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spells.yaml
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Acid Arrow:
cast_time: 1 Action
classes: Wizard
concentration: false
duration: Instant
level: 2
material: true
material_consumed: false
material_costly: false
material_text: powdered rhubarb leaf and an adder’s stomach
range: 90 Feet
ritual: false
rules: >-
A shimmering green arrow streaks toward a target within range and bursts in a
spray of acid. Make a ranged spell attack against the target. On a hit, the target
takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn.
On a miss, the arrow splashes the target with acid for half as much of the initial
damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, the damage (both initial and later) increases by 1d4 for each slot level
above 2nd.
school: Evocation
somatic: true
source: System Reference Document
verbal: true
Acid Splash:
cast_time: 1 Action
classes: Sorcerer, Wizard
concentration: false
duration: Instant
level: 0
material: false
material_consumed: false
material_costly: false
range: 60 Feet
ritual: false
rules: >-
You hurl a bubble of acid. Choose one creature within range, or choose two creatures
within range that are within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
school: Conjuration
somatic: true
source: System Reference Document
verbal: true
Aid:
cast_time: 1 Action
classes: Cleric, Paladin
concentration: false
duration: 8 hours
level: 2
material: true
material_consumed: false
material_costly: false
material_text: a tiny strip of white cloth
range: 30 Feet
ritual: false
rules: >-
Your spell bolsters your allies with toughness and resolve. Choose up to three
creatures within range. Each target’s hit point maximum and current hit points
increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, a target’s hit points increase by an additional 5 for each slot level
above 2nd.
school: Abjuration
somatic: true
source: System Reference Document
verbal: true
Alarm:
cast_time: 1 Minute
classes: Ranger, Wizard
concentration: false
duration: 8 hours
level: 1
material: true
material_consumed: false
material_costly: false
material_text: a tiny bell and a piece of fine silver wire
range: 30 Feet
ritual: true
rules: >-
You set an alarm against unwanted intrusion. Choose a door, a window, or an area
within range that is no larger than a 20-foot cube. Until the spell ends, an alarm
alerts you whenever a Tiny or larger creature touches or enters the warded area.
When you cast the spell, you can designate creatures that won’t set off the alarm.
You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of
the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
school: Abjuration
somatic: true
source: System Reference Document
verbal: true
Alter Self:
cast_time: 1 Action
classes: Sorcerer, Wizard
concentration: true
duration: 1 hour
level: 2
material: false
material_consumed: false
material_costly: false
range: Self
ritual: false
rules: >-
You assume a different form. When you cast the spell, choose one of the following
options, the effects of which last for the duration of the spell. While the spell
lasts, you can end one option as an action to gain the benefits of a different
one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills
and growing webbing between your fingers. You can breathe underwater and gain
a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like,
including your height, weight, facial features, sound of your voice, hair length,
coloration, and distinguishing characteristics, if any. You can make yourself
appear as a member of another race, though none of your statistics change. You
also can’t appear as a creature of a different size than you, and your basic shape
stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal,
for instance. At any time for the duration of the spell, you can use your action
to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural
weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or
slashing damage, as appropriate to the natural weapon you chose, and you are proficient
with your unarmed strikes. Finally, the natural weapon is magic and you have a
+1 bonus to the attack and damage rolls you make using it.
school: Transmutation
somatic: true
source: System Reference Document
verbal: true
Animal Messenger:
cast_time: 1 Action
classes: Bard, Druid, Ranger
concentration: false
duration: 24 hours
level: 2
material: true
material_consumed: false
material_costly: false
material_text: a morsel of food
range: 30 Feet
ritual: true
rules: >-
By means of this spell, you use an animal to deliver a message. Choose a Tiny
beast you can see within range, such as a squirrel, a blue jay, or a bat. You
specify a location, which you must have visited, and a recipient who matches a
general description, such as “a man or woman dressed in the uniform of the town
guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message
of up to twenty-five words. The target beast travels for the duration of the spell
toward the specified location, covering about 50 miles per 24 hours for a flying
messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you
described, replicating the sound of your voice. The messenger speaks only to a
creature matching the description you gave. If the messenger doesn’t reach its
destination before the spell ends, the message is lost, and the beast makes its
way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher,
the duration of the spell increases by 48 hours for each slot level above 2nd.
school: Enchantment
somatic: true
source: System Reference Document
verbal: true
Animal Shapes:
cast_time: 1 Action
classes: Druid
concentration: true
duration: 24 hours
level: 8
material: false
material_consumed: false
material_costly: false
range: 30 Feet
ritual: false
rules: >-
Your magic turns others into beasts. Choose any number of willing creatures that
you can see within range. You transform each target into the form of a Large or
smaller beast with a challenge rating of 4 or lower. On subsequent turns, you
can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target
drops to 0 hit points or dies. You can choose a different form for each target.
A target’s game statistics are replaced by the statistics of the chosen beast,
though the target retains its alignment and Intelligence, Wisdom, and Charisma
scores. The target assumes the hit points of its new form, and when it reverts
to its normal form, it returns to the number of hit points it had before it transformed.
If it reverts as a result of dropping to 0 hit points, any excess damage carries
over to its normal form. As long as the excess damage doesn’t reduce the creature’s
normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited
in the actions it can perform by the nature of its new form, and it can’t speak
or cast spells.
The target’s gear melds into the new form. The target can’t activate, wield, or
otherwise benefit from any of its equipment.
school: Transmutation
somatic: true
source: System Reference Document
verbal: true
Animate Dead:
cast_time: 1 Minute
classes: Cleric, Wizard
concentration: false
duration: Instant
level: 3
material: true
material_consumed: false
material_costly: false
material_text: a drop of blood, a piece of flesh, and a pinch of bone dust
range: 10 Feet
ritual: false
rules: >-
This spell creates an undead servant. Choose a pile of bones or a corpse of a
Medium or Small humanoid within range. Your spell imbues the target with a foul
mimicry of life, raising it as an undead creature. The target becomes a skeleton
if you chose bones or a zombie if you chose a corpse (the GM has the creature’s
game statistics).
On each of your turns, you can use a bonus action to mentally command any creature
you made with this spell if the creature is within 60 feet of you (if you control
multiple creatures, you can command any or all of them at the same time, issuing
the same command to each one). You decide what action the creature will take and
where it will move during its next turn, or you can issue a general command, such
as to guard a particular chamber or corridor. If you issue no commands, the creature
only defends itself against hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying
any command you’ve given it. To maintain control of the creature for another 24
hours, you must cast this spell on the creature again before the current 24-hour
period ends. This use of the spell reasserts your control over up to four creatures
you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or
higher, you animate or reassert control over two additional undead creatures for
each slot level above 3rd. Each of the creatures must come from a different corpse
or pile of bones.
school: Necromancy
somatic: true
source: System Reference Document
verbal: true
Animate Objects:
cast_time: 1 Action
classes: Bard, Sorcerer, Wizard
concentration: true
duration: 1 minute
level: 5
material: false
material_consumed: false
material_costly: false
range: 120 Feet
ritual: false
rules: >-
Objects come to life at your command. Choose up to ten nonmagical objects within
range that are not being worn or carried. Medium targets count as two objects,
Large targets count as four objects, Huge targets count as eight objects. You
can’t animate any object larger than Huge. Each target animates and becomes a
creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell
if the creature is within 500 feet of you (if you control multiple creatures,
you can command any or all of them at the same time, issuing the same command
to each one). You decide what action the creature will take and where it will
move during its next turn, or you can issue a general command, such as to guard
a particular chamber or corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an order, the creature continues
to follow it until its task is complete.
school: Transmutation
somatic: true
source: System Reference Document
verbal: true
Antilife Shell:
cast_time: 1 Action
classes: Druid
concentration: true
duration: 1 hour
level: 5
material: false
material_consumed: false
material_costly: false
range: Self (10-Foot Radius)
ritual: false
rules: >-
A shimmering barrier extends out from you in a 10- foot radius and moves with
you, remaining centered on you and hedging out creatures other than undead and
constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An
affected creature can cast spells or make attacks with ranged or reach weapons
through the barrier.
If you move so that an affected creature is forced to pass through the barrier,
the spell ends.
school: Abjuration
somatic: true
source: System Reference Document
verbal: true
Antimagic Field:
cast_time: 1 Action
classes: Cleric, Wizard
concentration: true
duration: 1 hour
level: 8
material: true
material_consumed: false
material_costly: false
material_text: a pinch of powdered iron or iron filings
range: Self (10-Foot-Radius Sphere)
ritual: false
rules: >-
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced
from the magical energy that suffuses the multiverse. Within the sphere, spells
can’t be cast, summoned creatures disappear, and even magic items become mundane.
Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity,
are suppressed in the sphere and can’t protrude into it. A slot expended to cast
a suppressed spell is consumed. While an effect is suppressed, it doesn’t function,
but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and
charm person, that target a creature or an object in the sphere have no effect
on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball,
can’t extend into the sphere. If the sphere overlaps an area of magic, the part
of the area that is covered by the sphere is suppressed. For example, the flames
created by a wall of fire are suppressed within the sphere, creating a gap in
the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in
the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere.
For example, a +1 longsword in the sphere functions as a nonmagical longsword.
A magic weapon’s properties and powers are suppressed if it is used against a
target in the sphere or wielded by an attacker in the sphere. If a magic weapon
or a piece of magic ammunition fully leaves the sphere (for example, if you fire
a magic arrow or throw a magic spear at a target outside the sphere), the magic
of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether
the sphere is the destination or the departure point for such magical travel.
A portal to another location, world, or plane of existence, as well as an opening
to an extradimensional space such as that created by the rope trick spell, temporarily
closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily
winks out of existence in the sphere. Such a creature instantly reappears once
the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on
the sphere. Likewise, the spheres created by different antimagic field spells
don’t nullify each other.
school: Abjuration
somatic: true
source: System Reference Document
verbal: true
Antipathy/Sympathy:
cast_time: 1 Hour
classes: Druid, Wizard
concentration: false
duration: 10 days
level: 8
material: true
material_consumed: false
material_costly: false
material_text: either a lump of alum soaked in vinegar for the *antipathy* effect
or a drop of honey for the *sympathy* effect
range: 60 Feet
ritual: false
rules: >-
This spell attracts or repels creatures of your choice. You target something within
range, either a Huge or smaller object or creature or an area that is no larger
than a 200-foot cube. Then specify a kind of intelligent creature, such as red
dragons, goblins, or vampires. You invest the target with an aura that either
attracts or repels the specified creatures for the duration. Choose antipathy
or sympathy as the aura’s effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel
an intense urge to leave the area and avoid the target. When such a creature can
see the target or comes within 60 feet of it, the creature must succeed on a Wisdom
saving throw or become frightened. The creature remains frightened while it can
see the target or is within 60 feet of it. While frightened by the target, the
creature must use its movement to move to the nearest safe spot from which it
can’t see the target. If the creature moves more than 60 feet from the target
and can’t see it, the creature is no longer frightened, but the creature becomes
frightened again if it regains sight of the target or moves within 60 feet of
it.
Sympathy. The enchantment causes the specified creatures to feel an intense urge
to approach the target while within 60 feet of it or able to see it. When such
a creature can see the target or comes within 60 feet of it, the creature must
succeed on a Wisdom saving throw or use its movement on each of its turns to enter
the area or move within reach of the target. When the creature has done so, it
can’t willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature
can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If an affected creature ends its turn while not within 60 feet
of the target or able to see it, the creature makes a Wisdom saving throw. On
a successful save, the creature is no longer affected by the target and recognizes
the feeling of repugnance or attraction as magical. In addition, a creature affected
by the spell is allowed another Wisdom saving throw every 24 hours while the spell
persists.
A creature that successfully saves against this effect is immune to it for 1 minute,
after which time it can be affected again.
school: Enchantment
somatic: true
source: System Reference Document
verbal: true
Arcane Eye:
cast_time: 1 Action
classes: Wizard
concentration: true
duration: 1 hour
level: 4
material: true
material_consumed: false
material_costly: false
material_text: a bit of bat fur
range: 30 Feet
ritual: false
rules: >-
You create an invisible, magical eye within range that hovers in the air for the
duration.
You mentally receive visual information from the eye, which has normal vision
and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no
limit to how far away from you the eye can move, but it can’t enter another plane
of existence. A solid barrier blocks the eye’s movement, but the eye can pass
through an opening as small as 1 inch in diameter.
school: Divination
somatic: true
source: System Reference Document
verbal: true
Arcane Hand:
cast_time: 1 Action
classes: Wizard
concentration: true
duration: 1 minute
level: 5
material: true
material_consumed: false
material_costly: false
material_text: an eggshell and a snakeskin glove
range: 120 Feet
ritual: false
rules: >-
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.
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.
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.
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.
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.
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.
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.
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.
school: Evocation
somatic: true
source: System Reference Document
verbal: true
Arcane Lock:
cast_time: 1 Action
classes: Wizard
concentration: false
duration: Until dispelled
level: 2
material: true
material_consumed: true
material_cost: 25gp
material_costly: true
material_text: gold dust worth at least 25 gp, which the spell consumes
range: Touch
ritual: false
rules: >-
You touch a closed door, window, gate, chest, or other entryway, and it becomes
locked for the duration. You and the creatures you designate when you cast this
spell can open the object normally. You can also set a password that, when spoken
within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it
is impassable until it is broken or the spell is dispelled or suppressed. Casting
knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open;
the DC to break it or pick any locks on it increases by 10.
school: Abjuration
somatic: true
source: System Reference Document
verbal: true
Arcane Sword:
cast_time: 1 Action
classes: Bard, Wizard
concentration: true
duration: 1 minute
level: 7
material: true
material_consumed: false
material_cost: 250gp
material_costly: true
material_text: a miniature platinum sword with a grip and pommel of copper and zinc,
worth 250 gp
range: 60 Feet
ritual: false
rules: >-
You create a sword-shaped plane of force that hovers within range. It lasts for
the duration.
When the sword appears, you make a melee spell attack against a target of your
choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage.
Until the spell ends, you can use a bonus action on each of your turns to move
the sword up to 20 feet to a spot you can see and repeat this attack against the
same target or a different one.
school: Evocation
somatic: true
source: System Reference Document
verbal: true
Arcanist’s Magic Aura:
cast_time: 1 Action
classes: Wizard
concentration: false
duration: 24 hours
level: 2
material: true
material_consumed: false
material_costly: false
material_text: a small square of silk
range: Touch
ritual: false
rules: >-
You place an illusion on a creature or an object you touch so that divination
spells reveal false information about it. The target can be a willing creature
or an object that isn’t being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect
lasts for the duration. If you cast this spell on the same creature or object
every day for 30 days, placing the same effect on it each time, the illusion lasts
until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects,
such as detect magic, that detect magical auras. You can make a nonmagical object
appear magical, a magical object appear nonmagical, or change the object’s magical
aura so that it appears to belong to a specific school of magic that you choose.
When you use this effect on an object, you can make the false magic apparent to
any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that
detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol
spell. You choose a creature type and other spells and magical effects treat the
target as if it were a creature of that type or of that alignment.
school: Illusion
somatic: true
source: System Reference Document
verbal: true
Astral Projection:
cast_time: 1 Hour
classes: Cleric, Warlock, Wizard
concentration: false
duration: Special
level: 9
material: true
material_consumed: true
material_cost: 1100gp
material_costly: true
material_text: for each creature you affect with this spell, you must provide one
jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at
least 100 gp, all of which the spell consumes
range: 10 Feet
ritual: false
rules: >-
You and up to eight willing creatures within range project your astral bodies
into the Astral Plane (the spell fails and the casting is wasted if you are already
on that plane). The material body you leave behind is unconscious and in a state
of suspended animation; it doesn’t need food or air and doesn’t age.
Your astral body resembles your mortal form in almost every way, replicating your
game statistics and possessions. The principal difference is the addition of a
silvery cord that extends from between your shoulder blades and trails behind
you, fading to invisibility after 1 foot. This cord is your tether to your material
body. As long as the tether remains intact, you can find your way home. If the
cord is cut—something that can happen only when an effect specifically states
that it does—your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through
portals there leading to any other plane. If you enter a new plane or return to
the plane you were on when casting this spell, your body and possessions are transported
along the silver cord, allowing you to re-enter your body as you enter the new
plane. Your astral form is a separate incarnation. Any damage or other effects
that apply to it have no effect on your physical body, nor do they persist when
you return to it.
The spell ends for you and your companions when you use your action to dismiss
it. When the spell ends, the affected creature returns to its physical body, and
it awakens.
The spell might also end early for you or one of your companions. A successful
dispel magic spell used against an astral or physical body ends the spell for
that creature. If a creature’s original body or its astral form drops to 0 hit
points, the spell ends for that creature. If the spell ends and the silver cord
is intact, the cord pulls the creature’s astral form back to its body, ending
its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their
astral forms and must find their own way back to their bodies, usually by dropping
to 0 hit points.
school: Necromancy
somatic: true
source: System Reference Document
verbal: true
Augury:
cast_time: 1 Minute
classes: Cleric
concentration: false
duration: Instant
level: 2
material: true
material_consumed: false
material_cost: 25gp
material_costly: true
material_text: specially marked sticks, bones, or similar tokens worth at least
25 gp
range: Self
ritual: true
rules: >-
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or
employing some other divining tool, you receive an omen from an otherworldly entity
about the results of a specific course of action that you plan to take within
the next 30 minutes. The GM chooses from the following possible omens:
• Weal, for good results
• Woe, for bad results
• Weal and woe, for both good and bad results
• Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change
the outcome, such as the casting of additional spells or the loss or gain of a
companion.
If you cast the spell two or more times before completing your next long rest,
there is a cumulative 25 percent chance for each casting after the first that
you get a random reading. The GM makes this roll in secret.
school: Divination
somatic: true
source: System Reference Document
verbal: true
Awaken:
cast_time: 8 Hours
classes: Bard, Druid
concentration: false
duration: Instant
level: 5
material: true
material_consumed: true
material_cost: 1000gp
material_costly: true
material_text: an agate worth at least 1,000 gp, which the spell consumes
range: Touch
ritual: false
rules: >-
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.
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.
school: Transmutation
somatic: true
source: System Reference Document
verbal: true
Bane:
cast_time: 1 Action
classes: Bard, Cleric
concentration: true
duration: 1 minute
level: 1
material: true
material_consumed: false
material_costly: false
material_text: a drop of blood
range: 30 Feet
ritual: false
rules: >-
Up to three creatures of your choice that you can see within range must make Charisma
saving throws. Whenever a target that fails this saving throw makes an attack
roll or a saving throw before the spell ends, the target must roll a d4 and subtract
the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot level above 1st.
school: Enchantment
somatic: true
source: System Reference Document
verbal: true
Banishment:
cast_time: 1 Action
classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
concentration: true
duration: 1 minute
level: 4
material: true
material_consumed: false
material_costly: false
material_text: an item distasteful to the target
range: 60 Feet
ritual: false
rules: >-
You attempt to send one creature that you can see within range to another plane
of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you’re on, you banish the target
to a harmless demiplane. While there, the target is incapacitated. The target
remains there until the spell ends, at which point the target reappears in the
space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you’re
on, the target is banished with a faint popping noise, returning to its home plane.
If the spell ends before 1 minute has passed, the target reappears in the space
it left or in the nearest unoccupied space if that space is occupied. Otherwise,
the target doesn’t return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or
higher, you can target one additional creature for each slot level above 4th.
school: Abjuration
somatic: true
source: System Reference Document
verbal: true
Barkskin:
cast_time: 1 Action
classes: Druid, Ranger
concentration: true
duration: 1 hour
level: 2
material: true
material_consumed: false
material_costly: false
material_text: a handful of oak bark
range: Touch
ritual: false
rules: >-
You touch a willing creature. Until the spell ends, the target’s skin has a rough,
bark-like appearance, and the target’s AC can’t be less than 16, regardless of
what kind of armor it is wearing.
school: Transmutation
somatic: true
source: System Reference Document
verbal: true
Beacon of Hope:
cast_time: 1 Action
classes: Cleric
concentration: true
duration: 1 minute
level: 3
material: false
material_consumed: false
material_costly: false
range: 30 Feet
ritual: false
rules: >-
This spell bestows hope and vitality. Choose any number of creatures within range.
For the duration, each target has advantage on Wisdom saving throws and death
saving throws, and regains the maximum number of hit points possible from any
healing.
school: Abjuration
somatic: true
source: System Reference Document
verbal: true
Bestow Curse:
cast_time: 1 Action
classes: Bard, Cleric, Wizard
concentration: true
duration: 1 minute
level: 3
material: false
material_consumed: false
material_costly: false
range: Touch
ritual: false
rules: >-
You touch a creature, and that creature must succeed on a Wisdom saving throw
or become cursed for the duration of the spell. When you cast this spell, choose
the nature of the curse from the following options:
• Choose one ability score. While cursed, the target has disadvantage on ability
checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each
of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic
damage to the target.
A remove curse spell ends this effect. At the GM’s option, you may choose an alternative
curse effect, but it should be no more powerful than those described above. The
GM has final say on such a curse’s effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher,
the duration is concentration, up to 10 minutes. If you use a spell slot of 5th
level or higher, the duration is 8 hours. If you use a spell slot of 7th level
or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell
lasts until it is dispelled. Using a spell slot of 5th level or higher grants
a duration that doesn’t require concentration.
school: Necromancy
somatic: true
source: System Reference Document
verbal: true
Black Tentacles:
cast_time: 1 Action
classes: Wizard
concentration: true
duration: 1 minute
level: 4
material: true
material_consumed: false
material_costly: false
material_text: a piece of tentacle from a giant octopus or a giant squid
range: 90 Feet
ritual: false
rules: >-
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within
range. For the duration, these tentacles turn the ground in the area into difficult
terrain.
When a creature enters the affected area for the first time on a turn or starts
its turn there, the creature must succeed on a Dexterity saving throw or take
3d6 bludgeoning damage and be restrained by the tentacles until the spell ends.
A creature that starts its turn in the area and is already restrained by the tentacles
takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or
Dexterity check (its choice) against your spell save DC. On a success, it frees
itself.
school: Conjuration
somatic: true
source: System Reference Document
verbal: true
Blade Barrier:
cast_time: 1 Action
classes: Cleric
concentration: true
duration: 10 minutes
level: 6
material: false
material_consumed: false
material_costly: false
range: 90 Feet
ritual: false
rules: >-
You create a vertical wall of whirling, razor-sharp blades made of magical energy.
The wall appears within range and lasts for the duration. You can make a straight
wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up
to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters
cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall’s area for the first time on a turn or starts
its turn there, the creature must make a Dexterity saving throw. On a failed save,
the creature takes 6d10 slashing damage. On a successful save, the creature takes
half as much damage.
school: Evocation
somatic: true
source: System Reference Document
verbal: true
Bless:
cast_time: 1 Action
classes: Cleric, Paladin
concentration: true
duration: 1 minute
level: 1
material: true
material_consumed: false
material_costly: false
material_text: a sprinkling of holy water
range: 30 Feet
ritual: false
rules: >-
You bless up to three creatures of your choice within range. Whenever a target
makes an attack roll or a saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or saving throw.