Level 5: Difference between revisions

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{| class="wikitable"
{| class="wikitable"
|+ Babble (Bard, Sorcerer, Warlock, Wizard)
|+ Babble (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
| Level: 5 || Casting Time: 1 Action || Enchantment
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|}
|}
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br>
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br>
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast.<br>
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows.<br>
The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.
s an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.




{| class="wikitable"
{| class="wikitable"
|+ Banishing Smite (Paladin)
|+ Banishing Smite (Maledictor, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Bonus Action || Abjuration
| Level: 5 || Casting Time: 1 Bonus Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Blazing Thunderbolt Strike (Paladin, Sorcerer, Warlock, Wizard)
|+ Blazing Thunderbolt Strike (Maledictor, Paladin, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Bonus Action || Evocation
| Level: 5 || Casting Time: 1 Bonus Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Circle of Power (Paladin)
|+ Circle of Power (Maledictor, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
| Level: 5 || Casting Time: 1 Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Curse of Befouled Luck CC (Cleric, Warlock)
|+ Curse of Befouled Luck (Cleric, Maledictor, Warlock)
|-
|-
| Level: 5 || Casting Time: 1 Action || Necromancy
| Level: 5 || Casting Time: 1 Action || Necromancy
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{| class="wikitable"
{| class="wikitable"
|+ Dispel Evil and Good (Cleric, Paladin)
|+ Dispel Evil and Good (Cleric, Maledictor, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
| Level: 5 || Casting Time: 1 Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Dominate Person (Bard, Sorcerer, Wizard)
|+ Dominate Person (Bard, Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
| Level: 5 || Casting Time: 1 Action || Enchantment
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{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Far Step (Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Bonus Action || Conjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
|}
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Fingers of Lightning (Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 4, 100x5ft Emanated Lines || Duration: Instant || Components: VSM (a bit of fur, a piece of amber, glass or a crystal rod, and four copper pins)
|}
|}
Your hands arc with electricity as you create 4 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and lines can overlap, but they must all fit within a 180 degree angle from you.
Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 lightning damage plus 1d6 lightning damage for each line area that they are within. On a successful save, a creature takes half as much damage.
The lightning ignites flammable objects in the area that aren't being worn or carried.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Flame Strike (Cleric)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: Instant || Components: VSM (a pinch of sulfur)
|}
|}
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Freedom of the Winds (Druid, Sorcerer)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a scrap of sailcloth)
|}
|}
Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.<br>
When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Greater Restoration (Bard, Cleric, Druid)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: Instant || Components: VSM (diamond dust worth at least 100GP, which the spell consumes)
|}
|}
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
*One effect that charmed or petrified the target
*One curse, including the target's attunement to a cursed magic item
*Any reduction to one of the target's ability scores
*One effect reducing the target's hit point maximum




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Hallow (Cleric)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: Until Dispelled || Components: VSM (herbs, oils, and incense worth at least 1,000GP, which the spell consumes)
|}
|}
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.<br>
First, elementals, fey, highlings, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.<br>
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.<br>
'''Courage.''' Affected creatures can't be frightened while in the area.<br>
'''Darkness.''' Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.<br>
'''Daylight.''' Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.<br>
'''Energy Protection.''' Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.<br>
'''Energy Vulnerability.''' Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.<br>
'''Everlasting Rest.''' Dead bodies interred in the area can't be turned into undead.<br>
'''Extradimensional Interference.''' Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.<br>
'''Fear.''' Affected creatures are frightened while in the area.<br>
'''Silence.''' No sound can emanate from within the area, and no sound can reach into it.<br>
'''Tongues.''' Affected creatures can communicate with any other creature in the area, even if they don't share a common language.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Heavenly Pillar (Cleric, Paladin, Sorcerer)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: 1 Round || Components: VS
|}
|}
You bellow a determined prayer that calls down a pillar of light from the heavens to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed saving throw, the target takes 5d8 radiant damage and is stunned until the end of your next turn. On a successful saving throw, the target takes half damage and is not stunned<br>
If the target is outside and underneath the sky, the spell's damage increases by 2d8.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Hold Monster (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 90ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a small, straight piece of iron)
|}
|}
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Holy Weapon (Cleric, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Bonus Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
|}
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.<br>
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Immolation (Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: V
|}
|}
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.<br>
If damage from this spell kills a target, the target is turned to ash.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Insect Plague (Cleric, Druid, Sorcerer)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 300ft || Duration: Instant, 10 Minutes (Concentration) || Components: VSM (a few grains of sugar, some kernels of grain, and a smear of fat)
|}
|}
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.<br>
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Legend Lore (Bard, Cleric, Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 10 Minutes || Divination
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: Instant, 1 Minute (Concentration) || Components: VSM (incense worth at least 250GP, which the spell consumes, and four ivory strips worth at least 50GP each)
|}
|}
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.<br>
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of The Stone, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Maelstrom (Druid)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (paper or leaf in the shape of a funnel)
|}
|}
A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Mass Cure Wounds (Bard, Cleric, Druid)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Necromancy
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: Instant || Components: VS
|}
|}
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Mislead (Bard, Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Illusion
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 1 Hour (Concentration) || Components: S
|}
|}
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.<br>
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.<br>
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Modify Memory (Bard, Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.<br>
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.<br>
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.<br>
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.<br>
A remove curse or greater restoration spell cast on the target restores the creature's true memory.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Passwall (Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Hour || Components: VSM (a pinch of sesame seeds)
|}
|}
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.<br>
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Planar Binding (Bard, Cleric, Druid, Maledictor, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Hour || Components: VSM ()
|}
|}
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.<br>
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Reincarnate (Druid, Shaman)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Hour || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: Instant || Components: VSM (rare oils and unguents worth at least 1,000GP, which the spell consumes)
|}
|}
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.<br>
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls on the following tables to determine the race, or the DM chooses.<br>
'''Race Table.'''<br>
'''1-2.''' Bugbear<br>
'''3-4.''' Centaur<br>
'''5-6.''' Crystalkin<br>
'''7-8.''' Chromatic Dragonwrought<br>
'''9-10.''' Gem Dragonwrought<br>
'''11-12.''' Metallic Dragonwrought<br>
'''13-14.''' Deepling<br>
'''15-16.''' Ember Dwarf<br>
'''17-18.''' Hill Dwarf<br>
'''19-20.''' Qkhaat Dwarf<br>
'''21-22.''' Renthian Dwarf<br>
'''23-24.''' Stone Dwarf<br>
'''25-26.''' Faerie<br>
'''27-28.''' Firbolg<br>
'''29-30.''' Air Genasi<br>
'''31-32.''' Earth Genasi<br>
'''33-34.''' Fire Genasi<br>
'''35-36.''' Water Genasi<br>
'''37-38.''' Grung<br>
'''39-40.''' Gnoll<br>
'''41-42.''' Goblin<br>
'''43-44.''' Goliath<br>
'''45-46.''' Waste Halfling<br>
'''47-48.''' Lightfoot Halfling<br>
'''49-50.''' Lierethi Halfling<br>
'''51-52.''' Qkhaat Halfling<br>
'''53-54.''' Hobgoblin<br>
'''55-56.''' Human<br>
'''57-58.''' Ìqáalìe<br>
'''59-60.''' Kalashtari<br>
'''61-62.''' Kethie Collegeian<br>
'''63-64.''' Kethie Lierethi<br>
'''65-66.''' Kethie Mooraarbaa<br>
'''67-68.''' Kethie Sea<br>
'''69-70.''' Kobold<br>
'''71-72.''' Leonin<br>
'''73-74.''' Locathah<br>
'''75-76.''' Loxodon<br>
'''77-78.''' Minotaur<br>
'''79-80.''' Otterfolk<br>
'''81-82.''' Shifter<br>
'''83-84.''' Ursan<br>
'''85-86.''' Tortle<br>
'''87-88.''' Treant<br>
'''89-90.''' Triton<br>
'''91-92.''' Verdan<br>
'''93-100.''' Roll on the Uncommon Table<br>


 
'''Uncommon Races.'''<br>
{| class="wikitable"
'''1-3.''' Aasimar<br>
|+ Spells (Classes)
'''4-6.''' Aarakocra<br>
|-
'''7-9.''' Changeling<br>
| Level: 5 || Casting Time: 1 Action || Divination
'''10-12.''' Dhampir<br>
|-
'''13-15.''' Duergar<br>
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
'''16-18.''' Githyanki<br>
|}
'''19-21.''' Githzerai<br>
'''22-24.''' Giff<br>
'''25-27.''' Auto Gnome<br>
'''28-30.''' Deep Gnome<br>
'''31-33.''' Forest Gnome<br>
'''34-36.''' Waste Gnome<br>
'''37-39.''' Hadozee<br>
'''40-42.''' Harengon<br>
'''43-45.''' Hexblood<br>
'''46-48.''' Kenku<br>
'''49-51.''' Kethie Thesethiemie<br>
'''52-54.''' Kethie Niki<br>
'''55-57.''' Kethie Wiemiele<br>
'''58-60.''' Orc<br>
'''61-63.''' Owlin<br>
'''64-66.''' Plasmoid<br>
'''67-69.''' Reborn<br>
'''70-72.''' Satyr<br>
'''73-75.''' Simic Hybrid<br>
'''76-78.''' Tabaxi<br>
'''79-81.''' Thri-Kreen<br>
'''82-84.''' Tiefling<br>
'''85-87.''' Vedalken<br>
'''88-90.''' Warforged<br>
'''91-93.''' Yuan-Ti<br>
'''94-100.''' Reroll<br>
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Rejuvenate (Cleric, Druid, Paladin)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Necromancy
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
You imbue one creature that you touch as part of casting the spell with a magic that revitalizes and protects. Until the spell ends, at the start of each of the target's turns, it regains 1d8 hit points and gains a number of temporary hit points equal to 3d6 + twice your spellcasting ability modifier.


 
==== S-Z ====
{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Scrying (Bard, Cleric, Druid, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 10 Minutes || Divination
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 1,000GP, such as a crystal ball, a silver mirror, or a font filled with holy water)
|}
|}
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. The target gains different bonuses or penalties to the Save based on your familiarity with it.<br>
*The target has +5 on the Save if you have Secondhand knowledge of it (you have heard of the target).
*The target has +0 on the Save if you have Firsthand knowledge of it (you have met the target).
*The target has -5 on the Save if you have Familiar knowledge of it (you know the target well).
The target also gains different penalties to the Save based on the strongest connection you have to it.<br>
*The target has -2 on the Save if you have a likeness or picture of the target.
*The target has -4 on the Save if you have a possession or garment of the target.
*The target has -10 on the Save if you have a body part, lock of hair, bit of nail, or similar object of the target.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.<br>
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.<br>
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Seeming (Bard, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Illusion
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 8 Hours || Components: VS
|}
|}
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.<br>
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.<br>
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br>
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Shining Armor (Cleric, Paladin, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a glass orb)
|}
|}
You wreathe yourself in weightless magical armoring crafted from plates of pure light. Until the spell ends, you shed bright light in a 20-foot radius and dim light for an extra 20 feet. You also gain the following benefits for the duration:
*When a creature within 10 feet of you hits you with a melee attack, the plates burst with beams of light. The attacker takes 3d6 radiant damage, and other creatures of your choice within 10 feet of you take half that damage.
*Attacks made against you have disadvantage.
*You have resistance to radiant damage.
In addition, if you are critically hit before the spell ends, you can use your reaction to end the spelL causing the plates to explode in a protective blast of light. The attack misses, and the attacker as well as each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn.<br>
When the spell ends, the magical plates vanish.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Sinking Maw (Druid, Sorcerer)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (an antlion shell filled with sand)
|}
|}
Choose a point on the ground that you can see within range. Ground within 30 feet of that point becomes swirling sand until the spell ends. The sand is difficult terrain. Each creature standing on the sand when the spell is cast must make a Dexterity saving throw. Any creature that enters the area for the first time on a turn or starts its turn within the area must also make the saving throw. On a failure, a creature sinks halfway into the sand and becomes restrained by the ground.<br>
Until the spell ends, if a creature ends its turn while restrained by the ground in this way, it is pulled up to 10 feet toward the center of the area. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and clambers onto the surface.<br>
When the spell ends, either because your concentration is broken or because you decide to end it, the ground returns to the solid form it had before the spell was cast. Each creature restrained by the spell must make a Constitution saving throw. A creature takes 9d6 nonmagical bludgeoning damage on a failed save, or half as much damage on a success. Creatures are still restrained by the solid ground (not by any creature or spell) until they escape, and they have disadvantage on ability checks made to escape solid ground.<br>
Creatures with a burrowing speed can't be restrained by the ground using this spell.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Skill Empowerment (Bard, Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 8 Hours || Components: VS
|}
 
==== S-Z ====
{| class="wikitable"
|+ Spells (Classes)
|-
| Level: 5 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
|}
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.<br>
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Sonic Boom (Bard, Cleric, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 150ft || Duration: Instant || Components: VS
|}
|}
A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it explodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened.<br>
Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell's effect.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ldl0 and the distance a creature is pushed increases by 5 feet for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Steel Wind Strike (Bard, Maledictor, Paladin, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: Instant || Components: VSM (a melee weapon)
|}
|}
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.<br>
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Sun Flower (Druid, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 10 Minute (Concentration) || Components: VSM (a sunflower seed)
|}
|}
You conjure a huge spectral sunflower which rises from the ground at a point that you can see within range and lasts for the duration. The flower sheds bright light in a 20-foot radius and dim light for an additional 20 feet, which is sunlight. The flower is incorporeal and does not occupy space. You can use a bonus action on each of your turns before the spell ends to cause the flower to release blazing sunlight in a blast. Choose one of the following two options each time you do so.<br>
'''Area Blast.''' Choose either a 15-foot-radius, 100-foot-high cylinder centered on the flower, a 40-foot cone blasting from the flower, or a line 80 feet long and 5 feet wide blasting from the flower. Each creature in the chosen area must make a Constitution saving throw, taking 6d6 radiant damage on a failed save, or half as much damage on a success. Undead and oozes have disadvantage on this roll.<br>
'''Single Target.''' Make a ranged spell attack against a target within 150 feet of the flower that you can see. Determine cover and line of effect for this attack as if it was made from the flower's location rather than your location. On a hit, the target takes 8d6 radiant damage. You have advantage on this attack roll against undead and oozes.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d6 for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Synaptic Static (Bard, Maledictor, Sorcerer, Warlock)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: Instant || Components: VS
|}
|}
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.<br>
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Taboo (Bard, Cleric, Druid, Maledictor, Paladin, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Minute || Enchantment
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: 30 Days || Components: V
|}
|}
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.<br>
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.<br>
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Telekinesis (Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VS
|}
|}
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.<br>
'''Creature.''' You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.<br>
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.<br>
'''Object.''' You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.<br>
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.<br>
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Telepathic Bond (Malidector, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Divination
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Hour || Components: VSM (pieces of eggshell from two different kinds of creatures)
|}
|}
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.<br>
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Teleportation Circle (Bard, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Minute || Divination
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 10ft || Duration: 1 Round || Components: VSM (rare chalks and inks infused with precious gems worth 50GP, which the spell consumes)
|}
|}
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.<br>
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.<br>
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Temporal Shunt (Bard, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: 1 Round || Components: VS
|}
|}
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Transmute Rock (Druid, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: Until Dispelled || Components: VSM (clay and water)
|}
|}
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.<br>
'''Transmute Rock to Mud.''' Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.<br>
The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.<br>
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.<br>
'''Transmute Mud to Rock.''' Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Tree Stride (Druid)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.<br>
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Wall of Force (Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a pinch of powder made by crushing a clear gemstone)
|}
|}
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).<br>
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Second Ward, blocking ethereal travel through the wall.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Wall of Light (Sorcerer, Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a hand mirror)
|}
|}
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.<br>
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.<br>
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.<br>
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Wall of Stone (Druid, Sorcerer, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Divination
Line 668: Line 863:
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
|}
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.<br>
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.<br>
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.<br>
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.<br>
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.<br>
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Water To Acid (Warlock, Wizard)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a vial of acid and a lump of coal)
|}
|}
Choose a point you can see within range inside a body of water. The portions of that body of water that fit inside a 50-foot cube centered on that point become highly acidic until the spell ends. Any creature that ends its turn within the area takes 7d4 acid damage and must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of its next turn. Objects in the area that aren't being worn or carried also take damage at the end of each of your turns.<br>
While the spell lasts, your magic keeps the acid in the area from mingling with the surrounding water. When the spell ends, the acid returns to its original form as water.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Wrath of Nature (Druid)
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
 
 
{| class="wikitable"
|+ Spells (Classes)
|-
| Level: 5 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
 
 
{| class="wikitable"
|+ Spells (Classes)
|-
| Level: 5 || Casting Time: 1 Action || Divination
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small block of granite)
|}
|}
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.<br>
'''Grasses and Undergrowth.''' Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.<br>
'''Trees.''' At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.<br>
'''Roots and Vines.''' At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.<br>
'''Rocks.''' As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.


{| class="wikitable"
|+ Spells (Classes)
|-
| Level: 5 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
==== Uncommon Spells ====
==== Uncommon Spells ====
{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Conjure Volley
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
 
{| class="wikitable"
|+ Spells (Classes)
|-
| Level: 5 || Casting Time: 1 Action || Divination
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 150ft || Duration: Instant || Components: VSM (one piece of ammunition or one thrown weapon)
|}
|}
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Contact Other Plane
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Minute || Divination
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 1 Minute || Components: V
|}
|}
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.<br>
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Create Golem
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 8 Hours || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: Instant || Components: VSM (a hammer, ornate stone, clay sculpture, piece of hair, and gold as determined below, which the spell consumes.)
|}
|}
To cast this spell you must first deterine which type of golem you would like to create. The amount of gold listed in consumed when the spell is completed.
*Flesh, 50,000GP
*Clay, 65,000GP
*Stone, 80,000GP
*Iron, 100,000
After you complete the spell the golem is created, animated, under your control, and it understands and obeys your spoken commands.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Disenchantment
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: Instant || Components: VS
|}
|}
You disrupt magic in a 20ft radius sphere at a point you choose in range.<br>
'''Magic Item Disruption''' All non-artifact magic items in the sphere have their magic suppressed and become mundane items for 8 hours.<br>
'''Dispel Magic.''' Any active spell of 4th level or lower or other magical effect on a creature or an object in the sphere is dispelled. For each spell of 5th level or higher on a creature or object, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.<br>
'''Creatures and Objects.''' A creature or object summoned or created by magic must make a Constitution saving throw. On a failure, the creature or object winks out of existence. On a success, the creature or object winks out of existence, then instantly the target reappears in the space it left or in the nearest unoccupied space if that space is occupied at the end of its next turn.<br>
'''Sever Magical Connection.''' A creature capable of casting spells or using teleportation or planar travel must make a saving throw using its spellcasting ability with disadvantage. On a failure, the creature is unable to cast spells, or travel magically. The affected target must make a saving throw using its spellcasting ability at the end of each of its turns. On a successful save, this effect ends. On a success, if the creature attempts to cast a spell with a casting time of 1 action or travel magically before the end of its next turn, roll a d20. On an 11 or higher, the spell or magical travel attempt doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell or magical travel attempt. If it can't, the spell or magical travel attempt is wasted.




{| class="wikitable"
{| class="wikitable"
|+ Spells (Classes)
|+ Permanence
|-
|-
| Level: 5 || Casting Time: 1 Action || Divination
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: Until you cast another spell || Components: VSM (Special)
|}
|}
The next spell you cast during the duration of this spell has its duration become "Until Dispelled".<br>
The material components for this spell are consumed after you cast your next spell. These material components are a number of ley-stones equal to the level of the spell cast, worth 500GP each. Additionally, you lose 500XP per level of the spell cast. This XP can be taken from any number of willing creatures evenly.<br>
Due to the nature of this spell, the DM can veto any spell that would be made permanent by this spell. If this is done, the XP and ley-stones are not consumed and you regain the Spell Slot used to cast this spell.<br>
This spell is intended to make awesome bases or give characters awesome abilities, such as permanent flight or darkvision.