4,244
edits
(→A-E) |
(→F-M) |
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Line 252: | Line 252: | ||
| Range: 120ft || Duration: Instant || Components: VS | | 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. | |||
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| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny silver whistle, a piece of bone, and a thread) | | 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. | |||
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| Range: 30ft || Duration: Instant || Components: VS | | Range: 30ft || Duration: Instant || Components: VS | ||
|} | |} | ||
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a Griffon, a Pegasus, a Peryton, a Dire Wolf, a Rhinoceros, or a Saber-Toothed Tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a fey or highling (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.<br> | |||
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.<br> | |||
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.<br> | |||
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.<br> | |||
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. | |||
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| Range: Self || Duration: 10 Minutes || Components: VSM (a bit of phosphorus or a firefly) | | 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. | |||
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| Range: Touch || Duration: 1 Hour || Components: VSM (a leather strap, bound around the arm or similar appendage) | | Range: Touch || Duration: 1 Hour || Components: VSM (a leather strap, bound around the arm or similar appendage) | ||
|} | |} | ||
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed, slowed, or restrained.<br> | |||
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Frost Armor | |+ Frost Armor (Wizard) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Action || Evocation | | Level: 4 || Casting Time: 1 Action || Evocation | ||
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| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small crystal and a metal armlet) | | 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" | {| class="wikitable" | ||
|+ Glistening Acid Slick | |+ Glistening Acid Slick (Druid, Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Action || Conjuration | | Level: 4 || Casting Time: 1 Action || Conjuration | ||
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| Range: 60ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VS | | 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. | |||
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 | |||
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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS | | Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS | ||
|} | |} | ||
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.<br> | |||
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. | |||
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| Range: 120ft || Duration: Instant || Components: VSM (a black marble) | | 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. | |||
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| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS | | 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. | |||
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| Range: 60ft || Duration: Instant || Components: VS | | Range: 60ft || Duration: Instant || Components: VS | ||
|} | |} | ||
Your magic forces one willing creature that you can see within range to expend great energy as you kindle its body's natural healing processes for an instant. You can cure one poison or disease afflicting the target.<br> | |||
The target also gains one level of exhaustion and regains hit points equal to 25 + your spellcasting modifier (minimum+1) + a number of d6s equal to the target's Constitution modifier (minimum 1d6) | |||
This spell has no effect on constructs, undead, or creatures that are naturally immune to exhaustion.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the healing increases by 2d6 for each slot level above 4th. | |||
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| Range: 30ft || Duration: 8 Hours || Components: V | | Range: 30ft || Duration: 8 Hours || Components: V | ||
|} | |} | ||
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.<br> | |||
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. | |||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V | | Range: Self || Duration: 1 Minute (Concentration) || Components: V | ||
|} | |} | ||
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.<br> | |||
'''Primal Beast.''' Bestial fur covers your body, your facial features become feral, and you gain the following benefits: | |||
*Your walking speed increases by 10 feet. | |||
*You gain darkvision with a range of 120 feet. | |||
*You make Strength-based attack rolls with advantage. | |||
*Your melee weapon attacks deal an extra 1d6 force damage on a hit. | |||
'''Great Tree.''' Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: | |||
*You gain 10 temporary hit points. | |||
*You make Constitution saving throws with advantage. | |||
*You make Dexterity and Wisdom-based attack rolls with advantage. | |||
*While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. | |||
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| Range: 300ft || Duration: 24 Hours || Components: VSM (a tone, a twig, and a bit of green plant) | | 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" | {| class="wikitable" | ||
|+ Heat Wave | |+ Heat Wave (Druid, Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Action || Evocation | | Level: 4 || Casting Time: 1 Action || Evocation | ||
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| Range: 50ft Still Emanation || Duration: Instant || Components: VSM (a chunk of cast iron) | | 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 ldlO for each slot level above 4th. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Holy Glare | |+ Holy Glare (Cleric, Paladin) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Bonus Action || Evocation | | Level: 4 || Casting Time: 1 Bonus Action || Evocation | ||
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| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V | | Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V | ||
|} | |} | ||
With a word, you begin to glow with a circular aura of swirling light that sears and rebukes your foes. For the duration, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. When a creature ends its turn within 10 feet of you, you can force it to make a Constitution saving throw.<br> | |||
On a failed saving throw, it takes 3d6 radiant damage and it has disadvantage on any attack rolls made against you before the end of its next turn. On a success, a creature takes half damage and suffers no other effects.<br> | |||
Creatures of your choice within 10 feet of you have disadvantage on Wisdom (Perception) checks that rely on sight and on saving throws to maintain concentration. | |||
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| Range: 300ft || Duration: Instant || Components: VSM (a pinch of dust and a few drops of water) | | 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" | {| class="wikitable" | ||
|+ Life Spring | |+ Life Spring (Cleric, Paladin) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Action || Necromancy | | Level: 4 || Casting Time: 1 Action || Necromancy | ||
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| Range: 60ft || Duration: Instant || Components: VS | | Range: 60ft || Duration: Instant || Components: VS | ||
|} | |} | ||
A burst of healing energy blooms into existence in a 15-foot radius sphere centered on a point you can see within range. Up to four creatures of your choice within the area each regain hit points equal to 2d6 + your spellcasting ability modifier. Any creature that has more than 0 hit points when it is affected by this spell also gains temporary hit points equal to your spellcasting ability modifier (minimum of one) | |||
This spell has no effect on undead or constructs.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the temporary hit points gained increases by 2 and the healing increases by ld6 for each slot level above 4th. | |||
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| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a bit of fur from a bloodhound) | | 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" | {| class="wikitable" | ||
|+ Lost Legacy | |+ Lost Legacy (Bard, Cleric) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Action || | | Level: 4 || Casting Time: 1 Action || Enchantment | ||
|- | |- | ||
| Range: | | Range: Touch || Duration: 30 Days || Components: VSM (a small locking container) | ||
|} | |} | ||
You inflict a powerful curse on a creature within range that causes others to quickly forget positive aspects of their interactions with the target. The target must make a Charisma saving throw. On a failure, creatures that would normally be friendly or helpful toward the target must succeed on a Wisdom Saving Throw each time they interact with the target, treating the target with indifference and suspicion on a failure for the duration. If a creature interacting with the target fails the save four times, it automatically fails any further saves for the duration of this spell on the target. Once this curse is removed, creatures coming back into contact with the target regain their pleasant memories of it. | |||
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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (any bladed weapon) | | 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. | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the slashing damage dealt increases by 1dlO for each slot level above 4th. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Maroon | |+ Maroon (Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 4 || Casting Time: 1 Action || | | 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) | | 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. | |||
=== N-Z === | === N-Z === |