: VSM (a miniature sword worth 250+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a spectral sword that hovers within Range. It lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When the sword appears, you make a Melee Spell Attack against a Target within 5ft of the sword. On a hit, the target takes Force Damage equal to 4d12 plus your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
On your later Turns, you can take a Bonus Action to move the sword up to 30ft to a spot you can see and repeat the Attack against a Creature within 5ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Damage increases by 1d12 and you can move it an additional 10ft for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Celestial ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Magen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crown of Stars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Delayed Blast Fireball ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a ball of bat guano and sulfur)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draconic Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transformation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Etherealness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours || Components: VS   || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finger of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Firestorm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forcecage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Hour (Concentration) || Components: VSM (ruby dust worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magnificent Mansion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 24 Hour || Components: VSM (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mirage Arcane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 10 Minutes || Illusion || Bard, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Sight || Duration: 10 Days || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Plane Shift ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric, Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: &lt;br /&gt;
Touch || Duration: Instant || Components: VSM (a forked, metal rod worth 250+ GP and attuned to a plane of existence)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Fortify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You fortify up to six Creatures you can see within Range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Temporary Hit Points increase by 60, and you can target two additional Creatures. for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Pain ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prismatic Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Project Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Illusion || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500 Miles || Duration: 1 Day (Concentration) || Components: VSM (a statuette of yourself worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Regenerate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Transmutation || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Necromancy || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS (a diamond worth 100+ GP, which the Spell consumes)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reverse Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Minute (Concentration) || Components: VSM (a lodestone and iron filings) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sequester ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (gem dust worth 5000+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Simulacrum ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 12 Hours || Illusion || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (powdered ruby worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
=== Symbol ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Abjuration || Bard, Cleric, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (powdered diamond worth 1000+ GP, which the Spell consumes)  || Primal, Divine, Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Temple of the Gods ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 24 Hours || Components: VSM (a holy symbol worth 5+ GP)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Whirlwind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: VM (a piece of straw)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4356</id>
		<title>Level 7</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4356"/>
		<updated>2026-02-14T16:29:06Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* PLACEHOLDER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 7 =&lt;br /&gt;
=== Arcane Sword ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90 || Duration: 1 Minute (Concentration) || Components: VSM (a miniature sword worth 250+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a spectral sword that hovers within Range. It lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When the sword appears, you make a Melee Spell Attack against a Target within 5ft of the sword. On a hit, the target takes Force Damage equal to 4d12 plus your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
On your later Turns, you can take a Bonus Action to move the sword up to 30ft to a spot you can see and repeat the Attack against a Creature within 5ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Damage increases by 1d12 and you can move it an additional 10ft for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Celestial ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Magen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crown of Stars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Delayed Blast Fireball ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a ball of bat guano and sulfur)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draconic Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transformation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Etherealness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours || Components: VS   || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finger of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Firestorm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forcecage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Hour (Concentration) || Components: VSM (ruby dust worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magnificent Mansion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 24 Hour || Components: VSM (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mirage Arcane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 10 Minutes || Illusion || Bard, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Sight || Duration: 10 Days || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Plane Shift ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric, Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: &lt;br /&gt;
Touch || Duration: Instant || Components: VSM (a forked, metal rod worth 250+ GP and attuned to a plane of existence)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Fortify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You fortify up to six Creatures you can see within Range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Temporary Hit Points increase by 60, and you can target two additional Creatures. for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Pain ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prismatic Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Project Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Illusion || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500 Miles || Duration: 1 Day (Concentration) || Components: VSM (a statuette of yourself worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Regenerate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Transmutation || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Necromancy || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS (a diamond worth 100+ GP, which the Spell consumes)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reverse Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Minute (Concentration) || Components: VSM (a lodestone and iron filings) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sequester ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (gem dust worth 5000+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 12 Hours || Illusion || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (powdered ruby worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Symbol ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Abjuration || Bard, Cleric, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (powdered diamond worth 1000+ GP, which the Spell consumes)  || Primal, Divine, Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Temple of the Gods ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 24 Hours || Components: VSM (a holy symbol worth 5+ GP)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Whirlwind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: VM (a piece of straw)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4355</id>
		<title>Level 7</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_7&amp;diff=4355"/>
		<updated>2026-02-14T16:26:48Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;= Level 7 = === Arcane Sword === {| class=&amp;quot;wikitable&amp;quot; |+  |- | Level: 7 || Casting Time: 1 Action || Evocation || Bard, Wizard  |- | Range: 90 || Duration: 1 Minute (Concentration) || Components: VSM (a miniature sword worth 250+ GP)  || Arcane |} You create a spectral sword that hovers within Range. It lasts for the duration.&amp;lt;br&amp;gt; When the sword appears, you make a Melee Spell Attack against a Target within 5ft of the sword. On a hit, the target takes Force Damage equal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 7 =&lt;br /&gt;
=== Arcane Sword ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90 || Duration: 1 Minute (Concentration) || Components: VSM (a miniature sword worth 250+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a spectral sword that hovers within Range. It lasts for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When the sword appears, you make a Melee Spell Attack against a Target within 5ft of the sword. On a hit, the target takes Force Damage equal to 4d12 plus your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
On your later Turns, you can take a Bonus Action to move the sword up to 30ft to a spot you can see and repeat the Attack against a Creature within 5ft of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Damage increases by 1d12 and you can move it an additional 10ft for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Celestial ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Magen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crown of Stars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Delayed Blast Fireball ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a ball of bat guano and sulfur)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Bonus Action || Evocation || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant (Concentration) || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draconic Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transformation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Etherealness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 8 Hours || Components: VS   || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finger of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Firestorm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forcecage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Hour (Concentration) || Components: VSM (ruby dust worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magnificent Mansion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 24 Hour || Components: VSM (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mirage Arcane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 10 Minutes || Illusion || Bard, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Sight || Duration: 10 Days || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Plane Shift ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Conjuration || Cleric, Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: &lt;br /&gt;
Touch || Duration: Instant || Components: VSM (a forked, metal rod worth 250+ GP and attuned to a plane of existence)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Fortify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You fortify up to six Creatures you can see within Range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, the Temporary Hit Points increase by 60, and you can target two additional Creatures. for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Word Pain ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Enchantment || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prismatic Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Project Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Illusion || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500 Miles || Duration: 1 Day (Concentration) || Components: VSM (a statuette of yourself worth 5+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Regenerate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Transmutation || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Necromancy || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS (a diamond worth 100+ GP, which the Spell consumes)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reverse Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 100ft || Duration: 1 Minute (Concentration) || Components: VSM (a lodestone and iron filings) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sequester ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (gem dust worth 5000+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PLACEHOLDER ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 12 Hours || Illusion || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled || Components: VSM (powdered ruby worth 1500+ GP, which the Spell consumes)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Symbol ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Minute || Abjuration || Bard, Cleric, Druid, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (powdered diamond worth 1000+ GP, which the Spell consumes)  || Primal, Divine, Arcane&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Temple of the Gods ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Hour || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 24 Hours || Components: VSM (a holy symbol worth 5+ GP)  || Divine&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Whirlwind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 7 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: VM (a piece of straw)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Somethinghappens&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 8th Level or higher, somethinghappens for each Slot Level above 7th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_6&amp;diff=4354</id>
		<title>Level 6</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_6&amp;diff=4354"/>
		<updated>2026-02-14T15:55:03Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Summon Fiend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 6 Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Arcane Gate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500ft || Duration: 10 Minutes (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10ft of you and one point within 500ft of you. A circular portal, 10ft 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the range increases by 500ft for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arcane Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a few hairs from a bull)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You endow yourself with endurance and martial prowess fueled by magic. Until the Spell ends, you can’t cast Spells, and you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*You gain 50 Temporary Hit Points. If any of these remain when the Spell ends, they are lost.&amp;lt;br&amp;gt;&lt;br /&gt;
*You have Advantage on Attack Rolls that you make with Simple and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
*When you hit a target with a Weapon Attack, that target takes an extra 2d12 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*You have proficiency with all Armor, Shields, Simple Weapons, and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
*You have Proficiency in Strength and Constitution Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can Attack one additional time when you take the Attack Action on your Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Immediately after the spell ends, you must succeed on a DC 15 Constitution Saving Throw or suffer one Level of Exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level, you get 50 more Temporary Hit Points, and deal 1d12 additional Force Damage. When you cast this Spell using a Spell Slot of 8th Level, you add your Spellcasting Modifier to Weapon Attacks, Weapon Damage Dice and Strength and Constitution Saving Throws. When you cast this Spell using a Spell Slot of 9th Level, you can make two additional Attacks instead of one when you take the Attack Action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blade Barrier ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Cleric, Maledictor, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. The wall is up to 20ft high, and up to 5ft thick, and can either be a straight wall up to 100ft long, or a ringed wall up to 60ft in diameter.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall provides 3/4 Cover to creatures behind it, and its space is Difficult Terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
When a Creature enters the wall&#039;s area for the first time on a Turn or starts its Turn there, the Creature must make a Dexterity Saving Throw. On a failed Save, the Creature takes 6d10 Slashing Damage. On a successful Save, the creature takes half as much Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d10, the width of the wall increases ft5ft, and the height increases by up to 10ft for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blood Boil ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Cleric, Druid, Seeker, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a drop of mercury)  || Arcane, Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Make a Melee Spell Attack. On a hit, the temperature of the its blood (or other similar body fluid) begins to rise. It gains a Level of Exhaustion, and at the end of each of its turns it makes a Constitution Saving Throw, on a failed Save it gains another Level of Exhaustion. After succeeding on three of these Constitution Saves, the Spell ends. Once the Spell ends the Creature retains its Levels of Exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
=== Bones of the Earth ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You cause up to six pillars of stone to burst from places on the ground that you can see within Range. Each pillar is a 5ft diameter, up to 30ft tall cylinder. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a Creature if that Creature is Medium or smaller. Each pillar has 5AC and 30HP. When reduced to 0HP, a pillar crumbles into rubble, which creates a 10ft diameter area Difficult Terrain that lasts until the rubble is cleared. Each 5ft diameter portion of the area requires at least 1 Minute to clear by hand.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pillar is created under a Creature, that Creature must succeed on a Dexterity Saving Throw or be lifted by the pillar. A creature can choose to fail the Save.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 Bludgeoning Damage and is Restrained, pinched between the pillar and the obstacle. The Restrained creature can use an action to make a Strength or Dexterity Check (the creature’s choice) against your Spell Save DC. On a success, the Creature is no longer Restrained and must either move off the pillar or fall off it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.&lt;br /&gt;
&lt;br /&gt;
=== Bubbling Cauldron ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Warlock, Wizard, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft || Duration: 10 Minutes || Components: VSM (a gilded ladle worth 500+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied Space on the ground within 5ft of you and lasts for the Duration. The cauldron can&#039;t be moved and disappears when the Spell ends, along with the bubbling liquid inside it.&amp;lt;br&amp;gt;&lt;br /&gt;
The liquid in the cauldron duplicates the properties of a Common or an Uncommon Potion of your choice (such as a Potion of Healing). As a Bonus Action, you or a friendly Creature can reach into the cauldron and withdraw one Potion of that kind. The Potion is contained in a vial that disappears when the Potion is consumed. The cauldron can produce a number of these potions equal to your Spellcasting Modifier ability (minimum of 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Potions obtained from the cauldron that aren&#039;t consumed disappear when you cast this Spell again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose one additional Potion, each of which can be created a number of times equal to your Spellcasting Modifier (minimum of 1) for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chain Lightning ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (three silver pins) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You launch a lightning bolt toward a Target you can see within range. Three bolts then leap from that Target, striking up to three Targets of your choice within 30ft of the first Target. Each Target can only be hit by a single bolt.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Target makes a Dexterity saving throw, taking 10d8 Lightning Damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, One additional bolt leaps from the first target for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (the powder of a crushed black pearl worth 500+ GP || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Negative energy ripples out in a 60ft Radius Sphere from a point you choose within Range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic Damage on a failed Save, or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 2d8 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Dreams ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Enchantment || Bard, Druid, Warlock &lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a poppy flower)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
You are surrounded by a soporific aroma that causes living creatures that begin their Turn or end their movement within 5ft of you to make a Constitution Saving Throw, on a failed Save that Creature falls asleep for 1 Minute.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Range of the Spell increases by 5ft, and the Duration increases by 1 Minute for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Conjure Fey ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuration || Druid, Soul-Binder&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within Range until the spell ends. When the spirit appears, you can make one Melee Spell Attack against a Creature within 5ft of it. On a hit, the target takes Psychic Damage equal to 3d12 plus your Spellcasting Modifier and is Frightened until the start of your next Turn, with you and the spirit as the source of the fear.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30ft of the space it left and make the Attack against a Creature within 5ft of it.&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage dealt increases by 1d12 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Contagious Flame ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VM (a vial of emulsified oil and water)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
You create three rays of fire and hurl them at Targets within Range. Make a Ranged Spell Attack for each ray. On a hit, the target takes 4d6 Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action on each of your consecutive, you cause a new ray of fire launches from each Creature who took damage from the Spell in the previous Round-these new rays attack as if you fired them, but their point of origin is the previous Creature Damaged. A Creature cannot be Targeted by a ray produced from its space.&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever do not use your Bonus Action to continue this Spell, it ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you create one additional ray for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 10 Minutes || Abjuration ||  Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Days || Components: VSM (a gem-encrusted statuette of yourself worth 1,5000+ GP || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose a Spell of 5th Level or lower that you can cast, that has a casting time of 1 Action or shorter, and that can target you. You cast that Spell—called the Contingent Spell—as part of casting Contingency, expending Spell Slots for both, but the contingent Spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
The Contingent Spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.&amp;lt;br&amp;gt;&lt;br /&gt;
The Contingent Spell takes effect only on you, even if it can normally Target others as well. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose a Spell of one Slot Level higher as your Contingent Spell for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
=== Create Homonculus ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Hour || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (clay, ash, and mandrake root, all of which the spell consumes, and a jewel encrusted dagger worth at least 1,000 GP) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 Piercing Damage that can’t be reduced in any way. You then drip your blood on the Spell’s other components and touch them, transforming them into a special construct called a Homunculus.&amp;lt;br&amp;gt;&lt;br /&gt;
It is your faithful companion, and it dies if you die. Whenever you finish a Long Rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution Modifier to it. Your HP maximum is reduced by the total, and the Homunculus’s HP maximum and current HP are both increased by it. This process can reduce you to no lower than 1HP, and the change to your and the Homunculus’s HP ends when you finish your next Long Rest. The reduction to your HP maximum can’t be removed by any means before then, except by the Homunculus’s death.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have only one Homunculus at a time. If you cast this Spell while your Homunculus lives, the spell fails.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, Homonculus&#039;s HP maximum increases by 15 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create Undead ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Minute || Necromancy || Cleric, Seeker, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VSM (one 150+ GP black onyx stone for each corpse  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control.&amp;lt;br&amp;gt;&lt;br /&gt;
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 120ft of you. You decide what Action the Creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge Action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level you can animate or reassert control over four Ghouls. When you cast this Spell using a Spell Slot of 8th Level you can animate or reassert control over five Ghouls, or two Ghasts or Wights. When you cast this Spell using a Spell Slot of 9th Level you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies.&lt;br /&gt;
&lt;br /&gt;
=== Dirge ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft Emanation || Duration: 1 Minute (Concentration) || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
When you cast this Spell, you can designate any number Creatures to be unaffected by it. Any other Creature can’t regain Hp while in the Emanation. Whenever the Emanation enters a Creature’s space and whenever a Creature enters the Emanation or ends its turn there, the Creature makes a Constitution Saving Throw. On a failed Save, the Creature takes 3d10 Necrotic Damage falls Prone. On a successful Save, the creature takes half as much Damage and is Slowed until the start of your next Turn. A Creature makes this Save only once per Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disintegrate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VSM (a lodestone and dust)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You launch a green ray at a target you can see within Range. The target can be a Creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.&amp;lt;br&amp;gt;&lt;br /&gt;
A Creature targeted by this Spell makes a Dexterity Saving Throw. On a failed Save, the target takes 10d6+40 Force Damage. If this Damage reduces it to 0HP, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10ft Cube portion of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 3d6 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Druid Grove ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 10 Minutes || Abjuration || Druid, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 24 Hours || Components: VSM (mistletoe, which the spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You invoke the spirits of nature to protect an area outdoors or underground. The area is a 30-90ft Cube. Buildings and other structures are excluded from the affected area. If you cast this Spell in the same area every day for a year, the Spell lasts until dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell creates the following effects within the area. When you cast this Spell, you can specify Creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.&amp;lt;br&amp;gt;&lt;br /&gt;
The entire warded area radiates magic. A Dispel Magic cast on the area, if successful, removes only one of the following effects, not the entire area. That Spell’s caster chooses which effect to end. Only when all its effects are gone is this Spell dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solid Fog.&#039;&#039;&#039; You can fill any number of 5ft Squares on the ground with thick fog, making them Heavily Obscured. The fog reaches 10ft high, and is Difficult Terrain. To a Creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grasping Undergrowth.&#039;&#039;&#039; You can fill any number of 5ft squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an Entangle Spell. To a Creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grove Guardians.&#039;&#039;&#039; You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an Awakened Tree, except they can’t speak, and their bark is covered with druidic symbols. If any Creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no &lt;br /&gt;
Action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the Spell ends, the magic animating them disappears, and the trees take root again if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additional Spell Effect.&#039;&#039;&#039; You can place your choice of one of the following magical effects within the warded area:&amp;lt;br&amp;gt;&lt;br /&gt;
*A constant Gust of Wind in two locations of your choice&amp;lt;br&amp;gt;&lt;br /&gt;
*Spike growth in one location of your choice&amp;lt;br&amp;gt;&lt;br /&gt;
*Wind wall in two locations of your choice&amp;lt;br&amp;gt;&lt;br /&gt;
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose one more Additional Spell Effect for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effulgent Spheres ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Druid, Seeker, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VSM (an opal worth 1000+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Six chromatic spheres orbit you for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
While the spheres are present, you can expend spheres to create the following effects:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Absorb Energy.&#039;&#039;&#039; When you take Acid, Cold, Fire, Lightning, or Thunder Damage, you can use your Reaction to expend one sphere and give yourself Resistance to the triggering Damage Type until the start of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; As a Bonus Action, you send one sphere hurtling toward a target within 120ft of yourself. Make a Ranged Spell Attack. On a hit, the Target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder Damage (your choice). Regardless of whether you hit, the sphere is expended.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell ends early if you have no more spheres remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you create one more sphere for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Elemental Mage Armor ===&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Abjuration || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (adamantine ore)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing Creature who isn’t wearing Armor, and a protective magical force surrounds it until the Spell ends. The Target’s base AC becomes 15 + its Dexterity Modifier. The Spell ends if the target dons armor or if you dismiss the Spell as an Action.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, while benefiting from this Spell, the target has Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Lightning or Thunder.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, choose two additional Damage Types for the Target to gain Resistance to for each Slot Level above 6th. Additionally, when you cast this Spell 9th Level, Choose one Damage Type listed for the Target to gain Immunity to for the Spell&#039;s Duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Eybite ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Necromancy || Bard, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
For the Spell&#039;s Duration, your eyes become an inky void imbued with dread power. One Creature of your choice within 60ft of you that you can see must succeed on a Wisdom Saving Throw or be affected by one of the following effects of your choice for the Duration. On each of your Turns until the Spell ends, you can use your Action to target another creature but can&#039;t target a Creature again if it has succeeded on a Saving Throw against this casting of Eyebite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Asleep.&#039;&#039;&#039; The target falls Unconscious. It wakes up if it takes any Damage or if another Creature uses its Action to shake the sleeper awake.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Panicked.&#039;&#039;&#039; 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 60ft away from you where it can no longer see you, this effect ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sickened.&#039;&#039;&#039; The target is Poisoned. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Find the Path ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Minute || Divination || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Day (Concentration) || Components: VSM (a set of divination tools-such as cards or runes-worth 100+ GP  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the Spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).&amp;lt;br&amp;gt;&lt;br /&gt;
For the Duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level, the Duration increases to 30 Days. When you cast the Spell at 8th Level the Duration increases to 1 Year. When you cast the Spell at 9th Level or higher, the Duration increases to Until Dispelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Flesh to Stone ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You attempt to turn one Creature that you can see within Range into stone. The target makes a Constitution Saving Throw. On a failed Save, it becomes Restrained for the Duration. On a successful Save, its Speed is 0 until the start of your next Turn. Constructs automatically succeed on the save.&amp;lt;br&amp;gt;&lt;br /&gt;
A Restrained Target makes 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 its Saves three times, it is turned to stone and Petrified for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
If you maintain your Concentration on this spell for the entire duration, the target is Petrified until the Condition is ended by Greater Restoration or similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forbiddance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 10 Minutes (Ritual) || Abjuration || Cleric, Seeker &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Day || Components: VSM (a sprinkling of holy water, rare incense, and powdered ruby worth 1000+ GP || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30ft above the floor. For the Duration, Creatures can’t teleport into the area or use portals, such as those created by the Gate Spell, to enter the area. The Spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the Spell Damages Types of Creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a Creature of a chosen Type enters the Spell’s Area for the first time on a Turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic Damage (your choice when you cast this Spell).&amp;lt;br&amp;gt;&lt;br /&gt;
You can designate a password when you cast the Spell. A creature that speaks the password as it enters the area takes no Damage from the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell’s area can’t overlap with the area of another Forbiddance Spell. If you cast Forbiddance every day for 30 days in the same location, the Spell lasts until it is dispelled, and the Material components are consumed on the last casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Freezing Sphere ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: Instant || Components: VSM (a small crystal sphere)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A frigid globe of cold energy streaks from your fingertips to a point of your choice within Range, where it explodes in a 60ft radius sphere. Each Creature within the area must make a Constitution Saving Throw. On a failed Save, a Creature takes 10d6 Cold Damage. On a successful Save, it takes half as much Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
If the globe strikes a body of water or a liquid that is principally water (not including water-based Creatures), it freezes the liquid to a depth of 6 inches over an area 30ft squared. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped Creature can use an action to make a Strength Check against your Spell Save DC to break free.&amp;lt;br&amp;gt;&lt;br /&gt;
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a Creature you give the globe to can throw the globe (to a Range of 40 feet) or hurl it with a sling (to the sling&#039;s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 Minute, if the globe hasn&#039;t already shattered, it explodes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d6 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Globe of Invulnerability ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Abjuration || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minutes (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An immobile, shimmering barrier appears in a 10ft Emanation and remains for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Spell of 5th Level or lower cast from outside the barrier can’t affect anything within it. Such a Spell can Target Creatures and Objects within the barrier, but the Spell has no effect on them. Similarly, the Area within the barrier is excluded from areas of effect created by such Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, it blocks Spells of 1 Level higher for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Greater Mage Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Abjuration || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (adamantine ore and a ruby worth 300+ GP which the Spell consumes  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing Creature who isn’t wearing Armor, and a protective magical force surrounds it until the Spell ends. The Target’s base AC becomes 15 + its Dexterity Modifier. The Spell ends if the target dons armor or if you dismiss the Spell as an Action.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, while benefiting from this Spell, the Target has Resistance to Bludgeoning, Piercing and Slashing Damage from nonmagical attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level, the Target gains Resistance to Bludgeoning, Piercing and Slashing Damage. When you cast this Spell using a Spell Slot 8th Level, the Target gains Immunity to one of the following Damage Types of your choice, and Resistance to the other two: Bludgeoning, Piercing and Slashing Damage. When you cast this Spell using a Spell Slot of 9th Level, the Target gains Immunity to Bludgeoning, Piercing and Slashing Damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guards and Wards ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Abjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 24 Hours || Components: VSM (a silver rod worth 10+ GP  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20ft tall, and you shape it as one 50ft square, one hundred 5ft squares that are contiguous, or twenty-five 10ft squares that are contiguous.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast this Spell, you can specify individuals that are unaffected by the Spell’s effects. You can also specify a password that, when spoken aloud within 5ft of the warded area, makes the speaker immune to its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the Spell every day for 365 days on the same Area, the spell thereafter lasts until all its effects are dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Corridors.&#039;&#039;&#039; Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Doors.&#039;&#039;&#039; All doors in the warded area are magically locked, as if sealed by the Arcane Lock Spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stairs.&#039;&#039;&#039; Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Spell Effect.&#039;&#039;&#039; Place one of the following magical effects within the warded area:&amp;lt;br&amp;gt;&lt;br /&gt;
*Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts&lt;br /&gt;
Magic Mouth in two locations&amp;lt;br&amp;gt;&lt;br /&gt;
*Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)&amp;lt;br&amp;gt;&lt;br /&gt;
*Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)&amp;lt;br&amp;gt;&lt;br /&gt;
*Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, choose one additional Other Spell Effect for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Harm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Necromancy || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You unleash virulent magic on a Creature you can see within Range. The target makes a Constitution saving throw. On a failed Save, it takes 14d6 Necrotic Damage, and its HP Maximum is reduced by an amount equal to the Necrotic Damage it took for 1 Hour. On a successful Save, it takes half as much Damage and its HP Maximum is not reduced. This Spell can’t reduce a target’s HP Maximum below 1. Any effect that removes a disease allows a Creature&#039;s HP Maximum to return to normal before that time passes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, increase the Necrotic Damage by 2d6 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Abjuration || Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Choose a creature that you can see within Range. Positive energy washes through the Target, restoring 70 HP. This Spell also ends the Blinded, Deafened, and Poisoned Conditions on the Target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the healing inceases by 10 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heroes&#039; Feast ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 10 Minutes || Conjuration || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VSM (a gem-encrusted bowl worth 100+ GP which the Spell consumes  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You conjure a feast that appears on a surface in an unoccupied 10ft Cube next to you. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve Creatures can partake of the feast.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature that partakes gains several benefits, which last for 24 hours. The Creature has Resistance to Poison Damage, and it has Immunity to the Frightened and Poisoned Conditions. Its HP Maximum also increases by 2d10, and it gains the same number of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can have four additional Creatures take part in the feast and increase the HP Maximum increase by 1d10 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Instant Summons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Minute (Ritual) || Evocation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Until Dispelled || Components: VSM (a sapphire worth 1,000+ GP  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch the sapphire used in the casting and an object weighing 10lbs or less whose longest dimension is 6ft or less. The Spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this Spell, you must use a different sapphire.&amp;lt;br&amp;gt;&lt;br /&gt;
Thereafter, you can use an Action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
If another Creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that Creature is and where that Creature is currently located.&amp;lt;br&amp;gt;&lt;br /&gt;
Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can use this spell one additional time before the sapphire shatters for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investiture of Flame ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Flames race across your body, shedding Bright Light in a 30ft Radius and Dim Light for an additional 30ft for the Spell’s Duration. The flames don’t harm you. Until the Spell ends, you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*You are Immune to Fire Damage and have Resistance to Cold Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Any Creature that moves within 5ft of you for the first time on a Turn or ends its Turn there takes 1d10 Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can use your Action to create a line of fire 15ft long and 5ft 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investiture of Ice ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Until the Spell ends, ice rimes your body, and you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*You are Immune to Cold Damage and have Resistance to Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*You ignore Difficult Terrain created by ice or snow.&amp;lt;br&amp;gt;&lt;br /&gt;
*The ground in a 10ft Emanation is Difficult Terrain for Creatures other than you.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can use your action to create a 15ft Cone of freezing wind extending from your outstretched hand in a direction you choose. Each Creature in the Cone makes a Constitution Saving Throw. A Creature takes 4d6 Cold Damage and has its Speed halved until the start of your next Turn on a failed Save, or half as much Damage on a successful one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investiture of Stone ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Until the Spell ends, bits of rock spread across your body, and you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can use your Action to create a small earthquake on the ground in a 15ft Emanation. Other Creatures on that ground in that Area must succeed on a Dexterity Saving Throw or be knocked Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
*You ignore Difficult Terrain made of earth or stone. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investiture of Wind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Until the Spell ends, wind whirls around you, and you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*Ranged weapon attacks made against you have disadvantage on the attack roll.&amp;lt;br&amp;gt;&lt;br /&gt;
*You gain a flying Speed of 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can use your Action to create a 15ft Cube of swirling wind centered on a point you can see within 60ft of you.&amp;lt;br&amp;gt;&lt;br /&gt;
*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 10ft away from the center of the Cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Irresistible Dance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Enchantment || Bard, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
One Creature that you can see within Range must make a Wisdom Saving Throw. On a successful Save, the target dances comically until the end of its next Turn, during which it must spend all its Movement to dance in place.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failed Save, the Target has the Charmed Condition for the Duration. While Charmed, the target dances comically, must use all its Movement to dance in place, and has Disadvantage on Dexterity Saving Throws and Attack Rolls, and other Creatures have Advantage on Attack Rolls against it. On each of its Turns, the Target can take an Action to collect itself and repeat the Save, ending the Spell on itself on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magic Jar ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Minute || Necromancy || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Until Dispelled || Components: VSM (a gem, crystal, or reliquary worth 500+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the Spell’s Material Component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t Move or take Reactions. The only Action you can take is to project your soul up to 100ft out of the container, either returning to your living body (and ending the Spell) or attempting to possess a Humanoid’s body.&amp;lt;br&amp;gt;&lt;br /&gt;
You can attempt to possess any Humanoid within 100ft of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The Target makes a Charisma Saving Throw. On a failed Save, your soul enters the Target’s body, and the Target’s soul becomes trapped in the container. On a successful Save, the Target resists your efforts to possess it, and you can’t attempt to possess it again for 24 Hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you possess a Creature’s body, you control it. Your HP, Hit Dice, Strength, Dexterity, Constitution, Speed, and Senses are replaced by the Creature’s. You otherwise keep your game statistics.&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile, the possessed creature’s soul can perceive from the container using its own Senses, but it can’t move and it is Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
While possessing a body, you can use an Action to return from the host body to the container if it is within 100ft of you, returning the host Creature’s soul to its body. If the host body dies while you’re in it, the Creature dies, and you make a Charisma Saving Throw against your Spell Save DC. On a success, you return to the container if it is within 100ft of you. Otherwise, you die.&amp;lt;br&amp;gt;&lt;br /&gt;
If the container is destroyed or the Spell ends, your soul returns to your body. If your body is more than 100ft away from you or if your body is dead, you die. If another Creature’s soul is in the container when it is destroyed, the Creature’s soul returns to its body if the body is alive and within 100ft. Otherwise, that Creature dies.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spell ends, the container is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mass Suggestion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: VM (a snake&#039;s tongue)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You suggest a course of activity—described in no more than 25 words—to twelve or fewer Creatures you can see within Range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal Damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”&amp;lt;br&amp;gt;&lt;br /&gt;
Each Target must succeed on a Wisdom Saving Throw or have the Charmed Condition for the Duration or until you or your allies deal Damage to the Target. Each Charmed Target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire Duration, but if the suggested activity can be completed in a shorter time, the Spell ends for a Target upon completing it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level, the duration is 10 Days. When you cast this Spell using a Spell Slot of 8th Level, the duration is 30 Days. When you cast this Spell using a Spell Slot of 9th Level, the Duration is 1 Year and a Day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mental Prison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Illusion || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: S  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You attempt to bind a Creature within an illusory cell that only it perceives. One Creature you can see within Range takes 5d10 Psychic Damage and then must make an Intelligence Saving Throw. The Target succeeds automatically if it is Immune to being Charmed. On a successful Save the Spell ends. On a failed Save 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the initial Damage increases by 1d10, the Damage for disrupting the illusion increases by 2d10, and you can Target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Move Earth ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 2 Hours (Concentration) || Components: VSM (a miniature shovel)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Choose an Area of terrain no larger than 40ft on a side within Range. You can reshape dirt, sand, or clay in the Area in any manner you choose for the Duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the Area’s largest dimension. For example, if you affect a 40ft Square, you can create a pillar up to 20ft high, raise or lower the square’s elevation by up to 20ft, dig a trench up to 20ft deep, and so on. It takes 10 Minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of every 10 Minutes you spend concentrating on the Spell, you can choose a new area of terrain to affect within Range.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.&amp;lt;br&amp;gt;&lt;br /&gt;
Similarly, this Spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the area increases by 20ft and the duration increases by 1 Hour for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Otherworldly Form ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Bonus Action || Transmutation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (an object engraved with a symbol of the Outer Planes, worth 500+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
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:&amp;lt;br&amp;gt;&lt;br /&gt;
*You are Immune to Fire and Poison Damage (Lower Planes) or Radiant and Necrotic Damage (Upper Planes).&amp;lt;br&amp;gt;&lt;br /&gt;
*You are Immune to the Poisoned Condition (Lower Planes) or the Charmed Condition (Upper Planes).&amp;lt;br&amp;gt;&lt;br /&gt;
*Spectral wings appear on your back, giving you a Flying Speed of 40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
*You have a +2 bonus to AC.&amp;lt;br&amp;gt;&lt;br /&gt;
*All your Weapon Attacks are Magical, and when you make a Weapon Attack, you can use your Spellcasting Ability Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can Attack one additional time when you take the Attack Action on your Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Planar Ally ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 10 Minutes || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the Creature appear in an unoccupied Space within Range. If you know a specific Creature’s name, you can speak that name when you cast this Spell to request that creature, though you might get a different creature anyway (DM’s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When the Creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.&amp;lt;br&amp;gt;&lt;br /&gt;
Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some Creatures might exchange their service for a quest undertaken by you.&amp;lt;br&amp;gt;&lt;br /&gt;
A task that can be measured in Minutes requires a payment worth 100 GP per Minute. A task measured in Hours requires 1,000 GP per Hour. And a task measured in Days (up to 10 Days) requires 10,000 GP per Day. The DM can adjust these payments based on the circumstances under which you cast the Spell. If the task is aligned with the Creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.&amp;lt;br&amp;gt;&lt;br /&gt;
After the Creature completes the task, or when the agreed-upon Duration of service expires, the Creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the Creature immediately returns to its home plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Platinum Shield ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Bonus Action || Abjuration || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a platinum-plated dragon scale worth at least 500 G  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a field of silvery light that surrounds a Creature of your choice within Range (you can choose yourself). The field sheds Dim Light out to 5ft. While surrounded by the field, a Creature gains the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cover.&#039;&#039;&#039; The Creature has 1/2 Cover.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Damage Resistance.&#039;&#039;&#039; The Creature has Resistance to Acid, Cold, Fire, Lightning, and Poison Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Evasion.&#039;&#039;&#039; If the Creature is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half Damage, the Creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action on subsequent turns, you can move the field to another creature within 60ft of the field.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Primordial Ward ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Abjuration || Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
You have Resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder Damage for the Spell’s Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take Damage of one of those Types, you can use your Reaction to gain Immunity to that Type of Damage, including against the triggering Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
If you do so, the Resistances end, and you have the Immunity until the end of your next Turn, at which time the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Immunity lasts for 1 additional Round for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programmed Illusion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Evocation || Bard, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Until Dispelled || Components: VSM (jade dust worth 25+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create an illusion of an object, a Creature, or some other visible phenomenon within Range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30ft Cube, and you decide when you cast the Spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 Minutes, after which the illusion can be activated again.&amp;lt;br&amp;gt;&lt;br /&gt;
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30ft of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.&amp;lt;br&amp;gt;&lt;br /&gt;
Physical interaction with the image reveals it to be illusory, since things can pass through it. A Creature can use an Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a Creature discerns the illusion for what it is, the Creature can see through the image, and any noise it makes sounds hollow to the Creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scatter ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: V || Conjuration&lt;br /&gt;
|}&lt;br /&gt;
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 120ft of you. That Space must be on the ground or on a floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soul Cage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Reaction (when a Humanoid within 60ft of you dies) || Necromancy || Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 8 Hours || Components: VSM (tiny silver cage worth 100GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
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. Destroying the cage 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steal Life.&#039;&#039;&#039; You can use a Bonus Action to drain vigor from the soul and regain 2d8 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Query Soul.&#039;&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Borrow Experience.&#039;&#039;&#039; You can use a Bonus Action to bolster yourself with the soul’s life experience, causing the next Attack Roll, Ability Check, or Saving Throw you make before the start of your next Turn to be made with Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes of the Dead.&#039;&#039;&#039; 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 10 Minutes and requires Concentration. You receive visual and auditory information from the sensor as if you were in its Space using your senses.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can exploit the soul 3 additional times and the Duration increases by 8 Hours for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Summon Fiend ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Hour || Components: VSM (Humanoid blood inside a ruby vial worth 600+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
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 HP or when the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
The creature is friendly to you and your companions. In Combat, the Creature shares your initiative count, but it takes its Turn immediately before or 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.&amp;lt;br&amp;gt;&lt;br /&gt;
At Higher Levels. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the stat block improves as it describes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Fiendish Spirit (Summon Fiend).png]]&lt;br /&gt;
&lt;br /&gt;
=== Sunbeam ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a magnifying glass)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You launch a sunbeam in a 5ft wide, 60ft long Line. Each Creature in the Line makes a Constitution Saving Throw. On a failed Save, a Creature takes 6d8 Radiant Damage and is Blinded until the Start of your next Turn. On a successful Save, it takes half as much Damage and is not Blinded.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the Spell ends, you can use an Action to create a new Line of radiance.&amp;lt;br&amp;gt;&lt;br /&gt;
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light out to 30ft, and Dim Light an additional 30ft. This light is sunlight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d8 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Transport Via Plants ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Conjuration || Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: 1 Minute || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
This Spell creates a magical link between a Large or larger inanimate plant within Range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the Duration, any Creature can step into the target Plant and exit from the destination plant by using 5ft of Movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== True Seeing ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Divination || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (mushroom powder 25+ GP, which the Spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell gives the willing Creature you Touch the ability to see things as they actually are. For the Duration, the Creature has Truesight out to a range of 120 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can Target 1 additional Creature and the Duration increases by 1 Hour for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wall of Ice ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a piece of quartz)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10ft, or you can shape a flat surface made up of ten 10ft Square panels. Each panel must be contiguous with another panel. In any form, the wall is 1ft thick and lasts for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wall cuts through a Creature’s space when it appears, the Creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving Throw, taking 10d6 Cold Damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall is an object that can be Damaged and thus breached. Each panel has 12AC and 30HP, and it has Immunity to Cold, Poison, and Psychic Damage and Vulnerability to Fire Damage. Reducing panel to 0 HP destroys it and leaves behind a sheet of frigid air in the Space the panel occupied.&amp;lt;br&amp;gt;&lt;br /&gt;
A Creature moving through the sheet of frigid air left behind by the shattered panel for the first time on a Turn makes a Constitution Saving Throw, taking 5d6 Cold Damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the initial Damage increases by 2d6, and the frigid air Damage increases by 1d6 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wall of Thorns ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuratin || Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a handful of thorns)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within Range on a solid surface and lasts for the Duration. You choose to make the wall up to 60ft long, 10ft high, and 5ft thick or a circle that has a 20ft Diameter and is up to 20ft high and 5ft thick. The wall blocks line of sight.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wall appears, each Creature in its area makes a Dexterity Saving Throw, taking 7d8 Piercing Damage on a failed Save or half as much Damage on a successful one &amp;lt;br&amp;gt;&lt;br /&gt;
A Creature can move through the wall, albeit slowly and painfully. For every 1 Foot a Creature moves through the wall, it must spend 4 Feet of Movement (5ft costs 20ft of Speed). Furthermore, the first time a Creature enters a Space in the wall on a turn or ends its Turn there, the Creature makes a Dexterity Saving Throw, taking 7d8 Slashing Damage on a failed Save or half as much Damage on a successful one. A Creature takes this Damage only once per Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, both Damages increase by 1d8 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wind Walk ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Minute || Transmutation || Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant (Concentration) || Components: VSM (fire and holy water)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
You and up to ten willing Creatures of your choice within Range assume gaseous forms for the Duration, appearing as wisps of cloud. While in this cloud form, a Target has a Flying Speed of 300ft and can hover; it has Immunity to the Prone Condition; and it has Resistance to Bludgeoning, Piercing, and Slashing Damage. The only Actions a Target can take in this form are the Dash Action or an Action to begin reverting to its normal form. Reverting takes 1 Minute, during which the target has the Stunned Condition. Until the Spell ends, the Target can revert to cloud form, which also requires an Action followed by a 1 Minute transformation, during which the Target is also Stunned&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If a Target is in cloud form and Flying when the effect ends, the Target descends 60ft per Round for 1 Minute until it lands, which it does safely. If it can’t land after 1 Minute, it falls the remaining distance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes and you can choose up to 5 additional Creatures for each Slot Level above 6th.&lt;br /&gt;
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=== Word of Recall ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuration || Cleric &lt;br /&gt;
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| Range: 5ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You and up to five willing Creatures within 5ft of you instantly teleport to a previously designated sanctuary. You and any Creatures that teleport with you appear in the nearest unoccupied Space to the spot you designated when you prepared your sanctuary (see below). If you cast this Spell without first preparing a sanctuary, the Spell has no effect.&amp;lt;br&amp;gt;&lt;br /&gt;
You must designate a location, such as a temple, as a sanctuary by casting this Spell there.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target 5 additional Creatures and the Range increases by 10ft for each Slot Level above 6th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_6&amp;diff=4353</id>
		<title>Level 6</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_6&amp;diff=4353"/>
		<updated>2026-02-14T15:54:53Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Summon Fiend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level 6 Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Arcane Gate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 500ft || Duration: 10 Minutes (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10ft of you and one point within 500ft of you. A circular portal, 10ft 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the range increases by 500ft for each Slot Level above 6th.&lt;br /&gt;
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=== Arcane Transformation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Wizard &lt;br /&gt;
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a few hairs from a bull)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You endow yourself with endurance and martial prowess fueled by magic. Until the Spell ends, you can’t cast Spells, and you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*You gain 50 Temporary Hit Points. If any of these remain when the Spell ends, they are lost.&amp;lt;br&amp;gt;&lt;br /&gt;
*You have Advantage on Attack Rolls that you make with Simple and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
*When you hit a target with a Weapon Attack, that target takes an extra 2d12 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*You have proficiency with all Armor, Shields, Simple Weapons, and Martial Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
*You have Proficiency in Strength and Constitution Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can Attack one additional time when you take the Attack Action on your Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Immediately after the spell ends, you must succeed on a DC 15 Constitution Saving Throw or suffer one Level of Exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level, you get 50 more Temporary Hit Points, and deal 1d12 additional Force Damage. When you cast this Spell using a Spell Slot of 8th Level, you add your Spellcasting Modifier to Weapon Attacks, Weapon Damage Dice and Strength and Constitution Saving Throws. When you cast this Spell using a Spell Slot of 9th Level, you can make two additional Attacks instead of one when you take the Attack Action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blade Barrier ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Cleric, Maledictor, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Minutes (Concentration) || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. The wall is up to 20ft high, and up to 5ft thick, and can either be a straight wall up to 100ft long, or a ringed wall up to 60ft in diameter.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall provides 3/4 Cover to creatures behind it, and its space is Difficult Terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
When a Creature enters the wall&#039;s area for the first time on a Turn or starts its Turn there, the Creature must make a Dexterity Saving Throw. On a failed Save, the Creature takes 6d10 Slashing Damage. On a successful Save, the creature takes half as much Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d10, the width of the wall increases ft5ft, and the height increases by up to 10ft for each Slot Level above 6th.&lt;br /&gt;
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=== Blood Boil ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Cleric, Druid, Seeker, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a drop of mercury)  || Arcane, Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Make a Melee Spell Attack. On a hit, the temperature of the its blood (or other similar body fluid) begins to rise. It gains a Level of Exhaustion, and at the end of each of its turns it makes a Constitution Saving Throw, on a failed Save it gains another Level of Exhaustion. After succeeding on three of these Constitution Saves, the Spell ends. Once the Spell ends the Creature retains its Levels of Exhaustion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.&lt;br /&gt;
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=== Bones of the Earth ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You cause up to six pillars of stone to burst from places on the ground that you can see within Range. Each pillar is a 5ft diameter, up to 30ft tall cylinder. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a Creature if that Creature is Medium or smaller. Each pillar has 5AC and 30HP. When reduced to 0HP, a pillar crumbles into rubble, which creates a 10ft diameter area Difficult Terrain that lasts until the rubble is cleared. Each 5ft diameter portion of the area requires at least 1 Minute to clear by hand.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pillar is created under a Creature, that Creature must succeed on a Dexterity Saving Throw or be lifted by the pillar. A creature can choose to fail the Save.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 Bludgeoning Damage and is Restrained, pinched between the pillar and the obstacle. The Restrained creature can use an action to make a Strength or Dexterity Check (the creature’s choice) against your Spell Save DC. On a success, the Creature is no longer Restrained and must either move off the pillar or fall off it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.&lt;br /&gt;
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=== Bubbling Cauldron ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Warlock, Wizard, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft || Duration: 10 Minutes || Components: VSM (a gilded ladle worth 500+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied Space on the ground within 5ft of you and lasts for the Duration. The cauldron can&#039;t be moved and disappears when the Spell ends, along with the bubbling liquid inside it.&amp;lt;br&amp;gt;&lt;br /&gt;
The liquid in the cauldron duplicates the properties of a Common or an Uncommon Potion of your choice (such as a Potion of Healing). As a Bonus Action, you or a friendly Creature can reach into the cauldron and withdraw one Potion of that kind. The Potion is contained in a vial that disappears when the Potion is consumed. The cauldron can produce a number of these potions equal to your Spellcasting Modifier ability (minimum of 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Potions obtained from the cauldron that aren&#039;t consumed disappear when you cast this Spell again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose one additional Potion, each of which can be created a number of times equal to your Spellcasting Modifier (minimum of 1) for each Slot Level above 6th.&lt;br /&gt;
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=== Chain Lightning ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard &lt;br /&gt;
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| Range: 150ft || Duration: Instant || Components: VSM (three silver pins) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You launch a lightning bolt toward a Target you can see within range. Three bolts then leap from that Target, striking up to three Targets of your choice within 30ft of the first Target. Each Target can only be hit by a single bolt.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Target makes a Dexterity saving throw, taking 10d8 Lightning Damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, One additional bolt leaps from the first target for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Death ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Instant || Components: VSM (the powder of a crushed black pearl worth 500+ GP || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Negative energy ripples out in a 60ft Radius Sphere from a point you choose within Range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic Damage on a failed Save, or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 2d8 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Dreams ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Enchantment || Bard, Druid, Warlock &lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a poppy flower)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
You are surrounded by a soporific aroma that causes living creatures that begin their Turn or end their movement within 5ft of you to make a Constitution Saving Throw, on a failed Save that Creature falls asleep for 1 Minute.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Range of the Spell increases by 5ft, and the Duration increases by 1 Minute for each Slot Level above 6th.&lt;br /&gt;
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=== Conjure Fey ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuration || Druid, Soul-Binder&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within Range until the spell ends. When the spirit appears, you can make one Melee Spell Attack against a Creature within 5ft of it. On a hit, the target takes Psychic Damage equal to 3d12 plus your Spellcasting Modifier and is Frightened until the start of your next Turn, with you and the spirit as the source of the fear.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30ft of the space it left and make the Attack against a Creature within 5ft of it.&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage dealt increases by 1d12 for each Slot Level above 6th.&lt;br /&gt;
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=== Contagious Flame ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VM (a vial of emulsified oil and water)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
You create three rays of fire and hurl them at Targets within Range. Make a Ranged Spell Attack for each ray. On a hit, the target takes 4d6 Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action on each of your consecutive, you cause a new ray of fire launches from each Creature who took damage from the Spell in the previous Round-these new rays attack as if you fired them, but their point of origin is the previous Creature Damaged. A Creature cannot be Targeted by a ray produced from its space.&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever do not use your Bonus Action to continue this Spell, it ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you create one additional ray for each Slot Level above 6th.&lt;br /&gt;
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=== Contingency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 10 Minutes || Abjuration ||  Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Days || Components: VSM (a gem-encrusted statuette of yourself worth 1,5000+ GP || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose a Spell of 5th Level or lower that you can cast, that has a casting time of 1 Action or shorter, and that can target you. You cast that Spell—called the Contingent Spell—as part of casting Contingency, expending Spell Slots for both, but the contingent Spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
The Contingent Spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.&amp;lt;br&amp;gt;&lt;br /&gt;
The Contingent Spell takes effect only on you, even if it can normally Target others as well. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose a Spell of one Slot Level higher as your Contingent Spell for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
=== Create Homonculus ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Hour || Transmutation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (clay, ash, and mandrake root, all of which the spell consumes, and a jewel encrusted dagger worth at least 1,000 GP) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 Piercing Damage that can’t be reduced in any way. You then drip your blood on the Spell’s other components and touch them, transforming them into a special construct called a Homunculus.&amp;lt;br&amp;gt;&lt;br /&gt;
It is your faithful companion, and it dies if you die. Whenever you finish a Long Rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution Modifier to it. Your HP maximum is reduced by the total, and the Homunculus’s HP maximum and current HP are both increased by it. This process can reduce you to no lower than 1HP, and the change to your and the Homunculus’s HP ends when you finish your next Long Rest. The reduction to your HP maximum can’t be removed by any means before then, except by the Homunculus’s death.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have only one Homunculus at a time. If you cast this Spell while your Homunculus lives, the spell fails.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, Homonculus&#039;s HP maximum increases by 15 for each Slot Level above 6th.&lt;br /&gt;
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=== Create Undead ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Minute || Necromancy || Cleric, Seeker, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VSM (one 150+ GP black onyx stone for each corpse  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control.&amp;lt;br&amp;gt;&lt;br /&gt;
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 120ft of you. You decide what Action the Creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge Action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level you can animate or reassert control over four Ghouls. When you cast this Spell using a Spell Slot of 8th Level you can animate or reassert control over five Ghouls, or two Ghasts or Wights. When you cast this Spell using a Spell Slot of 9th Level you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies.&lt;br /&gt;
&lt;br /&gt;
=== Dirge ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft Emanation || Duration: 1 Minute (Concentration) || Components: V  || Divine&lt;br /&gt;
|}&lt;br /&gt;
When you cast this Spell, you can designate any number Creatures to be unaffected by it. Any other Creature can’t regain Hp while in the Emanation. Whenever the Emanation enters a Creature’s space and whenever a Creature enters the Emanation or ends its turn there, the Creature makes a Constitution Saving Throw. On a failed Save, the Creature takes 3d10 Necrotic Damage falls Prone. On a successful Save, the creature takes half as much Damage and is Slowed until the start of your next Turn. A Creature makes this Save only once per Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disintegrate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VSM (a lodestone and dust)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You launch a green ray at a target you can see within Range. The target can be a Creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.&amp;lt;br&amp;gt;&lt;br /&gt;
A Creature targeted by this Spell makes a Dexterity Saving Throw. On a failed Save, the target takes 10d6+40 Force Damage. If this Damage reduces it to 0HP, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10ft Cube portion of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 3d6 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Druid Grove ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 10 Minutes || Abjuration || Druid, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 24 Hours || Components: VSM (mistletoe, which the spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You invoke the spirits of nature to protect an area outdoors or underground. The area is a 30-90ft Cube. Buildings and other structures are excluded from the affected area. If you cast this Spell in the same area every day for a year, the Spell lasts until dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell creates the following effects within the area. When you cast this Spell, you can specify Creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.&amp;lt;br&amp;gt;&lt;br /&gt;
The entire warded area radiates magic. A Dispel Magic cast on the area, if successful, removes only one of the following effects, not the entire area. That Spell’s caster chooses which effect to end. Only when all its effects are gone is this Spell dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solid Fog.&#039;&#039;&#039; You can fill any number of 5ft Squares on the ground with thick fog, making them Heavily Obscured. The fog reaches 10ft high, and is Difficult Terrain. To a Creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grasping Undergrowth.&#039;&#039;&#039; You can fill any number of 5ft squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an Entangle Spell. To a Creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grove Guardians.&#039;&#039;&#039; You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an Awakened Tree, except they can’t speak, and their bark is covered with druidic symbols. If any Creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no &lt;br /&gt;
Action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the Spell ends, the magic animating them disappears, and the trees take root again if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additional Spell Effect.&#039;&#039;&#039; You can place your choice of one of the following magical effects within the warded area:&amp;lt;br&amp;gt;&lt;br /&gt;
*A constant Gust of Wind in two locations of your choice&amp;lt;br&amp;gt;&lt;br /&gt;
*Spike growth in one location of your choice&amp;lt;br&amp;gt;&lt;br /&gt;
*Wind wall in two locations of your choice&amp;lt;br&amp;gt;&lt;br /&gt;
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose one more Additional Spell Effect for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effulgent Spheres ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Druid, Seeker, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VSM (an opal worth 1000+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Six chromatic spheres orbit you for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
While the spheres are present, you can expend spheres to create the following effects:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Absorb Energy.&#039;&#039;&#039; When you take Acid, Cold, Fire, Lightning, or Thunder Damage, you can use your Reaction to expend one sphere and give yourself Resistance to the triggering Damage Type until the start of your next Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Energy Blast.&#039;&#039;&#039; As a Bonus Action, you send one sphere hurtling toward a target within 120ft of yourself. Make a Ranged Spell Attack. On a hit, the Target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder Damage (your choice). Regardless of whether you hit, the sphere is expended.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell ends early if you have no more spheres remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you create one more sphere for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Elemental Mage Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Abjuration || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (adamantine ore)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing Creature who isn’t wearing Armor, and a protective magical force surrounds it until the Spell ends. The Target’s base AC becomes 15 + its Dexterity Modifier. The Spell ends if the target dons armor or if you dismiss the Spell as an Action.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, while benefiting from this Spell, the target has Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Lightning or Thunder.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, choose two additional Damage Types for the Target to gain Resistance to for each Slot Level above 6th. Additionally, when you cast this Spell 9th Level, Choose one Damage Type listed for the Target to gain Immunity to for the Spell&#039;s Duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Eybite ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Necromancy || Bard, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
For the Spell&#039;s Duration, your eyes become an inky void imbued with dread power. One Creature of your choice within 60ft of you that you can see must succeed on a Wisdom Saving Throw or be affected by one of the following effects of your choice for the Duration. On each of your Turns until the Spell ends, you can use your Action to target another creature but can&#039;t target a Creature again if it has succeeded on a Saving Throw against this casting of Eyebite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Asleep.&#039;&#039;&#039; The target falls Unconscious. It wakes up if it takes any Damage or if another Creature uses its Action to shake the sleeper awake.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Panicked.&#039;&#039;&#039; 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 60ft away from you where it can no longer see you, this effect ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sickened.&#039;&#039;&#039; The target is Poisoned. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Find the Path ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Minute || Divination || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Day (Concentration) || Components: VSM (a set of divination tools-such as cards or runes-worth 100+ GP  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the Spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).&amp;lt;br&amp;gt;&lt;br /&gt;
For the Duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level, the Duration increases to 30 Days. When you cast the Spell at 8th Level the Duration increases to 1 Year. When you cast the Spell at 9th Level or higher, the Duration increases to Until Dispelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Flesh to Stone ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You attempt to turn one Creature that you can see within Range into stone. The target makes a Constitution Saving Throw. On a failed Save, it becomes Restrained for the Duration. On a successful Save, its Speed is 0 until the start of your next Turn. Constructs automatically succeed on the save.&amp;lt;br&amp;gt;&lt;br /&gt;
A Restrained Target makes 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 its Saves three times, it is turned to stone and Petrified for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
If you maintain your Concentration on this spell for the entire duration, the target is Petrified until the Condition is ended by Greater Restoration or similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forbiddance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 10 Minutes (Ritual) || Abjuration || Cleric, Seeker &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Day || Components: VSM (a sprinkling of holy water, rare incense, and powdered ruby worth 1000+ GP || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30ft above the floor. For the Duration, Creatures can’t teleport into the area or use portals, such as those created by the Gate Spell, to enter the area. The Spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the Spell Damages Types of Creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a Creature of a chosen Type enters the Spell’s Area for the first time on a Turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic Damage (your choice when you cast this Spell).&amp;lt;br&amp;gt;&lt;br /&gt;
You can designate a password when you cast the Spell. A creature that speaks the password as it enters the area takes no Damage from the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell’s area can’t overlap with the area of another Forbiddance Spell. If you cast Forbiddance every day for 30 days in the same location, the Spell lasts until it is dispelled, and the Material components are consumed on the last casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Freezing Sphere ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 300ft || Duration: Instant || Components: VSM (a small crystal sphere)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A frigid globe of cold energy streaks from your fingertips to a point of your choice within Range, where it explodes in a 60ft radius sphere. Each Creature within the area must make a Constitution Saving Throw. On a failed Save, a Creature takes 10d6 Cold Damage. On a successful Save, it takes half as much Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
If the globe strikes a body of water or a liquid that is principally water (not including water-based Creatures), it freezes the liquid to a depth of 6 inches over an area 30ft squared. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped Creature can use an action to make a Strength Check against your Spell Save DC to break free.&amp;lt;br&amp;gt;&lt;br /&gt;
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a Creature you give the globe to can throw the globe (to a Range of 40 feet) or hurl it with a sling (to the sling&#039;s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 Minute, if the globe hasn&#039;t already shattered, it explodes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d6 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Globe of Invulnerability ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Abjuration || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minutes (Concentration) || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An immobile, shimmering barrier appears in a 10ft Emanation and remains for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Spell of 5th Level or lower cast from outside the barrier can’t affect anything within it. Such a Spell can Target Creatures and Objects within the barrier, but the Spell has no effect on them. Similarly, the Area within the barrier is excluded from areas of effect created by such Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, it blocks Spells of 1 Level higher for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Greater Mage Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Abjuration || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (adamantine ore and a ruby worth 300+ GP which the Spell consumes  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing Creature who isn’t wearing Armor, and a protective magical force surrounds it until the Spell ends. The Target’s base AC becomes 15 + its Dexterity Modifier. The Spell ends if the target dons armor or if you dismiss the Spell as an Action.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, while benefiting from this Spell, the Target has Resistance to Bludgeoning, Piercing and Slashing Damage from nonmagical attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level, the Target gains Resistance to Bludgeoning, Piercing and Slashing Damage. When you cast this Spell using a Spell Slot 8th Level, the Target gains Immunity to one of the following Damage Types of your choice, and Resistance to the other two: Bludgeoning, Piercing and Slashing Damage. When you cast this Spell using a Spell Slot of 9th Level, the Target gains Immunity to Bludgeoning, Piercing and Slashing Damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guards and Wards ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Abjuration || Bard, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 24 Hours || Components: VSM (a silver rod worth 10+ GP  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20ft tall, and you shape it as one 50ft square, one hundred 5ft squares that are contiguous, or twenty-five 10ft squares that are contiguous.&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast this Spell, you can specify individuals that are unaffected by the Spell’s effects. You can also specify a password that, when spoken aloud within 5ft of the warded area, makes the speaker immune to its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the Spell every day for 365 days on the same Area, the spell thereafter lasts until all its effects are dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Corridors.&#039;&#039;&#039; Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Doors.&#039;&#039;&#039; All doors in the warded area are magically locked, as if sealed by the Arcane Lock Spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stairs.&#039;&#039;&#039; Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Spell Effect.&#039;&#039;&#039; Place one of the following magical effects within the warded area:&amp;lt;br&amp;gt;&lt;br /&gt;
*Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts&lt;br /&gt;
Magic Mouth in two locations&amp;lt;br&amp;gt;&lt;br /&gt;
*Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)&amp;lt;br&amp;gt;&lt;br /&gt;
*Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)&amp;lt;br&amp;gt;&lt;br /&gt;
*Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, choose one additional Other Spell Effect for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Harm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Necromancy || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Divine&lt;br /&gt;
|}&lt;br /&gt;
You unleash virulent magic on a Creature you can see within Range. The target makes a Constitution saving throw. On a failed Save, it takes 14d6 Necrotic Damage, and its HP Maximum is reduced by an amount equal to the Necrotic Damage it took for 1 Hour. On a successful Save, it takes half as much Damage and its HP Maximum is not reduced. This Spell can’t reduce a target’s HP Maximum below 1. Any effect that removes a disease allows a Creature&#039;s HP Maximum to return to normal before that time passes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, increase the Necrotic Damage by 2d6 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Abjuration || Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: VS  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
Choose a creature that you can see within Range. Positive energy washes through the Target, restoring 70 HP. This Spell also ends the Blinded, Deafened, and Poisoned Conditions on the Target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the healing inceases by 10 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heroes&#039; Feast ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 10 Minutes || Conjuration || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VSM (a gem-encrusted bowl worth 100+ GP which the Spell consumes  || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You conjure a feast that appears on a surface in an unoccupied 10ft Cube next to you. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve Creatures can partake of the feast.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature that partakes gains several benefits, which last for 24 hours. The Creature has Resistance to Poison Damage, and it has Immunity to the Frightened and Poisoned Conditions. Its HP Maximum also increases by 2d10, and it gains the same number of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can have four additional Creatures take part in the feast and increase the HP Maximum increase by 1d10 for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Instant Summons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Minute (Ritual) || Evocation || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: Until Dispelled || Components: VSM (a sapphire worth 1,000+ GP  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch the sapphire used in the casting and an object weighing 10lbs or less whose longest dimension is 6ft or less. The Spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this Spell, you must use a different sapphire.&amp;lt;br&amp;gt;&lt;br /&gt;
Thereafter, you can use an Action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
If another Creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that Creature is and where that Creature is currently located.&amp;lt;br&amp;gt;&lt;br /&gt;
Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can use this spell one additional time before the sapphire shatters for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investiture of Flame ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Flames race across your body, shedding Bright Light in a 30ft Radius and Dim Light for an additional 30ft for the Spell’s Duration. The flames don’t harm you. Until the Spell ends, you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*You are Immune to Fire Damage and have Resistance to Cold Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Any Creature that moves within 5ft of you for the first time on a Turn or ends its Turn there takes 1d10 Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can use your Action to create a line of fire 15ft long and 5ft 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investiture of Ice ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Until the Spell ends, ice rimes your body, and you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*You are Immune to Cold Damage and have Resistance to Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*You ignore Difficult Terrain created by ice or snow.&amp;lt;br&amp;gt;&lt;br /&gt;
*The ground in a 10ft Emanation is Difficult Terrain for Creatures other than you.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can use your action to create a 15ft Cone of freezing wind extending from your outstretched hand in a direction you choose. Each Creature in the Cone makes a Constitution Saving Throw. A Creature takes 4d6 Cold Damage and has its Speed halved until the start of your next Turn on a failed Save, or half as much Damage on a successful one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investiture of Stone ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Until the Spell ends, bits of rock spread across your body, and you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can use your Action to create a small earthquake on the ground in a 15ft Emanation. Other Creatures on that ground in that Area must succeed on a Dexterity Saving Throw or be knocked Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
*You ignore Difficult Terrain made of earth or stone. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investiture of Wind ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Transmutation || Druid, Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Until the Spell ends, wind whirls around you, and you gain the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*Ranged weapon attacks made against you have disadvantage on the attack roll.&amp;lt;br&amp;gt;&lt;br /&gt;
*You gain a flying Speed of 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can use your Action to create a 15ft Cube of swirling wind centered on a point you can see within 60ft of you.&amp;lt;br&amp;gt;&lt;br /&gt;
*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 10ft away from the center of the Cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Irresistible Dance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Enchantment || Bard, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
One Creature that you can see within Range must make a Wisdom Saving Throw. On a successful Save, the target dances comically until the end of its next Turn, during which it must spend all its Movement to dance in place.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failed Save, the Target has the Charmed Condition for the Duration. While Charmed, the target dances comically, must use all its Movement to dance in place, and has Disadvantage on Dexterity Saving Throws and Attack Rolls, and other Creatures have Advantage on Attack Rolls against it. On each of its Turns, the Target can take an Action to collect itself and repeat the Save, ending the Spell on itself on a success.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magic Jar ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Minute || Necromancy || Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Until Dispelled || Components: VSM (a gem, crystal, or reliquary worth 500+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the Spell’s Material Component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t Move or take Reactions. The only Action you can take is to project your soul up to 100ft out of the container, either returning to your living body (and ending the Spell) or attempting to possess a Humanoid’s body.&amp;lt;br&amp;gt;&lt;br /&gt;
You can attempt to possess any Humanoid within 100ft of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The Target makes a Charisma Saving Throw. On a failed Save, your soul enters the Target’s body, and the Target’s soul becomes trapped in the container. On a successful Save, the Target resists your efforts to possess it, and you can’t attempt to possess it again for 24 Hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you possess a Creature’s body, you control it. Your HP, Hit Dice, Strength, Dexterity, Constitution, Speed, and Senses are replaced by the Creature’s. You otherwise keep your game statistics.&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile, the possessed creature’s soul can perceive from the container using its own Senses, but it can’t move and it is Incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
While possessing a body, you can use an Action to return from the host body to the container if it is within 100ft of you, returning the host Creature’s soul to its body. If the host body dies while you’re in it, the Creature dies, and you make a Charisma Saving Throw against your Spell Save DC. On a success, you return to the container if it is within 100ft of you. Otherwise, you die.&amp;lt;br&amp;gt;&lt;br /&gt;
If the container is destroyed or the Spell ends, your soul returns to your body. If your body is more than 100ft away from you or if your body is dead, you die. If another Creature’s soul is in the container when it is destroyed, the Creature’s soul returns to its body if the body is alive and within 100ft. Otherwise, that Creature dies.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spell ends, the container is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mass Suggestion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant (Concentration) || Components: VM (a snake&#039;s tongue)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You suggest a course of activity—described in no more than 25 words—to twelve or fewer Creatures you can see within Range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal Damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”&amp;lt;br&amp;gt;&lt;br /&gt;
Each Target must succeed on a Wisdom Saving Throw or have the Charmed Condition for the Duration or until you or your allies deal Damage to the Target. Each Charmed Target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire Duration, but if the suggested activity can be completed in a shorter time, the Spell ends for a Target upon completing it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level, the duration is 10 Days. When you cast this Spell using a Spell Slot of 8th Level, the duration is 30 Days. When you cast this Spell using a Spell Slot of 9th Level, the Duration is 1 Year and a Day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mental Prison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Illusion || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: S  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You attempt to bind a Creature within an illusory cell that only it perceives. One Creature you can see within Range takes 5d10 Psychic Damage and then must make an Intelligence Saving Throw. The Target succeeds automatically if it is Immune to being Charmed. On a successful Save the Spell ends. On a failed Save 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the initial Damage increases by 1d10, the Damage for disrupting the illusion increases by 2d10, and you can Target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Move Earth ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Evocation || Druid, Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 2 Hours (Concentration) || Components: VSM (a miniature shovel)  || Primal&lt;br /&gt;
|}&lt;br /&gt;
Choose an Area of terrain no larger than 40ft on a side within Range. You can reshape dirt, sand, or clay in the Area in any manner you choose for the Duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the Area’s largest dimension. For example, if you affect a 40ft Square, you can create a pillar up to 20ft high, raise or lower the square’s elevation by up to 20ft, dig a trench up to 20ft deep, and so on. It takes 10 Minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of every 10 Minutes you spend concentrating on the Spell, you can choose a new area of terrain to affect within Range.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.&amp;lt;br&amp;gt;&lt;br /&gt;
Similarly, this Spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the area increases by 20ft and the duration increases by 1 Hour for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Otherworldly Form ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
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| Level: 6 || Casting Time: 1 Bonus Action || Transmutation || Sorcerer, Warlock, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (an object engraved with a symbol of the Outer Planes, worth 500+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
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:&amp;lt;br&amp;gt;&lt;br /&gt;
*You are Immune to Fire and Poison Damage (Lower Planes) or Radiant and Necrotic Damage (Upper Planes).&amp;lt;br&amp;gt;&lt;br /&gt;
*You are Immune to the Poisoned Condition (Lower Planes) or the Charmed Condition (Upper Planes).&amp;lt;br&amp;gt;&lt;br /&gt;
*Spectral wings appear on your back, giving you a Flying Speed of 40ft.&amp;lt;br&amp;gt;&lt;br /&gt;
*You have a +2 bonus to AC.&amp;lt;br&amp;gt;&lt;br /&gt;
*All your Weapon Attacks are Magical, and when you make a Weapon Attack, you can use your Spellcasting Ability Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
*You can Attack one additional time when you take the Attack Action on your Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Planar Ally ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 10 Minutes || Conjuration || Cleric, Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the Creature appear in an unoccupied Space within Range. If you know a specific Creature’s name, you can speak that name when you cast this Spell to request that creature, though you might get a different creature anyway (DM’s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When the Creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.&amp;lt;br&amp;gt;&lt;br /&gt;
Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some Creatures might exchange their service for a quest undertaken by you.&amp;lt;br&amp;gt;&lt;br /&gt;
A task that can be measured in Minutes requires a payment worth 100 GP per Minute. A task measured in Hours requires 1,000 GP per Hour. And a task measured in Days (up to 10 Days) requires 10,000 GP per Day. The DM can adjust these payments based on the circumstances under which you cast the Spell. If the task is aligned with the Creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.&amp;lt;br&amp;gt;&lt;br /&gt;
After the Creature completes the task, or when the agreed-upon Duration of service expires, the Creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the Creature immediately returns to its home plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Platinum Shield ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Bonus Action || Abjuration || Sorcerer, Wizard &lt;br /&gt;
|-&lt;br /&gt;
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a platinum-plated dragon scale worth at least 500 G  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a field of silvery light that surrounds a Creature of your choice within Range (you can choose yourself). The field sheds Dim Light out to 5ft. While surrounded by the field, a Creature gains the following benefits:&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cover.&#039;&#039;&#039; The Creature has 1/2 Cover.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Damage Resistance.&#039;&#039;&#039; The Creature has Resistance to Acid, Cold, Fire, Lightning, and Poison Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Evasion.&#039;&#039;&#039; If the Creature is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half Damage, the Creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action on subsequent turns, you can move the field to another creature within 60ft of the field.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Primordial Ward ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Abjuration || Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS  || Primal&lt;br /&gt;
|}&lt;br /&gt;
You have Resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder Damage for the Spell’s Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take Damage of one of those Types, you can use your Reaction to gain Immunity to that Type of Damage, including against the triggering Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
If you do so, the Resistances end, and you have the Immunity until the end of your next Turn, at which time the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Immunity lasts for 1 additional Round for each Slot Level above 6th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programmed Illusion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 6 || Casting Time: 1 Action || Evocation || Bard, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Until Dispelled || Components: VSM (jade dust worth 25+ GP)  || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create an illusion of an object, a Creature, or some other visible phenomenon within Range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30ft Cube, and you decide when you cast the Spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 Minutes, after which the illusion can be activated again.&amp;lt;br&amp;gt;&lt;br /&gt;
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30ft of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.&amp;lt;br&amp;gt;&lt;br /&gt;
Physical interaction with the image reveals it to be illusory, since things can pass through it. A Creature can use an Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a Creature discerns the illusion for what it is, the Creature can see through the image, and any noise it makes sounds hollow to the Creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scatter ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard &lt;br /&gt;
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| Range: 30ft || Duration: Instant || Components: V || Conjuration&lt;br /&gt;
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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 120ft of you. That Space must be on the ground or on a floor.&lt;br /&gt;
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=== Soul Cage ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Reaction (when a Humanoid within 60ft of you dies) || Necromancy || Warlock, Wizard &lt;br /&gt;
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| Range: 60ft || Duration: 8 Hours || Components: VSM (tiny silver cage worth 100GP)  || Arcane&lt;br /&gt;
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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. Destroying the cage 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steal Life.&#039;&#039;&#039; You can use a Bonus Action to drain vigor from the soul and regain 2d8 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Query Soul.&#039;&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Borrow Experience.&#039;&#039;&#039; You can use a Bonus Action to bolster yourself with the soul’s life experience, causing the next Attack Roll, Ability Check, or Saving Throw you make before the start of your next Turn to be made with Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes of the Dead.&#039;&#039;&#039; 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 10 Minutes and requires Concentration. You receive visual and auditory information from the sensor as if you were in its Space using your senses.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can exploit the soul 3 additional times and the Duration increases by 8 Hours for each Slot Level above 6th.&lt;br /&gt;
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=== Summon Fiend ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuration || Sorcerer, Warlock, Wizard &lt;br /&gt;
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| Range: 90ft || Duration: 1 Hour || Components: VSM (Humanoid blood inside a ruby vial worth 600+ GP)  || Arcane&lt;br /&gt;
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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 HP or when the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
The creature is friendly to you and your companions. In Combat, the Creature shares your initiative count, but it takes its Turn immediately before or 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.&amp;lt;br&amp;gt;&lt;br /&gt;
At Higher Levels. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the stat block improves as it describes.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Fiendish Spirit (Summon Fiend).png|thumb]]&lt;br /&gt;
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=== Sunbeam ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Cleric, Druid, Sorcerer, Wizard&lt;br /&gt;
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| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a magnifying glass)  || Arcane&lt;br /&gt;
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You launch a sunbeam in a 5ft wide, 60ft long Line. Each Creature in the Line makes a Constitution Saving Throw. On a failed Save, a Creature takes 6d8 Radiant Damage and is Blinded until the Start of your next Turn. On a successful Save, it takes half as much Damage and is not Blinded.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the Spell ends, you can use an Action to create a new Line of radiance.&amp;lt;br&amp;gt;&lt;br /&gt;
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light out to 30ft, and Dim Light an additional 30ft. This light is sunlight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d8 for each Slot Level above 6th.&lt;br /&gt;
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=== Transport Via Plants ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuration || Druid&lt;br /&gt;
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| Range: 10ft || Duration: 1 Minute || Components: VS  || Primal&lt;br /&gt;
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This Spell creates a magical link between a Large or larger inanimate plant within Range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the Duration, any Creature can step into the target Plant and exit from the destination plant by using 5ft of Movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes for each Slot Level above 6th.&lt;br /&gt;
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=== True Seeing ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Divination || Bard, Cleric, Sorcerer, Warlock, Wizard &lt;br /&gt;
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| Range: Touch || Duration: 1 Hour || Components: VSM (mushroom powder 25+ GP, which the Spell consumes) || Arcane&lt;br /&gt;
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This Spell gives the willing Creature you Touch the ability to see things as they actually are. For the Duration, the Creature has Truesight out to a range of 120 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can Target 1 additional Creature and the Duration increases by 1 Hour for each Slot Level above 6th.&lt;br /&gt;
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=== Wall of Ice ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard&lt;br /&gt;
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a piece of quartz)  || Arcane&lt;br /&gt;
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You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10ft, or you can shape a flat surface made up of ten 10ft Square panels. Each panel must be contiguous with another panel. In any form, the wall is 1ft thick and lasts for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wall cuts through a Creature’s space when it appears, the Creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving Throw, taking 10d6 Cold Damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall is an object that can be Damaged and thus breached. Each panel has 12AC and 30HP, and it has Immunity to Cold, Poison, and Psychic Damage and Vulnerability to Fire Damage. Reducing panel to 0 HP destroys it and leaves behind a sheet of frigid air in the Space the panel occupied.&amp;lt;br&amp;gt;&lt;br /&gt;
A Creature moving through the sheet of frigid air left behind by the shattered panel for the first time on a Turn makes a Constitution Saving Throw, taking 5d6 Cold Damage on a failed Save or half as much Damage on a successful one.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the initial Damage increases by 2d6, and the frigid air Damage increases by 1d6 for each Slot Level above 6th.&lt;br /&gt;
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=== Wall of Thorns ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuratin || Druid&lt;br /&gt;
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a handful of thorns)  || Primal&lt;br /&gt;
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You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within Range on a solid surface and lasts for the Duration. You choose to make the wall up to 60ft long, 10ft high, and 5ft thick or a circle that has a 20ft Diameter and is up to 20ft high and 5ft thick. The wall blocks line of sight.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wall appears, each Creature in its area makes a Dexterity Saving Throw, taking 7d8 Piercing Damage on a failed Save or half as much Damage on a successful one &amp;lt;br&amp;gt;&lt;br /&gt;
A Creature can move through the wall, albeit slowly and painfully. For every 1 Foot a Creature moves through the wall, it must spend 4 Feet of Movement (5ft costs 20ft of Speed). Furthermore, the first time a Creature enters a Space in the wall on a turn or ends its Turn there, the Creature makes a Dexterity Saving Throw, taking 7d8 Slashing Damage on a failed Save or half as much Damage on a successful one. A Creature takes this Damage only once per Turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, both Damages increase by 1d8 for each Slot Level above 6th.&lt;br /&gt;
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=== Wind Walk ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Minute || Transmutation || Druid&lt;br /&gt;
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| Range: 30ft || Duration: Instant (Concentration) || Components: VSM (fire and holy water)  || Primal&lt;br /&gt;
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You and up to ten willing Creatures of your choice within Range assume gaseous forms for the Duration, appearing as wisps of cloud. While in this cloud form, a Target has a Flying Speed of 300ft and can hover; it has Immunity to the Prone Condition; and it has Resistance to Bludgeoning, Piercing, and Slashing Damage. The only Actions a Target can take in this form are the Dash Action or an Action to begin reverting to its normal form. Reverting takes 1 Minute, during which the target has the Stunned Condition. Until the Spell ends, the Target can revert to cloud form, which also requires an Action followed by a 1 Minute transformation, during which the Target is also Stunned&lt;br /&gt;
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If a Target is in cloud form and Flying when the effect ends, the Target descends 60ft per Round for 1 Minute until it lands, which it does safely. If it can’t land after 1 Minute, it falls the remaining distance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes and you can choose up to 5 additional Creatures for each Slot Level above 6th.&lt;br /&gt;
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=== Word of Recall ===&lt;br /&gt;
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| Level: 6 || Casting Time: 1 Action || Conjuration || Cleric &lt;br /&gt;
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| Range: 5ft || Duration: Instant || Components: V  || Divine&lt;br /&gt;
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You and up to five willing Creatures within 5ft of you instantly teleport to a previously designated sanctuary. You and any Creatures that teleport with you appear in the nearest unoccupied Space to the spot you designated when you prepared your sanctuary (see below). If you cast this Spell without first preparing a sanctuary, the Spell has no effect.&amp;lt;br&amp;gt;&lt;br /&gt;
You must designate a location, such as a temple, as a sanctuary by casting this Spell there.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 7th Level or higher, you can target 5 additional Creatures and the Range increases by 10ft for each Slot Level above 6th.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
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