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== Level 5 == | == Level 5 == | ||
{| class="wikitable" | |||
|+ Arcane Hand | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (an eggshell and a snakeskin glove) | |||
|} | |||
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.<br> | |||
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.<br> | |||
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.<br> | |||
'''Clenched Fist.''' The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.<br> | |||
'''Forceful Hand.''' The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.<br> | |||
'''Grasping Hand.''' The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.<br> | |||
'''Interposing Hand.''' The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. | |||
{| class="wikitable" | |||
|+ Awaken | |||
|- | |||
| Level: 5 || Casting Time: 8 Hour || Transmutation | |||
|- | |||
| Range: Touch || Duration: Instant || Components: VSM (an agate worth at least 1,000gp, which the spell consumes) | |||
|} | |||
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.<br> | |||
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. | |||
{| class="wikitable" | |||
|+ Babble | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
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.<br> | |||
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" | |||
|+ Claim Identity | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Illusion | |||
|- | |||
| Range: Touch || Duration: 8 Hours || Components: VS | |||
|} | |||
You steal the target's face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target’s true form, as if affected by Alter Self, and gain advantage on deception checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size, or gender.<br> | |||
This spell prevents any other Polymorph effects form restoring the target’s true face for the spell’s duration, though the target can still assume other forms or faces via magic or any natural shapechanging ability.<br> | |||
'''At Higher Levels.''' If you cast this spell with a 7th level spell slot or above, it transforms its target into a helpless, inanimate porcelain mask for the spell’s duration.<br> | |||
The target remains aware of everything it can see or hear while transformed. The target cannot speak or move, but can still take purely mental actions (such as casting certain spells) or be targeted by spells that affect its mind.<br> | |||
Any creature donning this mask is transofrmed into a flawless imitation of the spell's target, and reverts to its natural form upon removing the mask. Any damage deal to the mask immediately ends this spell. | |||
{| class="wikitable" | |||
|+ Cloudkill | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS | |||
|} | |||
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.<br> | |||
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.<br> | |||
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.<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" | |||
|+ Cone of Cold | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (a small crystal or glass cone) | |||
|} | |||
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.<br> | |||
A creature killed by this spell becomes a frozen statue until it thaws.<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" | |||
|+ Control Winds | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 300ft || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.<br> | |||
'''Gusts.''' A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.<br> | |||
'''Downdraft.''' You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.<br> | |||
'''Updraft.''' You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. | |||
{| class="wikitable" | |||
|+ Creation | |||
|- | |||
| Level: 5 || Casting Time: 1 Minute || Conjuration | |||
|- | |||
| Range: 30ft || Duration: See Description || Components: VSM (a tiny piece of matter of the same type of item you plan to create) | |||
|} | |||
You pull wisps of Khaagaazh straight from the air around you to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.<br> | |||
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. The following indicates how long the object remains | |||
*Vegetable matter: 1 day | |||
*Stone or crystal: 12 hours | |||
*Precious metals: 1 hour | |||
*Gems: 10 minutes | |||
*Adamantine or mithral: 1 minute | |||
Using any material created by this spell as another spell's material component causes that spell to fail.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. | |||
{| class="wikitable" | |||
|+ Dawn | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a sunburst pendant worth at least 100GP) | |||
|} | |||
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.<br> | |||
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.<br> | |||
If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. | |||
{| class="wikitable" | |||
|+ Dominate Person | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br> | |||
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.<br> | |||
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br> | |||
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br> | |||
'''At Higher Levels.''' When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. | |||
{| class="wikitable" | |||
|+ Dream | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Illusion | |||
|- | |||
| Range: Self || Duration: 8 Hours || Components: VSM (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) | |||
|} | |||
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.<br> | |||
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.<br> | |||
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.<br> | |||
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. | |||
{| class="wikitable" | |||
|+ Enervation | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.<br> | |||
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.<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" | |||
|+ Far Step | |||
|- | |||
| Level: 5 || Casting Time: 1 Bonus Action || Conjuration | |||
|- | |||
| 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" | |||
|+ Fingers of Lightning | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| 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" | |||
|+ Hold Monster | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| 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" | |||
|+ Immolation | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| 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" | |||
|+ Legend Lore | |||
|- | |||
| Level: 5 || Casting Time: 10 Minutes || Divination | |||
|- | |||
| 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" | |||
|+ Mislead | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Illusion | |||
|- | |||
| 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" | |||
|+ Modify Memory | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| 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" | |||
|+ Passwall | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| 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" | |||
|+ Planar Binding | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| 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" | |||
|+ Scrying | |||
|- | |||
| Level: 5 || Casting Time: 10 Minutes || Divination | |||
|- | |||
| 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" | |||
|+ Seeming | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Illusion | |||
|- | |||
| 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" | |||
|+ Shining Armor | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| 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" | |||
|+ Skill Empowerment | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: Touch || Duration: 8 Hours || Components: VS | |||
|} | |||
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" | |||
|+ Sonic Boom | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| 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" | |||
|+ Steel Wind Strike | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| 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" | |||
|+ Sun Flower | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| 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" | |||
|+ Taboo (Bard, Cleric, Paladin) | |||
|- | |||
| Level: 5 || Casting Time: 1 Minute || Enchantment | |||
|- | |||
| 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" | |||
|+ Telekinesis | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| 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" | |||
|+ Telepathic Bond | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Divination | |||
|- | |||
| 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" | |||
|+ Teleportation Circle | |||
|- | |||
| Level: 5 || Casting Time: 1 Minute || Divination | |||
|- | |||
| 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" | |||
|+ Temporal Shunt | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| 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" | |||
|+ Transmute Rock | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| 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" | |||
|+ Wall of Force | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| 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" | |||
|+ Wall of Light | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Evocation | |||
|- | |||
| 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" | |||
|+ Wall of Stone | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Divination | |||
|- | |||
| 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" | |||
|+ Water To Acid | |||
|- | |||
| Level: 5 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| 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. |