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This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. | This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. | ||
== Level 4 == | |||
{| class="wikitable" | |||
|+ Arcane Eye | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Divination | |||
|- | |||
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: VSM (a bit of bat fur) | |||
|} | |||
You create an invisible, magical eye within range that hovers in the air for the duration.<br> | |||
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.<br> | |||
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. | |||
{| class="wikitable" | |||
|+ Aura of Doom | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Illusion | |||
|- | |||
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success. | |||
{| class="wikitable" | |||
|+ Aversion (Cleric, Druid, Paladin, Sorcerer) | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 60ft || Duration: 10 Days || Components: V | |||
|} | |||
You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.<br> | |||
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.<br> | |||
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.<br> | |||
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius. | |||
{| class="wikitable" | |||
|+ Banishment (Cleric, Paladin, Sorcerer, Warlock) | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP) | |||
|} | |||
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.<br> | |||
If the target is native to the plane of existence you're on, you banish the target to a harmless section of the Second Ward. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br> | |||
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Black Tentacles | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of tentacle from a giant octopus or a giant squid) | |||
|} | |||
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.<br> | |||
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.<br> | |||
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. | |||
{| class="wikitable" | |||
|+ Blight (Druid, Sorcerer, Warlock) | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: 30ft || Duration: Instant || Components: VS | |||
|} | |||
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.<br> | |||
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.<br> | |||
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Boulder Shot (Sorcerer, Warlock) | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 120ft || Duration: Instant || Components: VS | |||
|} | |||
You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, such as a floor, wall or ceiling. The surface must be at least 1 foot deep, or else the spell fails.<br> | |||
When the boulder appears, you use magic to hurl it at one creature or object within 120 feet of the boulder that you can see. Make a spell attack against the target. On a hit, the target takes 6d10 nonmagical bludgeoning damage, falls prone, and is pushed 15 feet away from the boulder's originating point on a failed save. On a miss, the target takes half damage and is not knocked prone or pushed. This spell attack ignores disadvantage from a target being Prone<br> | |||
The spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it was made from the location where the boulder was summoned rather than your location, and it ignores disadvantage caused by a target being prone. | |||
This spell deals double damage to objects and structures.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d10 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Charm Monster (Druid, Sorcerer, Warlock) | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 30ft || Duration: 1 Hour || Components: VS | |||
|} | |||
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. | |||
{| class="wikitable" | |||
|+ Confusion (Druid, Sorcerer) | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (three nut shells) | |||
|} | |||
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.<br> | |||
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. | |||
*1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | |||
*2-6: The creature doesn't move or take actions this turn. | |||
*7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | |||
*9-10: The creature can act and move normally. | |||
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Control Water (Cleric, Druid) | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 300ft || Duration: 10 Minutes (Concentration) || Components: VSM (a drop of water and a pinch of dust) | |||
|} | |||
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.<br> | |||
'''Flood.''' You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.<br> | |||
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.<br> | |||
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.<br> | |||
'''Part Water.''' You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.<br> | |||
'''Redirect Flow.''' You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.<br> | |||
'''Whirlpool.''' This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.<br> | |||
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. | |||
{| class="wikitable" | |||
|+ Cyclone | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 120ft || Duration: 1 Round || Components: VS | |||
|} | |||
A swirling coil of fierce wind rises around one creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 5d8 bludgeoning damage, you can choose to push it up to 15 feet in any direction, and if the target is Huge or smaller, it is thrown 30 feet up into the air. It remains aloft until the end of your next tum, at which point it falls unless it can stop the fall While held aloft by this spell a creature is restrained if it cannot fly.<br> | |||
On a successful saving throw, the target takes half damage and isn't pushed or launched into the air. | |||
{| class="wikitable" | |||
|+ Dimension Door | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 500ft || Duration: Instant || Components: V | |||
|} | |||
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."<br> | |||
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.<br> | |||
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. | |||
{| class="wikitable" | |||
|+ Fabricate | |||
|- | |||
| Level: 4 || Casting Time: 10 Minutes || Transmutation | |||
|- | |||
| Range: 120ft || Duration: Instant || Components: VS | |||
|} | |||
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.<br> | |||
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.<br> | |||
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. | |||
{| class="wikitable" | |||
|+ Faithful Hound | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny silver whistle, a piece of bone, and a thread) | |||
|} | |||
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.<br> | |||
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.<br> | |||
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. | |||
{| class="wikitable" | |||
|+ Fire Shield | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: Self || Duration: 10 Minutes || Components: VSM (a bit of phosphorus or a firefly) | |||
|} | |||
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.<br> | |||
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.<br> | |||
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. | |||
{| class="wikitable" | |||
|+ Frost Armor | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small crystal and a metal armlet) | |||
|} | |||
You point at one creature that you can see within range that is wearing armor. The target's armor becomes frosted and icy until the spell ends, protecting the target and granting it the following benefits while worn: | |||
*The target has resistance to cold damage. | |||
*The target has a +2 bonus to AC. | |||
*When the target is hit with a melee attack by an attacker within 5 feet of it, if the attacker doesn't have resistance or immunity to cold damage, its speed is reduced by 15 feet and it has disadvantage on weapon attack rolls until the end of its next turn. | |||
{| class="wikitable" | |||
|+ Glistening Acid Slick | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
You conjure a spray of translucent acid that covers the ground in a 60-foot cone. Until the spell ends, ground in the area is covered by slippery patches of foaming acid, making it difficult terrain. When the area appears, each creature in the area takes 2d4 acid damage and must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 2d4 acid damage and must also succeed on a Dexterity saving throw or fall prone.<br> | |||
In addition, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 acid damage. This spell treats creatures that cannot be prone as if they are always prone instead. This spell only affects creatures that are on the ground | |||
{| class="wikitable" | |||
|+ Gravity Sinkhole | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 120ft || Duration: Instant || Components: VSM (a black marble) | |||
|} | |||
A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Greater Invisibility | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Illusion | |||
|- | |||
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. | |||
{| class="wikitable" | |||
|+ Hallucinatory Terrain | |||
|- | |||
| Level: 4 || Casting Time: 10 Minutes || Illusion | |||
|- | |||
| Range: 300ft || Duration: 24 Hours || Components: VSM (a tone, a twig, and a bit of green plant) | |||
|} | |||
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.<br> | |||
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. | |||
{| class="wikitable" | |||
|+ Heat Wave | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 50ft Still Emanation || Duration: Instant || Components: VSM (a chunk of cast iron) | |||
|} | |||
A wave of nauseatingly hot air swirls briefly in a 5O-foot cube emanating from you that spreads around corners. Each creature in the area other than you must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 fire damage, is poisoned until the end of your next turn, and gains one level of exhaustion. On a success, a creature takes half as much damage, is not poisoned, and doesn't gain any exhaustion.<br> | |||
A creature has disadvantage on the saving throw if it has resistance or immunity to cold damage. If it has resistance to fire damage or immunity to fire damage, it has advantage on the saving throw and it can't gain any exhaustion from the spell.<br> | |||
''At Higher Levels.'' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Ice Storm | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 300ft || Duration: Instant || Components: VSM (a pinch of dust and a few drops of water) | |||
|} | |||
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.<br> | |||
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Locate Creature | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Divination | |||
|- | |||
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a bit of fur from a bloodhound) | |||
|} | |||
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.<br> | |||
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.<br> | |||
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. | |||
{| class="wikitable" | |||
|+ March of Blades | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (any bladed weapon) | |||
|} | |||
You conjure a row of synchronized floating blades made of magical energy in a line 30 feet long and 5 feet wide. The line extends in any direction and originates from any point you can see within range. The blades slash in a wide arc as they appear, forcing each creature in the area to make a Dexterity saving throw. A creature takes 3d10 slashing damage on a failed save, or half as much damage on a success.<br> | |||
The blades provide half-cover to creatures behind them. You can use a bonus action on subsequent turns to move one or both ends of the line to different locations up to 30 feet away that you can see. When you finish moving the area in this way on a turn, you may choose to have the blades slash again, forcing all creatures in the area to repeat the Dexterity saving throw.<br> | |||
The blades last until the spell ends, at which point they vanish. If at any time you aren't within range of at least one end of the line, the spell ends.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the slashing damage dealt increases by 1d10 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Maroon | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP) | |||
|} | |||
You attempt to send one creature that you can see within range to a random uninhabited island on the same plane of existence. The target must succeed on a Charisma saving throw or be marooned. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is humanoid, when the spell ends the target remains there. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Phantasmal Killer | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Illusion | |||
|- | |||
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Polymorph | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a caterpillar cocoon) | |||
|} | |||
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.<br> | |||
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.<br> | |||
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.<br> | |||
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.<br> | |||
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. | |||
{| class="wikitable" | |||
|+ Private Sanctum | |||
|- | |||
| Level: 4 || Casting Time: 10 Minutes || Abjuration | |||
|- | |||
| Range: 120ft || Duration: 24 Hours || Components: VSM (a third sheet of heat, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite) | |||
|} | |||
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.<br> | |||
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: | |||
*Sound can't pass through the barrier at the edge of the warded area. | |||
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. | |||
*Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. | |||
*Creatures in the area can't be targeted by divination spells. | |||
*Nothing can teleport into or out of the warded area. | |||
*Planar travel is blocked within the warded area. | |||
Casting this spell on the same spot every day for a year makes this effect permanent.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. | |||
{| class="wikitable" | |||
|+ Psychic Lance | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 120ft || Duration: Instant || Components: V | |||
|} | |||
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.<br> | |||
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Resilient Sphere | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a hemispherical piece of clear crystal and matching hemispherical piece of gum arabic) | |||
|} | |||
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.<br> | |||
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.<br> | |||
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.<br> | |||
A disintegrate spell targeting the globe destroys it without harming anything inside it. | |||
{| class="wikitable" | |||
|+ Secret Chest | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: Touch || Duration: Instant || Components: VSM (an exquisite chest, 3x2x2ft, constructed form rare materials worth at least 5,000GP, and a Tiny replica made from the same material worth at least 50GP) | |||
|} | |||
You hide a chest, and all its contents, on the Second Ward. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).<br> | |||
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Second Ward by using an action and touching both the chest and the replica.<br> | |||
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. | |||
{| class="wikitable" | |||
|+ Sickening Radiance | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 120ft || Duration: Instant, 10 Minutes (Concentration) || Components: VS | |||
|} | |||
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.<br> | |||
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. | |||
{| class="wikitable" | |||
|+ Speedy Courier | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 10ft || Duration: 10 Minutes || Components: VSM (25GP, or mineral goods of equivalent value, which the spell consumes) | |||
|} | |||
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.<br> | |||
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.<br> | |||
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.<br> | |||
'''At Higher Levels.''' When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you. | |||
{| class="wikitable" | |||
|+ Steam Strike | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: VS | |||
|} | |||
You launch a curling blast of scalding hot steam at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 11d4 fire damage and must succeed on a Constitution saving throw or become Blinded for 1 minute. It repeats the saving throw at the end of each of its turns, ending the blindness on a success. On a miss, the target takes half damage and is not blinded.<br> | |||
Hit or miss, the target's space is filled with steam and mist that makes it lightly obscured until the end of your next turn or until a wind of any speed disperses it.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 2d4 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Stone Shape | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: Touch || Duration: Instant || Components: VSM (soft clay, which must be worked into roughly the desired shape of the stone object) | |||
|} | |||
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. | |||
{| class="wikitable" | |||
|+ Stoneskin | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (diamond dust worth 100GP, which the spell consumes) | |||
|} | |||
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. | |||
{| class="wikitable" | |||
|+ Storm Sphere | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.<br> | |||
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.<br> | |||
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Vitriolic Sphere | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 150ft || Duration: Instant || Components: VSM (a drop of giant slug bile) | |||
|} | |||
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Wall of Fire | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of phosphorous) | |||
|} | |||
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.<br> | |||
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.<br> | |||
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. | |||
{| class="wikitable" | |||
|+ Watery Sphere | |||
|- | |||
| Level: 4 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a droplet of water) | |||
|} | |||
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.<br> | |||
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.<br> | |||
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.<br> | |||
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.<br> | |||
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. |