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test.html
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<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Skills</title>
<!-- Compiled and minified Bootstrap CSS -->
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/css/bootstrap.min.css">
<!-- jQuery library -->
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
<!-- Compiled Bootstrap JavaScript -->
<script src="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/js/bootstrap.min.js"></script>
<!-- Fonts -->
<link href="https://use.fontawesome.com/releases/v5.15.1/css/all.css" rel="stylesheet" />
<link href='https://fonts.googleapis.com/css?family=Buenard' rel='stylesheet'>
<!-- Datatables CSS -->
<link rel="stylesheet" type="text/css" href="https://cdn.datatables.net/v/bs/dt-1.12.0/datatables.min.css"/>
<!-- Datatables JavaScript -->
<script type="text/javascript" src="https://cdn.datatables.net/v/bs/dt-1.12.0/datatables.min.js"></script>
<!-- Papa Parse -->
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/PapaParse/5.1.0/papaparse.min.js"></script>
<script type="text/javascript">
$(document).ready(function() {
var archetypeDict = {};
archetypeDict["Bard"] = new Set();
archetypeDict["Cleric"] = new Set();
archetypeDict["Druid"] = new Set();
contentTable = $('#contentTable').DataTable({
order: [[0, 'desc']],
ordering: false,
iDisplayLength: -1,
columnDefs: [
{ targets: [0,1], visible: true},
{ targets: '_all', visible: true }],
columns: [
{ title: 'Spell'},
{ title: 'Description'},
{ title: 'Level'},
{ title: 'Archetypes'},
{ title: 'Bard'},
{ title: 'Cleric'},
{ title: 'Druid'},
{ title: 'Ranger'},
{ title: 'Sorcerer'},
{ title: 'Warlock'},
{ title: 'Wizard'},
{ title: 'Professional'},
{ title: 'Cursed'},
{ title: 'Feyblood'},
{ title: 'Ritual'}],
dom: "<'row'<'col-sm-12'f>>" + "<'row'<'col-sm-12'tr>>"
});
////////////////////////////
//// Initialize selections
$('.levelSelect').each(function() {
$(this).prop('checked', true);
});
$('#classSelection').data('pre', $(this).val());
////////////////////////////
//// Count spells
function countSpells() {
spellCount = $('#contentTable').DataTable().rows( {search:'applied'} ).count();
$('#alert').text(spellCount + ' spells in selection')
};
////////////////////////////
//// Level selection
$('.levelSelect').on('change', function() {
var levels = [];
$('.levelSelect:checked').each(function() {
levels.push($(this).val());
});
$('#contentTable').DataTable()
.columns( 2 )
.search( levels.join('|'), true, false )
.draw();
countSpells();
});
////////////////////////////
//// Reset level selection
$('#resetLevel').on('click', function() {
if ($('.levelSelect').is(":checked")) {
$('.levelSelect').each(function() {
$(this).prop('checked', false);
});
$('#contentTable').DataTable()
.columns( 2 )
.search( 'Hide all rows' )
.draw();
} else {
$('.levelSelect').each(function() {
$(this).prop('checked', true);
});
$('#contentTable').DataTable()
.columns( 2 )
.search( '' )
.draw();
}
countSpells();
});
////////////////////////////
//// Class selection
$('#classSelection').on('change', function() {
var value_before_change = $(this).data('pre');
var selectedClassCol = $(this).val();
var table = $('#contentTable').DataTable()
table
.column( value_before_change )
.search( '' )
.draw();
table
.column( selectedClassCol )
.search( '^((?!No).)*$', true, false )
.draw();
$('.' + value_before_change + 'archetype').addClass('d-none');
if (selectedClassCol == 2 ) {
$('#archetypeSelection').addClass('d-none');
} else {
$('#archetypeSelection').removeClass('d-none');
$('#archetypeSelection').val('None').change();
$('.' + selectedClassCol + 'archetype').removeClass('d-none');
}
// save currently selected
$(this).data('pre', $(this).val());
countSpells();
});
////////////////////////////
//// Archetype selection
$('#archetypeSelection').on('change', function() {
classColumn = $('#classSelection').val()
archetypeRegEx = 'Yes|' + $('#archetypeSelection').val()
$('#contentTable').DataTable()
.columns( classColumn )
.search( archetypeRegEx , true, false )
.draw();
countSpells();
});
});
</script>
</head>
<body>
<div class="container container-main">
<!-- <h3>Spells</h3> -->
<b>Spell level:</b>
<label><input type="checkbox" class="levelSelect" value="0" selected> Cantrips</label>
<label><input type="checkbox" class="levelSelect" value="1"> 1</label>
<label><input type="checkbox" class="levelSelect" value="2"> 2</label>
<label><input type="checkbox" class="levelSelect" value="3"> 3</label>
<label><input type="checkbox" class="levelSelect" value="4"> 4</label>
<label><input type="checkbox" class="levelSelect" value="5"> 5</label>
<label><input type="checkbox" class="levelSelect" value="6"> 6</label>
<label><input type="checkbox" class="levelSelect" value="7"> 7</label>
<label><input type="checkbox" class="levelSelect" value="8"> 8</label>
<label><input type="checkbox" class="levelSelect" value="9"> 9</label>
<label><input type="checkbox" class="levelSelect" value="reset"> All</label>
<button class="btn btn-sm btn-outline-primary" id="resetLevel">Check/uncheck all</button>
<p>
<label for="classSelection">Class:</label>
<select id="classSelection">
<option value="2">All</option>
<option value="4">Bard</option>
<option value="5">Cleric</option>
<option value="6">Druid</option>
</select>
<select class="form-control d-none" id="archetypeSelection">
<option id="baseChoice" value="None">Base class spells</option>
<option class="4archetype d-none" value="Desire">Desire</option><option class="4archetype d-none" value="Crossroads">Crossroads</option><option class="4archetype d-none" value="Entropy">Entropy</option><option class="4archetype d-none" value="Mad god">Mad god</option><option class="4archetype d-none" value="Dance">Dance</option><option class="4archetype d-none" value="Calligraphy">Calligraphy</option><option class="4archetype d-none" value="Purity">Purity</option><option class="4archetype d-none" value="Doors">Doors</option><option class="4archetype d-none" value="Masks">Masks</option><option class="4archetype d-none" value="Mirrors">Mirrors</option><option class="4archetype d-none" value="Whispers">Whispers</option><option class="4archetype d-none" value="Secrets">Secrets</option><option class="4archetype d-none" value="Faith">Faith</option><option class="4archetype d-none" value="Beasts">Beasts</option><option class="4archetype d-none" value="Glamour">Glamour</option><option class="4archetype d-none" value="Pied piper">Pied piper</option><option class="4archetype d-none" value="Awakened art">Awakened art</option><option class="4archetype d-none" value="Fools">Fools</option><option class="4archetype d-none" value="Marionettist">Marionettist</option><option class="4archetype d-none" value="Tales">Tales</option><option class="4archetype d-none" value="Lore">Lore</option><option class="4archetype d-none" value="Pathfinder chronicler">Pathfinder chronicler</option><option class="4archetype d-none" value="Grandeur">Grandeur</option><option class="4archetype d-none" value="Warrior poet">Warrior poet</option><option class="4archetype d-none" value="Portraiture">Portraiture</option><option class="4archetype d-none" value="Shadowfell">Shadowfell</option><option class="4archetype d-none" value="Valor">Valor</option><option class="4archetype d-none" value="Colors">Colors</option><option class="4archetype d-none" value="Revelry">Revelry</option><option class="4archetype d-none" value="Beguiler">Beguiler</option><option class="4archetype d-none" value="Shanties">Shanties</option><option class="4archetype d-none" value="Eulogies">Eulogies</option><option class="5archetype d-none" value="Strength">Strength</option><option class="5archetype d-none" value="Hunting">Hunting</option><option class="5archetype d-none" value="Death">Death</option><option class="5archetype d-none" value="Forge">Forge</option><option class="5archetype d-none" value="Dwarven rune">Dwarven rune</option><option class="5archetype d-none" value="Time">Time</option><option class="5archetype d-none" value="Celebration">Celebration</option><option class="5archetype d-none" value="Charm">Charm</option><option class="5archetype d-none" value="Leadership">Leadership</option><option class="5archetype d-none" value="Order">Order</option><option class="5archetype d-none" value="Survival">Survival</option><option class="5archetype d-none" value="Trickery">Trickery</option><option class="5archetype d-none" value="Yes">Yes</option><option class="5archetype d-none" value="Agriculture">Agriculture</option><option class="5archetype d-none" value="Balanced scale of Abadar">Balanced scale of Abadar</option><option class="5archetype d-none" value="Ocean">Ocean</option><option class="5archetype d-none" value="Tempest">Tempest</option><option class="5archetype d-none" value="Nature">Nature</option><option class="5archetype d-none" value="Knowledge">Knowledge</option><option class="5archetype d-none" value="Fate">Fate</option><option class="5archetype d-none" value="Life">Life</option><option class="5archetype d-none" value="Protection">Protection</option><option class="5archetype d-none" value="Balance">Balance</option><option class="5archetype d-none" value="Repose">Repose</option><option class="5archetype d-none" value="Arcana">Arcana</option><option class="5archetype d-none" value="Fortune">Fortune</option><option class="5archetype d-none" value="Desert">Desert</option><option class="5archetype d-none" value="Light">Light</option><option class="5archetype d-none" value="War">War</option><option class="5archetype d-none" value="Vengeance">Vengeance</option><option class="5archetype d-none" value="Winter">Winter</option><option class="5archetype d-none" value="Chaos">Chaos</option><option class="5archetype d-none" value=" Trickery"> Trickery</option><option class="5archetype d-none" value=" Order"> Order</option><option class="6archetype d-none" value="Land - Mountain">Land - Mountain</option><option class="6archetype d-none" value="Land - Underdark">Land - Underdark</option><option class="6archetype d-none" value="Blood">Blood</option><option class="6archetype d-none" value="Moon">Moon</option><option class="6archetype d-none" value="Spores">Spores</option><option class="6archetype d-none" value="Yes">Yes</option><option class="6archetype d-none" value="Land - Forest">Land - Forest</option><option class="6archetype d-none" value="Forest">Forest</option><option class="6archetype d-none" value="Land - Desert">Land - Desert</option><option class="6archetype d-none" value="Sands">Sands</option><option class="6archetype d-none" value="Land - Arctic">Land - Arctic</option><option class="6archetype d-none" value="Land - Swamp">Land - Swamp</option><option class="6archetype d-none" value="Shepherd">Shepherd</option><option class="6archetype d-none" value="Ancients">Ancients</option><option class="6archetype d-none" value="Land - Coast">Land - Coast</option><option class="6archetype d-none" value="Tides">Tides</option><option class="6archetype d-none" value="Land - Grassland">Land - Grassland</option><option class="6archetype d-none" value="Swarm">Swarm</option><option class="6archetype d-none" value="Dust">Dust</option><option class="6archetype d-none" value="Dreams">Dreams</option><option class="6archetype d-none" value="Storms">Storms</option><option class="6archetype d-none" value="Twilight">Twilight</option><option class="6archetype d-none" value="Storm">Storm</option><option class="6archetype d-none" value="Lyan">Lyan</option><option class="6archetype d-none" value="yes">yes</option><option class="Rangerarchetype d-none" value="Herbalist">Herbalist</option><option class="Rangerarchetype d-none" value="Burghal explorer">Burghal explorer</option><option class="Rangerarchetype d-none" value="Banshee">Banshee</option><option class="Rangerarchetype d-none" value="Horizon walker">Horizon walker</option><option class="Rangerarchetype d-none" value="Monster slayer">Monster slayer</option><option class="Rangerarchetype d-none" value="Fey hunter">Fey hunter</option><option class="Rangerarchetype d-none" value="Moonstalker">Moonstalker</option><option class="Rangerarchetype d-none" value="Nightstalker">Nightstalker</option><option class="Rangerarchetype d-none" value="Trickster">Trickster</option><option class="Rangerarchetype d-none" value="Diabolist">Diabolist</option><option class="Rangerarchetype d-none" value="Freerunner">Freerunner</option><option class="Rangerarchetype d-none" value="Yes">Yes</option><option class="Rangerarchetype d-none" value="Gloomstalker">Gloomstalker</option><option class="Rangerarchetype d-none" value="Benevolence">Benevolence</option><option class="Sorcererarchetype d-none" value="Aberrant">Aberrant</option><option class="Sorcererarchetype d-none" value="Autumnal">Autumnal</option><option class="Sorcererarchetype d-none" value="Blighted">Blighted</option><option class="Sorcererarchetype d-none" value="Dread">Dread</option><option class="Sorcererarchetype d-none" value="Oozemaster">Oozemaster</option><option class="Sorcererarchetype d-none" value="Plaguebringer">Plaguebringer</option><option class="Sorcererarchetype d-none" value="Relicker">Relicker</option><option class="Sorcererarchetype d-none" value="Wild">Wild</option><option class="Sorcererarchetype d-none" value="Wishcrafter">Wishcrafter</option><option class="Sorcererarchetype d-none" value="Draconic">Draconic</option><option class="Sorcererarchetype d-none" value="Oceanic">Oceanic</option><option class="Sorcererarchetype d-none" value="Storm">Storm</option><option class="Sorcererarchetype d-none" value="Stone">Stone</option><option class="Sorcererarchetype d-none" value="Ethereal">Ethereal</option><option class="Sorcererarchetype d-none" value="Time thief">Time thief</option><option class="Sorcererarchetype d-none" value="Ashen">Ashen</option><option class="Sorcererarchetype d-none" value="Dune child">Dune child</option><option class="Sorcererarchetype d-none" value="Fiendish">Fiendish</option><option class="Sorcererarchetype d-none" value="Phoenix">Phoenix</option><option class="Sorcererarchetype d-none" value="Divine soul">Divine soul</option><option class="Sorcererarchetype d-none" value="Pandemonic">Pandemonic</option><option class="Sorcererarchetype d-none" value="Frozen heart">Frozen heart</option><option class="Sorcererarchetype d-none" value="Star touched">Star touched</option><option class="Sorcererarchetype d-none" value="Arachnid">Arachnid</option><option class="Sorcererarchetype d-none" value="Incantatrix">Incantatrix</option><option class="Sorcererarchetype d-none" value="Abberant">Abberant</option><option class="Warlockarchetype d-none" value="Dagon">Dagon</option><option class="Warlockarchetype d-none" value="Dispater">Dispater</option><option class="Warlockarchetype d-none" value="Jubilex">Jubilex</option><option class="Warlockarchetype d-none" value="Monstrosity">Monstrosity</option><option class="Warlockarchetype d-none" value="Seducer">Seducer</option><option class="Warlockarchetype d-none" value="Vampire">Vampire</option><option class="Warlockarchetype d-none" value="Abraxas">Abraxas</option><option class="Warlockarchetype d-none" value="Fiend">Fiend</option><option class="Warlockarchetype d-none" value="Great Old One">Great Old One</option><option class="Warlockarchetype d-none" value="Levistus">Levistus</option><option class="Warlockarchetype d-none" value="Ancient Toad">Ancient Toad</option><option class="Warlockarchetype d-none" value="Storm Lord">Storm Lord</option><option class="Warlockarchetype d-none" value="Crone">Crone</option><option class="Warlockarchetype d-none" value="Keeper of Depths">Keeper of Depths</option><option class="Warlockarchetype d-none" value="Eternal Citadel">Eternal Citadel</option><option class="Warlockarchetype d-none" value="Archfey">Archfey</option><option class="Warlockarchetype d-none" value="Death">Death</option><option class="Warlockarchetype d-none" value="Ghost">Ghost</option><option class="Warlockarchetype d-none" value="Ashen Wolf">Ashen Wolf</option><option class="Warlockarchetype d-none" value="Pharaoh">Pharaoh</option><option class="Warlockarchetype d-none" value="Emergent Mind">Emergent Mind</option><option class="Warlockarchetype d-none" value="Hesperia">Hesperia</option><option class="Warlockarchetype d-none" value="Weaver of Lies">Weaver of Lies</option><option class="Warlockarchetype d-none" value="Ancient Dragon">Ancient Dragon</option><option class="Warlockarchetype d-none" value="Cosmic Machine">Cosmic Machine</option><option class="Warlockarchetype d-none" value="Oberon">Oberon</option><option class="Warlockarchetype d-none" value="Shadowcat">Shadowcat</option><option class="Warlockarchetype d-none" value="Hive">Hive</option><option class="Warlockarchetype d-none" value="Undying">Undying</option><option class="Warlockarchetype d-none" value="Blackthorn Grove">Blackthorn Grove</option><option class="Warlockarchetype d-none" value="Fallen Exile">Fallen Exile</option><option class="Wizardarchetype d-none" value="Bladesinger">Bladesinger</option><option class="Professionalarchetype d-none" value="Smith">Smith</option><option class="Professionalarchetype d-none" value="Candlemaker">Candlemaker</option><option class="Professionalarchetype d-none" value="Diplomat">Diplomat</option><option class="Professionalarchetype d-none" value="Psychologist">Psychologist</option><option class="Professionalarchetype d-none" value="Cook">Cook</option><option class="Professionalarchetype d-none" value="Archaeologist">Archaeologist</option><option class="Professionalarchetype d-none" value="Forester">Forester</option><option class="Professionalarchetype d-none" value="Arcanist">Arcanist</option><option class="Cursedarchetype d-none" value="Shadowcursed">Shadowcursed</option><option class="Cursedarchetype d-none" value="Alchemical">Alchemical</option><option class="Cursedarchetype d-none" value="Beyond">Beyond</option><option class="Cursedarchetype d-none" value="Yes">Yes</option><option class="Cursedarchetype d-none" value="_Ritual_">_Ritual_</option><option class="Cursedarchetype d-none" value="Chosen">Chosen</option><option class="Cursedarchetype d-none" value="Sealed dragon">Sealed dragon</option><option class="Cursedarchetype d-none" value="Lycanthropic">Lycanthropic</option><option class="Cursedarchetype d-none" value="Demonic">Demonic</option><option class="Cursedarchetype d-none" value="Entropic">Entropic</option><option class="Feybloodarchetype d-none" value="Boggart">Boggart</option><option class="Feybloodarchetype d-none" value="Sylph">Sylph</option><option class="Feybloodarchetype d-none" value="Sprig">Sprig</option><option class="Feybloodarchetype d-none" value="Pooka">Pooka</option><option class="Feybloodarchetype d-none" value="Oread">Oread</option><option class="Feybloodarchetype d-none" value="Sidhe">Sidhe</option><option class="Feybloodarchetype d-none" value="Yes">Yes</option><option class="Feybloodarchetype d-none" value="Nereid">Nereid</option><option class="Feybloodarchetype d-none" value="nereid">nereid</option></select>
</p>
<p id="alert" style="font-style:italic;font-size-adjust:-1;">Please wait, importing spells...</p>
<table class="table table-striped table-hover dataTable no-footer" id="contentTable" style="width: 5117px;"><thead><tr><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 248px;">Spell</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 568px;">Description</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 34px;">Level</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 624px;">Archetypes</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 251px;" name=""Bard">Bard</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 946px;" name="Cleric">Cleric</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 182px;">Druid</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 111px;">Ranger</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 638px;">Sorcerer</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 469px;">Warlock</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 69px;">Wizard</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 214px;">Professional</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 243px;">Cursed</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 123px;">Feyblood</th><th class="sorting_disabled" rowspan="1" colspan="1" style="width: 37px;">Ritual</th></tr></thead><tbody><tr class="odd"><td><h4><a class="internal-link" name="AirBridge">Air Bridge</a></h4><a class="internal-link" name="AirBridge"><i>Level: 3 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Two points up to 60 ft apart<br><b>Range: </b>120 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You solidify the air, creating an invisible bridge up to 60 feet long and 10 feet wide that connects two points of your choosing. Both ends of the bridge must be within the spell’s range, and both must be solid objects that can support the weight of whatever physical objects cross the bridge. The bridge itself has no weight. Anyone can cross this bridge while it exists, provided they know where it is. <br> <b>At Higher Levels.</b> When you cast air bridge using a slot of 5th level or higher, the bridge is substantial only to those you nominate; to all others, it does not exist. This is also true if you cast the spell as a ritual and are capable of casting 5th level spells.</td><td>3</td><td>Balanced scale of Abadar, Land - Mountain,Land - Underdark, Frozen heart,Storm, Eternal Citadel,Storm Lord, </td><td>No</td><td>Balanced scale of Abadar</td><td>Land - Mountain,Land - Underdark</td><td>No</td><td>Frozen heart,Storm</td><td>Eternal Citadel,Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="AirMastery">Air Mastery</a></h4><a class="internal-link" name="AirMastery"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You seize the air and compel it to gently blow from a direction of your choice. You may spend an action to redirect the winds and create a harmless sensory effect using air, such as extinguishing candles, causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. This spell does not function without air or underwater.<p>While this spell is in effect, you can use your reaction to create the following effects:<br> ♦ Until the start of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by ranged attacks.<br> ♦ Cushion your fall, reducing your effective falling distance by 30 ft.</p><p>At any time you may end the spell as a bonus action to create one of the following effects at a point you can see within range:<br> ♦ One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.<br> ♦ Create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 10 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.</p><p><b>At Higher Levels</b><br>At 5th level, you double the distance you can push a target (10 or 20 ft). At 11th level, you can push heavier creatures and objects (large creatures and objects weighing 20 pounds). At 17th level, you can push targets double the distance (20 or 40 ft).</p><p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 1 spells, you may add one of the <i> Control Winds</i> or <i> Dust Devil</i> spells to your spells known.</p></td><td>0</td><td>Ocean,Tempest, Autumnal,Dune child,Pandemonic,Storm, Storm Lord, </td><td>No</td><td>Ocean,Tempest</td><td>Yes</td><td>No</td><td>Autumnal,Dune child,Pandemonic,Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Airboat">Airboat</a></h4><a class="internal-link" name="Airboat"><i>Level: 8 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>One cloud<br><b>Range: </b>1 mile<br><b>Components: </b>V, S, M (a wisp of wool covered in silver dust worth at least 100gp, which the spell consumes)<br><b>Duration: </b>Concentration, up to 12 hours</a></td><td>You must be outside to cast this spell. You point to a cloud, which immediately descends towards you and changes shape until it becomes a ship made of clouds. You and up to eight other creatures of your choice may board the airboat, which flies at a speed of 100 feet under your telepathic command. You are considered to have proficiency with the airboat. The airboat has an AC of 13 and 20 hit points.<br> <b>At Higher Levels. </b>When cast with a 9th-level spell slot, you may bring up to sixteen other creatures onboard with you.</td><td>8</td><td>Purity, Hunting,Nature, Oceanic,Storm,Wishcrafter, Storm Lord, </td><td>Purity</td><td>Hunting,Nature</td><td>Yes</td><td>No</td><td>Oceanic,Storm,Wishcrafter</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="AlleviateDiscomfort">Alleviate Discomfort</a></h4><a class="internal-link" name="AlleviateDiscomfort"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>This spell might be seen being used by small time priests and annointers, or any cleric-in-training at a temple, or any other fitting place of healing. You perform one of the following tasks:<br><br> ♦ You painlessly cure some small ailment, such as a boil or sore, or close a small wound, such as a minor cut or scrape.<br> ♦ You touch a creature that is feeling physical pain from some non-magical affliction or injury. The touched creature gains 1 temporary HP and feels a relieving sensation upon the touched area and any source of pain afflicting them.<br> ♦ You touch a wound and cause it to stop bleeding. <br> ♦ Touching a willing creature lightly on the temples, you ease them into a gentle state of rest, allowing them to peacefully drift to sleep naturally.</td><td>0</td><td>Purity, Chosen, Sylph, </td><td>Purity</td><td>Yes</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>Chosen</td><td>Sylph</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="AlterSelf">Alter Self</a></h4><a class="internal-link" name="AlterSelf"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>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. <br> <b>Aquatic Adaptation.</b> 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. <br> <b>Change Appearance.</b> 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. <br> <b>Natural Weapons.</b> 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.</td><td>2</td><td>Masks,Mirrors,Whispers, Trickery, Blood,Moon, Archfey,Cosmic Machine,Crone,Fiend,Great Old One,Monstrosity,Oberon,Seducer,Weaver of Lies, Diplomat, Beyond,Sealed dragon, </td><td>Masks,Mirrors,Whispers</td><td>Trickery</td><td>Blood,Moon</td><td>No</td><td>Yes</td><td>Archfey,Cosmic Machine,Crone,Fiend,Great Old One,Monstrosity,Oberon,Seducer,Weaver of Lies</td><td>Yes</td><td>Diplomat</td><td>Beyond,Sealed dragon</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="AnimalFriendship">Animal Friendship</a></h4><a class="internal-link" name="AnimalFriendship"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 beast<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a morsel of food)<br><b>Duration: </b>1 day</a></td><td>This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends. <br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.</td><td>1</td><td>Beasts,Glamour,Purity,Pied piper, Agriculture,Nature, Ancient Toad,Crone,Hesperia,Oberon,Shadowcat, Diplomat,Forester, Lycanthropic, </td><td>Beasts,Glamour,Purity,Pied piper</td><td>Agriculture,Nature</td><td>Yes</td><td>Yes</td><td>No</td><td>Ancient Toad,Crone,Hesperia,Oberon,Shadowcat</td><td>No</td><td>Diplomat,Forester</td><td>Lycanthropic</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="AnimalHusbandry">Animal Husbandry</a></h4><a class="internal-link" name="AnimalHusbandry"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>This cantrip only works on domesticated animals and can be used for several animal related tasks. Unless otherwise noted, the spell lasts for up to one hour. Select one of the following effects:<br><br> ♦ Leader of the Pack: Cast on a a pack/herd of domesticated animals, it designates you as the leader. The animals will attempt to follow the caster.<br> ♦ Courier: Give the target animal a message or package to carry and say the name of the person you want it delivered to. The animal will attempt to deliver the package as long as the journey does not put it in jeopardy.<br> ♦ Bawk: This spell is cast on a rooster. It will remain silent for up to 12 hours (decided at the time of casting), unless an unknown humanoid or large predator enters its range of vision.<br> ♦ Invisible Fence: Designate an area with no larger than 100 ft radius. Any domesticated animals, wild animal (friendly to the caster), or small children (under the caster's guardianship) will not go beyond the area. Note: Frightened creatures may still cross the barrier.<br> ♦ Beast Whisperer: Create a weak psychic link with a domesticated animal, usually a mount or pack animal, lasting for up to 8 hours. It gives an advantage to animal handling checks specific to that beast for the duration of the spell. This connection can also allows the animal to warn the caster of danger, help the caster to calm them if spooked, or impart simple ideas such as “stay put” or “follow me.” This does not allow full communication of ideas or feelings, as with a familiar.</td><td>0</td><td>Beasts, Agriculture,Nature,Survival, Ashen,Wishcrafter, Crone,Oberon, Forester, Lycanthropic, </td><td>Beasts</td><td>Agriculture,Nature,Survival</td><td>Yes</td><td>No</td><td>Ashen,Wishcrafter</td><td>Crone,Oberon</td><td>No</td><td>Forester</td><td>Lycanthropic</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="AnimalMessenger">Animal Messenger</a></h4><a class="internal-link" name="AnimalMessenger"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 beast<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a morsel of food)<br><b>Duration: </b>1 day</a></td><td>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. <br> 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. <br> <b>At Higher Levels.</b> 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.</td><td>2</td><td>Awakened art,Beasts,Pied piper,Purity, Agriculture,Nature, Ancient Toad,Archfey,Crone,Oberon,Shadowcat, Diplomat,Forester, </td><td>Awakened art,Beasts,Pied piper,Purity</td><td>Agriculture,Nature</td><td>Yes</td><td>Yes</td><td>No</td><td>Ancient Toad,Archfey,Crone,Oberon,Shadowcat</td><td>No</td><td>Diplomat,Forester</td><td>No</td><td>Yes</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="AnimalShapes">Animal Shapes</a></h4><a class="internal-link" name="AnimalShapes"><i>Level: 8</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 day</a></td><td>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. <br> 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. <br> The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment. </td><td>8</td><td>Beasts,Glamour,Fools,Purity, Agriculture,Nature, Arachnid,Oceanic,Wishcrafter, Archfey,Crone,Hesperia,Hive, Forester, </td><td>Beasts,Glamour,Fools,Purity</td><td>Agriculture,Nature</td><td>Yes</td><td>No</td><td>Arachnid,Oceanic,Wishcrafter</td><td>Archfey,Crone,Hesperia,Hive</td><td>No</td><td>Forester</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="AnimateDead">Animate Dead</a></h4><a class="internal-link" name="AnimateDead"><i>Level: 3</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>1 dead creature<br><b>Range: </b>10 ft<br><b>Components: </b>V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)<br><b>Duration: </b>Instantaneous</a></td><td>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 DM has the creature’s game statistics). <br> 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. <br> 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 o f the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. <br> <b>At Higher Levels.</b> W hen 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.</td><td>3</td><td>Death, Spores, Dread, Emergent Mind,Undying, Shadowcursed, </td><td>No</td><td>Death</td><td>Spores</td><td>No</td><td>Dread</td><td>Emergent Mind,Undying</td><td>Yes</td><td>No</td><td>Shadowcursed</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="AnimateElement">Animate Element</a></h4><a class="internal-link" name="AnimateElement"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a bit of the element summoned)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You summon one elemental of challenge rating 1⁄4 or lower that appears in an unoccupied space that you can see within range. The type of elemental may be restricted by your archetype. The elemental disappears when it is reduced to 0 hp or when the spell ends. The elemental is friendly toward you and any allies. The elemental obeys all verbal commands you give it. It will not act if not ordered too, but will defend itself is attacked. You direct the elemental on your turn without having to spend any actions.<br><b>At Higher Levels</b>. When you cast this spell using a spell slot of 2nd level or higher, you can summon one additional elemental per spell level above 1st.</td><td>1</td><td>Awakened art, Ashen,Frozen heart,Oceanic,Phoenix,Stone,Storm, Pharaoh, </td><td>Awakened art</td><td>No</td><td>Yes</td><td>No</td><td>Ashen,Frozen heart,Oceanic,Phoenix,Stone,Storm</td><td>Pharaoh</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="AnimateWood">Animate Wood</a></h4><a class="internal-link" name="AnimateWood"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 wooden object<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (piece of unworked oak)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You animate a small unattended wooden object. This creatures uses the same statistics as a small animated object and will immediately follow the order that you give together with the creation, until it is destroyed or the spell ends. </td><td>1</td><td>Agriculture, Blighted, Blackthorn Grove, Forester, Sprig, </td><td>No</td><td>Agriculture</td><td>Yes</td><td>No</td><td>Blighted</td><td>Blackthorn Grove</td><td>Yes</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="AntilifeShell">Antilife Shell</a></h4><a class="internal-link" name="AntilifeShell"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>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. <br> 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.<br> If you move so that an affected creature is forced to pass through the barrier, the spell ends.</td><td>5</td><td>Agriculture,Death, Cosmic Machine,Death,Dispater,Eternal Citadel,Undying, Candlemaker,Forester, </td><td>No</td><td>Agriculture,Death</td><td>Yes</td><td>No</td><td>Yes</td><td>Cosmic Machine,Death,Dispater,Eternal Citadel,Undying</td><td>No</td><td>Candlemaker,Forester</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Antipathy/Sympathy">Antipathy/Sympathy</a></h4><a class="internal-link" name="Antipathy/Sympathy"><i>Level: 8</i><br><b>Casting time: </b>1 hour<br><b>Target: </b>Varies<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)<br><b>Duration: </b>10 days</a></td><td>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.<br> <b>Antipathy. </b>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.<br> <b>Sympathy. </b>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.<br> <b>Ending the Effect.</b> 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.<br> A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.</td><td>8</td><td>Desire,Pied piper,Secrets, Balance,Death,Order,Repose,Survival,Dwarven rune, Ancient Toad,Archfey,Blackthorn Grove,Cosmic Machine,Crone,Death,Emergent Mind,Eternal Citadel,Oberon,Pharaoh,Seducer,Undying, </td><td>Desire,Pied piper,Secrets</td><td>Balance,Death,Order,Repose,Survival,Dwarven rune</td><td>Yes</td><td>No</td><td>Yes</td><td>Ancient Toad,Archfey,Blackthorn Grove,Cosmic Machine,Crone,Death,Emergent Mind,Eternal Citadel,Oberon,Pharaoh,Seducer,Undying</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Araneae'sBindingWebs">Araneae's Binding Webs</a></h4><a class="internal-link" name="Araneae'sBindingWebs"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>One humanoid<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a tiny ball of spider web)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Choose a humanoid that you can see within range. Thousands of strands of very strong, sticky spider webs appear and constrict around the target. The target must make a Dexterity saving throw or be paralyzed for the duration of the spell. The target is aware and breathes normally, but cannot take any physical actions, even speech (the webs cover and restrain any part of the subject that might be able to move). The subject can, however, execute purely mental actions (such as casting a spell with no components). At the end of the duration, the webs fade away.<br>The target can make a Strength saving throw at the end of each of its turns to try to burst the webs. If successful, the spell ends for the creature.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.</td><td>2</td><td>Arachnid, Weaver of Lies, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Arachnid</td><td>Weaver of Lies</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Awaken">Awaken</a></h4><a class="internal-link" name="Awaken"><i>Level: 5</i><br><b>Casting time: </b>8 hours<br><b>Target: </b>1 beast or plant<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (an agate worth at least 1,000 gp, which the spell consumes)<br><b>Duration: </b>Instantaneous</a></td><td>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 DM 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.</td><td>5</td><td>Beasts,Entropy,Purity, Autumnal,Blighted,Wishcrafter, Archfey,Blackthorn Grove,Crone, Forester, Alchemical, </td><td>Beasts,Entropy,Purity</td><td>No</td><td>Yes</td><td>No</td><td>Autumnal,Blighted,Wishcrafter</td><td>Archfey,Blackthorn Grove,Crone</td><td>No</td><td>Forester</td><td>Alchemical</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="BanishDazzle">Banish Dazzle</a></h4><a class="internal-link" name="BanishDazzle"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a shard of glass or any clear stone)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You or one willing creature you touch becomes immune to being blinded by light, can see through nonmagical mirages and optical illusions, and has advantage on saving throws against spells that create visual illusions or cause blindness through light, color, or flame, such as blinding smite, color spray, or holy aura. This also keeps creatures with the Sunlight Sensitivity trait from taking disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. It does not protect creatures with Sunlight Hypersensitivity, however.</td><td>1</td><td>Celebration,Desert,Light, Dune child,Incantatrix,Star touched, Fallen Exile, Archaeologist, </td><td>Yes</td><td>Celebration,Desert,Light</td><td>Yes</td><td>Yes</td><td>Dune child,Incantatrix,Star touched</td><td>Fallen Exile</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Barkskin">Barkskin</a></h4><a class="internal-link" name="Barkskin"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a handful of oak bark)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>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.</td><td>2</td><td>Nature, Yes,Land - Forest,Forest, Autumnal,Blighted,Draconic,Frozen heart,Stone, Blackthorn Grove,Crone,Hive,Monstrosity, Forester, Sprig, </td><td>No</td><td>Nature</td><td>Yes,Land - Forest,Forest</td><td>Yes</td><td>Autumnal,Blighted,Draconic,Frozen heart,Stone</td><td>Blackthorn Grove,Crone,Hive,Monstrosity</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Barrage">Barrage</a></h4><a class="internal-link" name="Barrage"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (a handful of pine cone scales soaked in pitch)<br><b>Duration: </b>Instantaneous</a></td><td>This spell allows you to fire a barrage of flaming explosions. Choose five points within range. Each point becomes the center of a 5' radius sphere of flames. A creature caught in one or more of the spheres must make a Dexterity saving throw, suffering 6d6 fire damage on a success or half damage on a failure. A creature caught in multiple explosions is only damaged once, but if two or more of the spheres completely cover the creature, it has disadvantage on the saving throw.</td><td>4</td><td>Light,War, Ashen,Draconic,Relicker,Wild, </td><td>No</td><td>Light,War</td><td>Yes</td><td>No</td><td>Ashen,Draconic,Relicker,Wild</td><td>No</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Bear'sEndurance">Bear's Endurance</a></h4><a class="internal-link" name="Bear'sEndurance"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>One living creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>Your spell bolsters a creature with toughness and resolve. When casting the spell, you may choose one of these options:<br> ♦ The target has advantage on Constitution saves and checks. It also gains temporary hit points equal to your spellcasting ability modifier.<br> ♦ Target gains hit points equal to 2d8 + your spellcasting ability modifier.<br> ♦ Target gains 1d4 temporary hit points at the start of each turn for the duration.<br>Temporary hit points are lost when the spell ends.<p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot, you may select the following for each spell slot increase:<br> ♦ Increase the number of targets by 3 for each additional spell slot spent.<br> ♦ Double the amount of temporary hit points gained. This can only be done once.<br> ♦ One target gains the benefit of all options.</p></td><td>1</td><td>Ancient Dragon,Death,Eternal Citadel,Hive, Archaeologist,Cook,Smith,Forester, Chosen,Lycanthropic, Sylph, </td><td>Yes</td><td>Yes</td><td>Yes</td><td>Yes</td><td>Yes</td><td>Ancient Dragon,Death,Eternal Citadel,Hive</td><td>Yes</td><td>Archaeologist,Cook,Smith,Forester</td><td>Chosen,Lycanthropic</td><td>Sylph</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="BeastBond">Beast Bond</a></h4><a class="internal-link" name="BeastBond"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 beast<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a bit of fur wrapped in a cloth)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.</td><td>1</td><td>Beasts,Glamour,Purity,Pied piper, Agriculture,Nature, Arachnid, Ancient Toad,Ashen Wolf,Crone,Oberon,Shadowcat, Forester, </td><td>Beasts,Glamour,Purity,Pied piper</td><td>Agriculture,Nature</td><td>Yes</td><td>Yes</td><td>Arachnid</td><td>Ancient Toad,Ashen Wolf,Crone,Oberon,Shadowcat</td><td>No</td><td>Forester</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="BeastSense">Beast Sense</a></h4><a class="internal-link" name="BeastSense"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 beast<br><b>Range: </b>Touch<br><b>Components: </b>S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.<br> While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.</td><td>2</td><td>Beasts,Purity, Nature, Ancient Toad,Ashen Wolf,Crone,Hesperia,Oberon,Shadowcat, Forester, Lycanthropic, </td><td>Beasts,Purity</td><td>Nature</td><td>Yes</td><td>Yes</td><td>No</td><td>Ancient Toad,Ashen Wolf,Crone,Hesperia,Oberon,Shadowcat</td><td>No</td><td>Forester</td><td>Lycanthropic</td><td>No</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="BlessedWatchfulness">Blessed Watchfulness</a></h4><a class="internal-link" name="BlessedWatchfulness"><i>Level: 1</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>6 hours</a></td><td>You or one willing creature of your choice is kept wide awake and alert for the spell’s duration, allowing them to stand guard without fear of falling asleep. The creature will not suffer any exhaustion due to missed sleep. In addition, the creature has advantage on Wisdom (Perception) checks made while on guard. A creature may not have this spell cast on it another time until it has had a long rest.</td><td>1</td><td>Hunting,Ocean,Survival, Cosmic Machine,Dispater, Candlemaker,Forester, </td><td>No</td><td>Hunting,Ocean,Survival</td><td>Yes</td><td>Yes</td><td>No</td><td>Cosmic Machine,Dispater</td><td>No</td><td>Candlemaker,Forester</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Blight">Blight</a></h4><a class="internal-link" name="Blight"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>30 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature, magical plant or a water elemental, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. Nonmagical plants that aren’t creatures, such as trees and shrubs, wither and die instantly. <p><b>Empowered casting:</b><br>By spending a higher level spell slot you can create the following effect:<br> ♦ For each slot level above 4th, you increase the damage by 1d8.<br> ♦ If you cast the spell using at level 6 or higher, you may increase the range to 150 ft.<br> ♦ If you cast the spell at level 8 or higher, you can draw the moisture from every creature in a 30 ft radius centered on a point you choose within range, dealing damage to all within the area.</p></td><td>4</td><td>Death,Desert, Yes,Land - Desert,Sands,Spores, Herbalist, Aberrant,Ashen,Blighted,Oceanic,Time thief, Archfey,Blackthorn Grove,Dagon,Fiend,Jubilex,Pharaoh,Seducer,Weaver of Lies, </td><td>No</td><td>Death,Desert</td><td>Yes,Land - Desert,Sands,Spores</td><td>Herbalist</td><td>Aberrant,Ashen,Blighted,Oceanic,Time thief</td><td>Archfey,Blackthorn Grove,Dagon,Fiend,Jubilex,Pharaoh,Seducer,Weaver of Lies</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Blur">Blur</a></h4><a class="internal-link" name="Blur"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.</td><td>2</td><td>Dance, Desert, Land - Desert,Sands, Aberrant,Arachnid,Draconic,Dread,Dune child,Ethereal,Incantatrix,Fiendish,Oceanic,Oozemaster,Pandemonic,Phoenix,Storm,Time thief, Ancient Toad,Archfey,Death,Emergent Mind,Fallen Exile,Ghost,Levistus,Shadowcat,Storm Lord,Vampire, Beyond,Entropic,Shadowcursed, </td><td>Dance</td><td>Desert</td><td>Land - Desert,Sands</td><td>No</td><td>Aberrant,Arachnid,Draconic,Dread,Dune child,Ethereal,Incantatrix,Fiendish,Oceanic,Oozemaster,Pandemonic,Phoenix,Storm,Time thief</td><td>Ancient Toad,Archfey,Death,Emergent Mind,Fallen Exile,Ghost,Levistus,Shadowcat,Storm Lord,Vampire</td><td>Yes</td><td>No</td><td>Beyond,Entropic,Shadowcursed</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="BreathofWinter">Breath of Winter</a></h4><a class="internal-link" name="BreathofWinter"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>150 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>A bright blue point of light flies from your pointing finger to a point you choose within range and then blooms instantly into a towering cloud of wintry blizzard. Each creature in the area must make a Constitution saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one.<p><b>Empowered casting:</b><br>If you spend additional spell slots when casting this spell, you can empower the spell in the following ways:<br> ♦ Spend a spell slot to increase damage by 1d6.<br> ♦ Spend a spell slot to increase range by 150 ft.<br> ♦ Spend a spell slot to increase radius by by 30 ft.<br> ♦ Spend 3 spell slots, to increase the duration of the blizzard to 10 minutes (concentration). The storm is brilliantly white and dense, making any creature within it effectively blinded and invisible, and the driving winds and sudden drifts of snow make flying impossible and triple the cost of moving through the area. Any creature who enters or begins its turn in the area of the blizzard takes cold damage, which is halved on a successful Constitution saving throw. As a bonus action, you can move the center of the blizzard up to 30 feet. In its wake, and anywhere the spell touched once it ends, a blanket of slush and ice remains on the ground, creating difficult terrain until it melts naturally.</p></td><td>3</td><td>Winter, Yes,Land - Arctic, Frozen heart,Storm,Wishcrafter, Levistus, </td><td>No</td><td>Winter</td><td>Yes,Land - Arctic</td><td>No</td><td>Frozen heart,Storm,Wishcrafter</td><td>Levistus</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="BridgeofBranches">Bridge of Branches</a></h4><a class="internal-link" name="BridgeofBranches"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (a branch of a tree)<br><b>Duration: </b>1 hour</a></td><td>You cause large branches to sprout from a surface, creating a makeshift bridge up to 20 feet in length. The bridge can hold up to 600 pounds at once. The bridge has AC 10 and 50 hit points. If the bridge is reduced to zero hit points, the entire bridge collapses and immediately withers away.<br> <b>At Higher Levels.</b>When you cast this spell using a spell slot of 2nd level or higher, the bridge’s length increases by 10 feet, its weight limit increases by 100 pounds, and its hit points increase by 25 for each slot level above 1st.</td><td>1</td><td>Blighted, Ancient Toad,Blackthorn Grove, Forester, _Ritual_, Sprig, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Blighted</td><td>Ancient Toad,Blackthorn Grove</td><td>No</td><td>Forester</td><td>_Ritual_</td><td>Sprig</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="Bubble">Bubble</a></h4><a class="internal-link" name="Bubble"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>60 ft<br><b>Components: </b>S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You create a tiny conduit to the elemental plane of Air. It is not strong enough to supply you with continuous fresh air, but it gives advantage on saves against poisonous gases, sandstorms, and other similar effects, and allow you to hold your breath for twice as long as normal. You can cast this spell as a larger bubble with 5 ft radius, or several smaller bubbles covering up to 5 willing creatures' heads.<p>When casting, you can instead choose to wrap an object or creature underwater in a magical net of air bubbles. This is mostly non breathable air, but it is strong enough to force a Medium or smaller target to the water’s surface. A creature must make a Strength saving throw. If the saving throw fails, the creature is restrained by the net and it rises at the rate of 30 feet per round toward the surface at the end of each of its turns. Once the net reaches the surface, it remains there and keeps the creature restrained. As an action, a restrained creature can make a Strength or Dexterity check against your spell save DC to escape from the net. If the save succeeds, the net disappears and the spell ends.</p><p> <b>At Higher Levels.</b>If cast as a 2nd level spell, you can double the radius of the sphere, or double the number of targets you can affect.<br> If cast as a 3rd level spell, the conduit is stronger. The air remains pure and clean for the duration of the spell, keeping hazardous gases and water out, even allowing for breathing underwater.</p></td><td>1</td><td>Ocean, Oceanic,Storm, Dagon,Keeper of Depths, Alchemical, </td><td>No</td><td>Ocean</td><td>Yes</td><td>Yes</td><td>Oceanic,Storm</td><td>Dagon,Keeper of Depths</td><td>Yes</td><td>No</td><td>Alchemical</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Bug'sEyeView">Bug's Eye View</a></h4><a class="internal-link" name="Bug'sEyeView"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>One insect<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>When cast upon any normal insect that the caster can see, this spell allows him to control the insect and see through its eyes. While looking through its eyes, the caster is effectively blind and cannot take any actions. Control over the insect ends after 10 minutes, if it travels more than 1000 feet away from the caster, or if it is killed. Should the insect die while under the caster’s control, he must make a Constitution saving throw or take 1d6 psychic damage and be stunned for one round.<br><b>Empowered casting:</b> When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 minutes for each slot level above 2nd.</td><td>2</td><td>Yes,Land - Swamp, Arachnid,Autumnal, Crone,Hive, </td><td>No</td><td>No</td><td>Yes,Land - Swamp</td><td>No</td><td>Arachnid,Autumnal</td><td>Crone,Hive</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="Bull'sStrength">Bull's Strength</a></h4><a class="internal-link" name="Bull'sStrength"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One or more creatures<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Your spell increases a creature's strength. When casting the spell, choose one of these options:<p> ♦ The target can roll a d4 and add the number rolled to a Strength save or check. It can wait until after it rolls the d20 before deciding to use the d4, but must decide before the DM says whether the roll succeeds or fails. The spell then ends.<br> ♦ The target can bound high into the air from a standstill. Jump distance increases 10 feet, and the target can make a running high or long jump without a running start. The spell then ends.<br> ♦ The target can strike harder with their next successful strength melee attack, dealing 1d10 or adding 1d4 damage. The spell then ends.</p><p><b>At Higher Levels</b><br>At 5th level, you can cause two effects or target two creatures at the same time. At 11th level, you can cause three effects or target four creatures at the same time. At 17th level, all effects are doubled.</p><p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 1 spells, you may add the <i> Lion’s Strength</i> spell to your spells known.<br> ♦ When casting it on only yourself you do not require concentration.<br> ♦ When casting it on only yourself you can choose to cast it as a bonus action.<br> ♦ When targeting only yourself, you have an additional option:<br> ♦ You gain +2 Strength, to a maximum of 20.</p></td><td>0</td><td>Grandeur,Warrior poet, Strength,Survival,War, Divine soul,Stone,Wishcrafter, Ancient Toad,Dagon,Monstrosity, Smith, Lycanthropic, Oread, </td><td>Grandeur,Warrior poet</td><td>Strength,Survival,War</td><td>Yes</td><td>No</td><td>Divine soul,Stone,Wishcrafter</td><td>Ancient Toad,Dagon,Monstrosity</td><td>Yes</td><td>Smith</td><td>Lycanthropic</td><td>Oread</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Buoyancy">Buoyancy</a></h4><a class="internal-link" name="Buoyancy"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Creature or object<br><b>Range: </b>Touch<br><b>Components: </b>S, M (a piece of cork)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>A willing creature or object (weighing no more than 200 lbs) you touch resists sinking on its own, and if currently submerged will rise to the surface at the rate of 10' per round. If an affected creature tries to dive under, they must make an Athletics check against the spell DC to stay submerged.<p><b>Empowered casting:</b><br><br>For each spell slot you spend when casting this spell, you can create the following effects:</p><li>Target can move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.</li><li>Increase the number of targets to 3 per spell slot spent.</li><li>Increase the duration to 1 hour.</li><li>Remove the need for concentration.</li><li>If you cast the spell at level 7, you can raise one sunken vessel that you touch to the water’s surface, where it remains for the duration of the spell. The ship rises at the rate of 10 feet per round. The spell is effective on a vessel of any size. If the ship is broken into pieces, all its different parts are raised, as long as they are all in the same general area. It’s important to note that raise shipwreck doesn’t repair a damaged vessel or reassemble a broken one into a seaworthy craft when the vessel reaches the surface. If it had a hole in the hull, the hole is still there; if it was broken in half, it’s still in two pieces. At the end of the spell’s duration, a damaged ship is likely to sink again unless other steps are taken to repair it, keep it on the surface, or get it out of the water..</li></td><td>0</td><td>Ocean, Oceanic, Ancient Toad,Dagon,Keeper of Depths, Archaeologist, Nereid, </td><td>No</td><td>Ocean</td><td>Yes</td><td>No</td><td>Oceanic</td><td>Ancient Toad,Dagon,Keeper of Depths</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="CallFamiliar">Call Familiar</a></h4><a class="internal-link" name="CallFamiliar"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>1 hour<br><b>Target: </b>Self<br><b>Range: </b>10 ft<br><b>Components: </b>V, S, M (50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)<br><b>Duration: </b>Instantaneous</a></td><td>This spell calls out a summons to the natural creatures in the area. After the next long rest, a willing creature will have answered your call, submitting to be your familiar. This creature has a higher intelligence than others of its kind, and it is here by its own will, instead of being magically coerced, as with other familiar summoning spells. Familiars summed by this spell are more powerful than other familiars, but you have no control of which type shows up. If this familiar dies or is permanently dismissed, you cannot use this spell to summon a familiar for one week. <br> For more information on the particular rules for familiars, go to dnd.rigo.nu (Spells -> Familiars), or click here to go directly to the <a href="http://homebrewery.naturalcrit.com/print/1UVFisfOQmabQKXuMsUZyK1ZWlkuZXYSpDn8WbpDryRRy" target="_blank ">Familiars page</a></td><td>1</td><td>Beasts, Shepherd, Burghal explorer, Forester, _Ritual_, </td><td>Beasts</td><td>No</td><td>Shepherd</td><td>Burghal explorer</td><td>No</td><td>No</td><td>Yes</td><td>Forester</td><td>_Ritual_</td><td>Yes</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CallLightning">Call Lightning</a></h4><a class="internal-link" name="CallLightning"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 60 ft<br><b>Range: </b>120 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).<br> When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.<br> If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. <br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.</td><td>3</td><td>Tempest, Storm, Storm Lord, </td><td>No</td><td>Tempest</td><td>Yes</td><td>No</td><td>Storm</td><td>Storm Lord</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="CauseFear">Cause Fear</a></h4><a class="internal-link" name="CauseFear"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>60 ft<br><b>Components: </b>V<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br><b>At Higher Levels</b>. 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. The creatures must be within 30 feet of each other when you target them. </td><td>1</td><td>Masks, Ancients, Banshee, Aberrant,Arachnid,Ashen,Divine soul,Draconic,Dread,Ethereal,Wishcrafter, Ancient Dragon,Dagon,Emergent Mind,Fiend,Ghost,Great Old One,Hesperia,Keeper of Depths,Monstrosity,Undying,Vampire, Psychologist, Beyond,Demonic,Sealed dragon,Shadowcursed, </td><td>Masks</td><td>No</td><td>Ancients</td><td>Banshee</td><td>Aberrant,Arachnid,Ashen,Divine soul,Draconic,Dread,Ethereal,Wishcrafter</td><td>Ancient Dragon,Dagon,Emergent Mind,Fiend,Ghost,Great Old One,Hesperia,Keeper of Depths,Monstrosity,Undying,Vampire</td><td>Yes</td><td>Psychologist</td><td>Beyond,Demonic,Sealed dragon,Shadowcursed</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CaveWalker">Cave Walker</a></h4><a class="internal-link" name="CaveWalker"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You adapt yourself for survival in an underground environment. While underground, you gain darkvision (60 feet) and have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks used to traverse natural (unworked) stone. You also gain light sensitivity; you have disadvantage on attack rolls and ability checks if you are in sunlight or if you are attacking a creature in sunlight.</td><td>2</td><td>Pathfinder chronicler, Balanced scale of Abadar, Yes,Land - Underdark, Aberrant,Arachnid,Dread,Oozemaster,Stone, Monstrosity,Weaver of Lies, Archaeologist, Beyond, Oread, </td><td>Pathfinder chronicler</td><td>Balanced scale of Abadar</td><td>Yes,Land - Underdark</td><td>Yes</td><td>Aberrant,Arachnid,Dread,Oozemaster,Stone</td><td>Monstrosity,Weaver of Lies</td><td>No</td><td>Archaeologist</td><td>Beyond</td><td>Oread</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="CharmPerson">Charm Person</a></h4><a class="internal-link" name="CharmPerson"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 humanoid<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>1 hour</a></td><td>You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.<br> <b>At Higher Levels.</b> 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. The creatures must be within 30 feet of each other when you target them.</td><td>1</td><td>Charm, Archfey,Crone,Emergent Mind,Fiend,Hesperia,Seducer,Vampire,Weaver of Lies, Diplomat,Psychologist, </td><td>Yes</td><td>Charm</td><td>Yes</td><td>No</td><td>Yes</td><td>Archfey,Crone,Emergent Mind,Fiend,Hesperia,Seducer,Vampire,Weaver of Lies</td><td>Yes</td><td>Diplomat,Psychologist</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CircleofPrivacy">Circle of Privacy</a></h4><a class="internal-link" name="CircleofPrivacy"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Area of Effect<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (hair from a skunk, a mouse’s whisker, and enough salt to trace the circle to protect)<br><b>Duration: </b>8 hours</a></td><td>This spell allows you to discourage predators and trespassers from disturbing a campsite. You spring salt in a circle around your camp while you cast this spell. For the duration, lights, sounds and scents generated within the circle are muted. All Perception checks made to find you or your food are at disadvantage.</td><td>1</td><td>Doors,Mirrors, Hunting,Protection,Survival, Diplomat, _Ritual_, </td><td>Doors,Mirrors</td><td>Hunting,Protection,Survival</td><td>Yes</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>Diplomat</td><td>_Ritual_</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="ClawsoftheBeast">Claws of the Beast</a></h4><a class="internal-link" name="ClawsoftheBeast"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>1 minute</a></td><td>Your hands transform into wicked claws, so that your unarmed strikes do 2d6 slashing damage. You are proficient with your unarmed strikes. </td><td>1</td><td>Moonstalker, Arachnid,Draconic, Ancient Dragon,Ashen Wolf,Dagon,Fiend,Monstrosity,Shadowcat, Lycanthropic,Sealed dragon, </td><td>No</td><td>No</td><td>Yes</td><td>Moonstalker</td><td>Arachnid,Draconic</td><td>Ancient Dragon,Ashen Wolf,Dagon,Fiend,Monstrosity,Shadowcat</td><td>No</td><td>No</td><td>Lycanthropic,Sealed dragon</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CloudMastery">Cloud Mastery</a></h4><a class="internal-link" name="CloudMastery"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You create a cloud with up to a 5 feet radius, at any point within range. You can freely move the cloud at a speed of 30 feet by concentrating on it; when you stop concentrating, it drifts on the wind. When creating the cloud, you choose one of these options: <p> ♦ Misty Cloud. You direct the cloud to cover a small area on the ground, typically around an object or creature. The cloud’s area is lightly obscured.<br> ♦ Storm Cloud. While directly over a target you may use a bonus action to direct a lightning bolt to strike the target. The target may make a Dexterity saving throw, taking 1d6 lightning damage on a failed save, or no damage on a successful one.<br> ♦ Rainbow Cloud. The cloud emits anywhere up to five small, pretty rainbows. This is primarily designed to impress viewers.</p><p>Instead of creating a cloud, you can control existing masses of smoke, mist, or fog within range. Choose any of the following effects:<br> ♦ Shape a mass of smoke, mist, or fog into any shape you want, although you will be incapable of fine detail unless you are proficient in sculpturing. You can only affect a cloud of smoke up to Large size.<br> ♦ Move smoke/fog with a speed of 10 ft. This allows you to move a 5 ft cube of smoke, enough to create a safe path through a poison gas cloud.</p><p><b>At Higher Levels</b><br>At 5th level, your created clouds can be up to all types of clouds simultaneously. At 11th level, the lightning damage is increased by 1d6. At 17th level, you can double the radius of your created clouds (10 ft).</p><p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 1 spells, you may add the <i> Fog Cloud</i> spell to your spells known.<br> ♦ You have advantage on all saves against fogs and clouds.</p></td><td>0</td><td>Celebration, Storm, </td><td>Yes</td><td>Celebration</td><td>Yes</td><td>No</td><td>Storm</td><td>No</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Coldshatter">Coldshatter</a></h4><a class="internal-link" name="Coldshatter"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a cracked glass marble)<br><b>Duration: </b>Instantaneous</a></td><td>A shimmering white ray springs from your hand toward a target that you can see within range. The target can be a creature or an object. Make a ranged spell attack. On a success, the target takes 10d10 cold damage. If this damage reduces the target to 0 hit points, it is shatters into hundreds of tiny shards. A shattered creature and everything it is wearing and carrying, except magic items, are reduced to a pile of frozen pieces. The creature can be restored to life at that point only by means of a <i>resurrection, true resurrection</i>, or <i>wish</i> spell. This spell automatically shatters a Large or smaller nonmagical object. If the target is a Huge or larger object, this spell destroys a 10-foot-cube portion of it. A magic item is unaffected by this spell.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.</td><td>6</td><td>Winter, Draconic,Frozen heart,Wild, Levistus, </td><td>No</td><td>Winter</td><td>Yes</td><td>No</td><td>Draconic,Frozen heart,Wild</td><td>Levistus</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Coldsnap">Coldsnap</a></h4><a class="internal-link" name="Coldsnap"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You weave your frosty magics into a plethora of icy legerdemain. You create one of the following effects:<p> • You snuff out a candle, a torch, or a small campfire.<br> • You create an instantaneous, harmless effect such as a flurry of snowflakes, a shower of sleet, or a harmless spray of icy mist.<br> • You chill up to 1 cubic foot of nonliving material for 1 hour.<br> • You make frost appear on an object or a surface you touch for 1 minute.<br> • You freeze the water within a 5-foot cube, provided there are no creatures in it.<br> • You weave a nonmagical trinket or an illusory image of ice or snow that can fit in your hand that lasts for 1 minute.<br> • You can also target a creature, causing numbing frost to form around it. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.</p><p>If you cast this spell multiple times, you may have two of its non-instantaneous effects active at a time, and you may dismiss such an effect as an action.</p><p><b>At Higher Levels</b><br>At 5th level, you can cause two effects with the same casting. If you use both effects to damage a single creature, the target only gets one save. At 11th level, you can cause three effects with the same casting. At 17th level, the spell's range increases to 60 feet.</p></td><td>0</td><td>Winter, Frozen heart,Wishcrafter, Levistus, Cook, </td><td>No</td><td>Winter</td><td>Yes</td><td>No</td><td>Frozen heart,Wishcrafter</td><td>Levistus</td><td>Yes</td><td>Cook</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="CommunewithNature">Commune with Nature</a></h4><a class="internal-link" name="CommunewithNature"><i>Level: 5 (ritual)</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.<p>You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:<br> ♦ terrain and bodies of water.<br> ♦ prevalent plants, minerals, animals, or people.<br> ♦ powerful celestials, fey, fiends, elementals, or undead.<br> ♦ influence from other planes of existence.<br> ♦ buildings.<br> For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.</p></td><td>5</td><td>Purity, Agriculture,Hunting,Nature,Survival, Yes,Land - Arctic,Land - Forest,Land - Swamp,Land - Underdark, Ashen,Autumnal,Blighted,Dune child, Ancient Dragon,Ancient Toad,Blackthorn Grove,Crone,Hive,Monstrosity,Oberon, Cook,Forester, Lycanthropic, </td><td>Purity</td><td>Agriculture,Hunting,Nature,Survival</td><td>Yes,Land - Arctic,Land - Forest,Land - Swamp,Land - Underdark</td><td>Yes</td><td>Ashen,Autumnal,Blighted,Dune child</td><td>Ancient Dragon,Ancient Toad,Blackthorn Grove,Crone,Hive,Monstrosity,Oberon</td><td>No</td><td>Cook,Forester</td><td>Lycanthropic</td><td>Yes</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CommunewiththeSea">Commune with the Sea</a></h4><a class="internal-link" name="CommunewiththeSea"><i>Level: 5 (ritual)</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You briefly become one with the seas and gain knowledge of the surrounding seas. The spell gives you knowledge of the seas within 3 miles of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:<br> ♦ underwater terrain and characteristics of water (current, temperature, depth, etc.).<br> ♦ prevalent plants, minerals, animals, or people.<br> ♦ powerful celestials, fey, fiends, elementals, or undead.<br> ♦ influence from other planes of existence.<br> ♦ shipwrecks, flooded buildings and other unnatural features.<br>For example, you could determine the location of sharks in the area, the location of dangerous currents, and the location of any nearby shipwrecks.</td><td>5</td><td>Shanties, Ocean, Yes,Land - Coast,Tides, Oceanic, Dagon,Keeper of Depths, Nereid, </td><td>Shanties</td><td>Ocean</td><td>Yes,Land - Coast,Tides</td><td>Yes</td><td>Oceanic</td><td>Dagon,Keeper of Depths</td><td>No</td><td>No</td><td>No</td><td>Nereid</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="ConeofCold">Cone of Cold</a></h4><a class="internal-link" name="ConeofCold"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Cone 15 ft<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (a small crystal or glass cone)<br><b>Duration: </b>Instantaneous</a></td><td>A blast of pure elemental cold emerges out from your hands. Each creature in a 15-foot cone failing a Constitution saving throw takes 3d6 cold damage and has its speed reduced by 10 feet until the end of its next turn; a successful save reduces damage to half and negates the speed penalty. A creature killed by this spell becomes a frozen statue until it thaws.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 2nd level or higher, the size of the cone doubles (to max 60 ft) and damage increases by one die for each slot level above 1st. Casting the spell as a 5th level spell or above, the speed reduction is 20 feet and the die size is increased to d8. At 8th level, the speed reduction is 30 feet and the die size is increase to d10.</td><td>1</td><td>Winter, Draconic,Frozen heart, Levistus, </td><td>No</td><td>Winter</td><td>Yes</td><td>No</td><td>Draconic,Frozen heart</td><td>Levistus</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Confusion">Confusion</a></h4><a class="internal-link" name="Confusion"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 10 ft<br><b>Range: </b>90 ft<br><b>Components: </b>V, S, M (three nut shells)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.<br> An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br><table><tbody><tr class="”header”"><td>d10</td><td>Behavior</td></tr><tr><td>1</td><td>The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.</td></tr><tr><td>2-6</td><td> The creature doesn’t move or take actions this turn.</td></tr><tr><td>7-8 </td><td>The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.</td></tr><tr><td>9-10 </td><td>The creature can act and move normally.</td></tr></tbody></table><br> At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.</td><td>4</td><td>Chaos,Trickery, Aberrant,Blighted,Dread,Fiendish,Pandemonic,Time thief,Wild, Ancient Toad,Archfey,Fiend,Ghost,Great Old One,Hive, Beyond,Entropic, Yes,Sidhe, </td><td>Yes</td><td>Chaos,Trickery</td><td>Yes</td><td>No</td><td>Aberrant,Blighted,Dread,Fiendish,Pandemonic,Time thief,Wild</td><td>Ancient Toad,Archfey,Fiend,Ghost,Great Old One,Hive</td><td>Yes</td><td>No</td><td>Beyond,Entropic</td><td>Yes,Sidhe</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ConjureAnimals">Conjure Animals</a></h4><a class="internal-link" name="ConjureAnimals"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>60 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:<br> • One beast of challenge rating 2 or lower<br> • Two beasts of challenge rating 1 or lower<br> • Four beasts of challenge rating 1/2 or lower<br> • Eight beasts of challenge rating 1/4 or lower<br> Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.<br> The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.<br> The DM has the creatures’ statistics. <br> <b>At Higher Levels.</b> When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.</td><td>3</td><td>Awakened art,Beasts,Tales, Agriculture,Nature, Yes,Shepherd, Arachnid,Oceanic,Wishcrafter, Ancient Toad,Crone,Hesperia,Hive,Oberon,Shadowcat, Forester, Lycanthropic, </td><td>Awakened art,Beasts,Tales</td><td>Agriculture,Nature</td><td>Yes,Shepherd</td><td>Yes</td><td>Arachnid,Oceanic,Wishcrafter</td><td>Ancient Toad,Crone,Hesperia,Hive,Oberon,Shadowcat</td><td>No</td><td>Forester</td><td>Lycanthropic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ConjureElemental">Conjure Elemental</a></h4><a class="internal-link" name="ConjureElemental"><i>Level: 5</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>In range<br><b>Range: </b>90 ft<br><b>Components: </b>V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.<br> The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.<br> If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.<br> The DM has the elemental’s statistics. <br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.</td><td>5</td><td>Awakened art,Tales, Ashen,Oceanic,Phoenix,Stone,Storm,Wishcrafter, Candlemaker, </td><td>Awakened art,Tales</td><td>No</td><td>Yes</td><td>No</td><td>Ashen,Oceanic,Phoenix,Stone,Storm,Wishcrafter</td><td>No</td><td>Yes</td><td>Candlemaker</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ConjureFey">Conjure Fey</a></h4><a class="internal-link" name="ConjureFey"><i>Level: 6</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>In range<br><b>Range: </b>90 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.<br> The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.<br> If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.<br> The DM has the fey creature’s statistics. <br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.</td><td>6</td><td>Awakened art, Nature, Autumnal, Archfey, Forester, </td><td>Awakened art</td><td>Nature</td><td>Yes</td><td>No</td><td>Autumnal</td><td>Archfey</td><td>No</td><td>Forester</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ConjureMinorElementals">Conjure Minor Elementals</a></h4><a class="internal-link" name="ConjureMinorElementals"><i>Level: 4</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>In range<br><b>Range: </b>90 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You summon elementals that appear in unoccupied spaces that you can see within range. The type of element might be restricted by your archetype. You choose one the following options for what appears:<br> • One elemental of challenge rating 2 or lower<br> • Two elementals of challenge rating 1 or lower<br> • Four elementals of challenge rating 1/2 or lower<br> • Eight elementals of challenge rating 1/4 or lower.<br> An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.<br> The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.<br> The DM has the creatures' statistics. <br> <b>At Higher Levels. </b>When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.</td><td>4</td><td>Awakened art,Tales, Ashen,Oceanic,Stone,Storm,Wishcrafter, Pharaoh, </td><td>Awakened art,Tales</td><td>No</td><td>Yes</td><td>No</td><td>Ashen,Oceanic,Stone,Storm,Wishcrafter</td><td>Pharaoh</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ConjurePlantCreature">Conjure Plant Creature</a></h4><a class="internal-link" name="ConjurePlantCreature"><i>Level: 5</i><br><b>Casting time: </b>Minute<br><b>Target: </b>In range<br><b>Range: </b>90 ft<br><b>Components: </b>V, S, M (a branch with leaves)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You call forth a plant creature to serve you. Choose an area of plant life that fills a 10-foot cube within range. A plant creature of challenge rating 5 or lower appears in an unoccupied space within 10 feet of it.<br>The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. lt obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.<br>If your concentration is broken, the plant creature doesn't disappear. Instead, you lose control of it, it becomes hostile toward you and your companions, and it might attack. An uncontrolled creature can't be dismissed by you, and it disappears 1 hour after you summoned it.The DM has the elemental's statistics.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.</td><td>5</td><td>Awakened art, Agriculture, Autumnal,Blighted, Forester, Sprig, </td><td>Awakened art</td><td>Agriculture</td><td>Yes</td><td>No</td><td>Autumnal,Blighted</td><td>No</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ConjureSlime">Conjure Slime</a></h4><a class="internal-link" name="ConjureSlime"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a vial of acid)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You summon ooze creatures that appear in unoccupied spaces that you can see within range. A summoned creature disappears when it drops to 0 hit points or when the spell ends. Choose one of the following options for what appears:<br> ♦ One ooze creature of challenge rating 4 or lower.<br> ♦ Two ooze creatures of challenge rating 2 or lower.<br> ♦ Four ooze creatures of challenge rating 1 or lower.The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The game master has the creature’s statistics.</td><td>5</td><td>Awakened art, Land - Underdark, Oozemaster, Jubilex, Alchemical,Beyond, </td><td>Awakened art</td><td>No</td><td>Land - Underdark</td><td>No</td><td>Oozemaster</td><td>Jubilex</td><td>Yes</td><td>No</td><td>Alchemical,Beyond</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ConjureSpice">Conjure Spice</a></h4><a class="internal-link" name="ConjureSpice"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One object<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>1 hour</a></td><td>This magic conjures a particular spice to the object of food or drink. Thus, ginger, pepper, and like spices can be brought to add zest (or disguise). Herbs such as bay leaf, garlic, parsley, and so forth can likewise be conjures by this cantrip. As can sweeteners, such as sugar, honey, or even a syrup. The quantity is sufficient to spice food or drink for about a dozen people. The spice (or herb) appears over the object vessel as a fine powder or flake, falls upon it, and adds its substance to the dish or drink. <p>A special case is salt, which can also be used for removing a troublesome weed patch, preserving fish or meat. The object must be of a reasonable size - up to perhaps 4 square yards in area or barrel. Creatures adversely affected by salt (such as a giant slug) take 1d6 necrotic damage from this cantrip.</p></td><td>0</td><td>Autumnal,Wishcrafter, Cook, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Autumnal,Wishcrafter</td><td>No</td><td>Yes</td><td>Cook</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ConjureSpider">Conjure Spider</a></h4><a class="internal-link" name="ConjureSpider"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a bit of spiderweb)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You conjure a Tiny spider at a point within 30 ft, which immediately attacks a creature. Make a melee spell attack for the spider. If it hits, the target takes 1 point of piercing damage and must succeed at a Constitution save or take an additional 2d6 points of poison damage. On your turn, you can use an action to move the spider up to 20 ft and attack. The spider is AC 13 and has 1 hit point. It has a +6 bonus to Dexterity saves and a -2 penalty to all other saving throws. It remains as long as you concentrate, but max for 1 minute. For each additional spell slot you spend, the spider has an additional 5 hit points and deals 1d4 extra piercing damage.</td><td>1</td><td>Awakened art,Pied piper, Arachnid, Hesperia,Hive,Weaver of Lies, </td><td>Awakened art,Pied piper</td><td>No</td><td>Yes</td><td>No</td><td>Arachnid</td><td>Hesperia,Hive,Weaver of Lies</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ConjureVolley">Conjure Volley</a></h4><a class="internal-link" name="ConjureVolley"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 40 ft<br><b>Range: </b>15 ft<br><b>Components: </b>V, S, M (one piece of ammunition or a thrown weapon)<br><b>Duration: </b>Instantaneous</a></td><td>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.</td><td>5</td><td>Fools, Hunting, Land - Grassland, Oberon, Smith, </td><td>Fools</td><td>Hunting</td><td>Land - Grassland</td><td>Yes</td><td>No</td><td>Oberon</td><td>No</td><td>Smith</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ConjureWoodlandBeings">Conjure Woodland Beings</a></h4><a class="internal-link" name="ConjureWoodlandBeings"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (one holly berry per creature summoned)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:<br> • One fey creature of challenge rating 2 or lower<br> • Two fey creatures of challenge rating 1 or lower<br> • Four fey creatures of challenge rating 1/2 or lower<br> • Eight fey creatures of challenge rating 1/4 or lower<br> A summoned creature disappears when it drops to 0 hit points or when the spell ends.<br> The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.<br> The DM has the creatures’ statistics. <br> <b>At Higher Levels.</b> When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.</td><td>4</td><td>Awakened art,Tales, Nature, Autumnal, Archfey, Forester, </td><td>Awakened art,Tales</td><td>Nature</td><td>Yes</td><td>Yes</td><td>Autumnal</td><td>Archfey</td><td>Yes</td><td>Forester</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Contagion">Contagion</a></h4><a class="internal-link" name="Contagion"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>7 days</a></td><td>Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.<br> At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.<br> Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.<br> <b>Blinding Sickness. </b>Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.<br> <b>Filth Fever. </b>A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.<br> <b>Flesh Rot. </b>The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.<br> <b>Mindfire. </b>The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.<br> <b>Seizure. </b>The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.<br> <b>Slimy Doom.</b> The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.</td><td>5</td><td>Yes,Land - Swamp,Spores, Blighted,Plaguebringer, Crone,Hive, </td><td>No</td><td>No</td><td>Yes,Land - Swamp,Spores</td><td>No</td><td>Blighted,Plaguebringer</td><td>Crone,Hive</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ControlFlames">Control Flames</a></h4><a class="internal-link" name="ControlFlames"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One flame<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Varies</a></td><td>This spell can be used to manipulate fire within the area of effect. Although it can’t create fire, it can make use of any existing fire. Choose a small nonmagical flame that you can see within range, such as a torch, lantern, candle or small fire. You affect it in one of the following ways:<br><br> ♦ You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.<br> ♦ You instantaneously extinguish the flame.<br> ♦ The flame flashes brightly and/or a cloud of colorful smoke is formed (one or two colors of your choice). All creatures within 5 feet of it must make a Constitution saving throw or be blinded until the end of your next turn. This smoke can be created into a simple, two-dimensional image for as long as you concentrate (up to 1 minute), or you can use the flash and smoke to hide a quick escape.<br> ♦ You protect the flame, preventing it from being extinguished by nonmagical breezes or gusts of air. This effect lasts for up to 1 hour.<br> ♦ You change the color or the flames. The change lasts for up to 1 hour.<br> ♦ You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for as long as you concentrate (up to 10 minutes).<br> ♦ You cause the flame to reduce in size and light to that of a match, or increase in brightness – but not size – to that of a light spell. This effect lasts for up to 8 hours. Reducing a fire also reduces its consumption of fuel by half, with the effect of doubling its remaining duration, while increasing a fire doubles its fuel consumption. This spell doesn’t change the heat output of the fire.<br><br> If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action. <p><b>At Higher Levels</b><br>At 5th level, you can cause two effects or target two flames at the same time. At 11th level, you can cause three effects or target three flames at the same time. At 17th level, the spell's range increases to 60 feet.</p><p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 1 spells, you may add the <i> Pyrotechnics</i> spell to your spells known.<br> ♦ You have resistance to damage from any flame that you are affecting with this spell.</p></td><td>0</td><td>Agriculture, Ashen,Phoenix,Star touched, Ashen Wolf,Pharaoh, Candlemaker,Cook,Smith, </td><td>Yes</td><td>Agriculture</td><td>Yes</td><td>No</td><td>Ashen,Phoenix,Star touched</td><td>Ashen Wolf,Pharaoh</td><td>Yes</td><td>Candlemaker,Cook,Smith</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ControlWater">Control Water</a></h4><a class="internal-link" name="ControlWater"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 100 ft<br><b>Range: </b>300 ft<br><b>Components: </b>V, S, M (a drop of water and a pinch of dust)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.<br> <b>Flood.</b>You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.<br> <b>Part Water.</b> You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.<br> <b>Redirect Flow. </b>You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.<br> <b>Whirlpool.</b> This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.<br> When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.<br> The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.</td><td>4</td><td>Shanties, Ocean, Yes,Land - Coast,Land - Swamp,Tides, Oceanic, Ancient Toad,Dagon,Keeper of Depths, Archaeologist, Nereid, </td><td>Shanties</td><td>Ocean</td><td>Yes,Land - Coast,Land - Swamp,Tides</td><td>No</td><td>Oceanic</td><td>Ancient Toad,Dagon,Keeper of Depths</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ControlWeather">Control Weather</a></h4><a class="internal-link" name="ControlWeather"><i>Level: 8</i><br><b>Casting time: </b>10 minutes<br><b>Target: </b>In range<br><b>Range: </b>5 miles<br><b>Components: </b>V, S, M (burning incense and bits of earth and wood mixed in water)<br><b>Duration: </b>Concentration, up to 8 hours</a></td><td>You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.<br> When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.<br><br><b>Precipitation</b><table><tbody><tr class="”header”"><td>Stage</td><td> Condition</td></tr><tr><td>1 </td><td> Clear </td></tr><tr><td>2 </td><td> Light clouds</td></tr><tr><td> 3</td><td> Overcast or ground fog</td></tr><tr><td> 4</td><td> Rain, hail, or snow</td></tr><tr><td> 5</td><td> Torrential rain, driving hail, or blizzard</td></tr></tbody></table><br><br><b>Temperature</b><table><tbody><tr class="”header”"><td>Stage</td><td> Condition</td></tr><tr><td>1</td><td> Unbearable heat</td></tr><tr><td> 2</td><td> Hot </td></tr><tr><td>3</td><td> Warm</td></tr><tr><td> 4</td><td> Cool</td></tr><tr><td> 5</td><td> Cold</td></tr><tr><td> 6</td><td> Arctic cold</td></tr></tbody></table><br><br><b>Wind</b><table><tbody><tr class="”header”"><td>Stage</td><td> Condition </td></tr><tr><td>1</td><td> Calm</td></tr><tr><td> 2</td><td> Moderate wind</td></tr><tr><td> 3</td><td> Strong wind</td></tr><tr><td> 4</td><td> Gale</td></tr><tr><td> 5</td><td> Storm</td></tr></tbody></table></td><td>8</td><td>Shanties, Agriculture,Celebration,Desert,Nature,Ocean,Survival,Tempest,Vengeance,Winter, Autumnal,Draconic,Frozen heart,Oceanic,Storm, Ancient Toad,Crone,Storm Lord, Forester, Sidhe,Sprig, </td><td>Shanties</td><td>Agriculture,Celebration,Desert,Nature,Ocean,Survival,Tempest,Vengeance,Winter</td><td>Yes</td><td>No</td><td>Autumnal,Draconic,Frozen heart,Oceanic,Storm</td><td>Ancient Toad,Crone,Storm Lord</td><td>Yes</td><td>Forester</td><td>No</td><td>Sidhe,Sprig</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ControlWinds">Control Winds</a></h4><a class="internal-link" name="ControlWinds"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>A line of strong wind 30 feet long and 10 feet wide blasts from you in a direction you choose for as long as you keep concentration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line and must spend 2 feet of movement for every 1 foot it moves when moving closer to you. Any ranged weapon attacks made against you or that pass through the wind have disadvantage on their attack rolls. This wind disperses gas or vapor, and extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.<p>Some additional uses include:<br> ♦ Aiming the wind at a door would require anyone trying to open it to succeed at a Strength save and a new save each round they try to keep it open.<br> ♦ A creature jumping or falling into an upwards aimed wind would reduce any fall by 30 ft or half, whichever is greater. A creature in the cube making a vertical jump, can jump up to 10 feet higher than normal.</p><p><b>Versatile casting:</b><br> ♦ By casting the spell as a 3rd level spell, you can anchor the wind in one place and widen it to a wall, up to 50 feet long, 15 feet high, and 1 foot thick, blowing in any one direction you choose. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Loose, lightweight materials brought into the wall are blown in the wind's direction. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected and automatically miss. The strong wind keeps fog, smoke, and other gases at bay (including creatures in gaseous form). Small or smaller flying creatures or objects, can’t pass through the wall.<br> ♦ By casting the spell as a 4th level or higher spell, you can set the origin and direction of the wind at any point within 300 ft. While this spell is in effect, you can use your bonus action to stop a wind and an action to start a new wind. <br> ♦ By casting the spell as a 5th level or higher spell, you are no longer restricted to just a 10 ft wide gust of wind. The wind can be from a tiny focused ray, up to a 100 ft diameter.</p><p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot, you may select one the following for each spell slot increase:<br> ♦ Increase the range of a line of wind by 30 ft.</p></td><td>1</td><td>Ocean,Tempest, Autumnal,Dune child,Pandemonic,Storm, Storm Lord, Boggart,Pooka,Sidhe, </td><td>No</td><td>Ocean,Tempest</td><td>Yes</td><td>No</td><td>Autumnal,Dune child,Pandemonic,Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>Boggart,Pooka,Sidhe</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CrawlingArmor">Crawling Armor</a></h4><a class="internal-link" name="CrawlingArmor"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>1 hour</a></td><td>You surround youself with a conjured mass of insects that covers you and your gear. You gain 5 temporary hit points at the start of each turn for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 poison or piercing damage. You may select damage type every time damage is dealt. <br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the damage increase by 5 for each slot level above 1st.</td><td>1</td><td>Swarm, Arachnid, Hive, </td><td>No</td><td>No</td><td>Swarm</td><td>No</td><td>Arachnid</td><td>Hive</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="CreateBonfire">Create Bonfire</a></h4><a class="internal-link" name="CreateBonfire"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Cube 5 ft<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. You can use your bonus action while this spell is active, to flare the bonfire until the end of your next turn, causing the flames to rise to 10 feet tall. A creature that ends its turn next to or within the bonfire while it is flaring takes an additional 1d4 fire damage.<br> At 5th level, when you use your bonus action to flare the fire, it flares up to 15 feet high, and the additional damage is increased by 1d4. At 11th level, the damage from the bonfire increases to 2d8. At 17th level, the bonfire you create is 5 feet high and 10 feet in diameter.</td><td>0</td><td>Grandeur, Ashen,Phoenix,Star touched,Wishcrafter, Ashen Wolf,Pharaoh, Candlemaker, </td><td>Grandeur</td><td>No</td><td>Yes</td><td>No</td><td>Ashen,Phoenix,Star touched,Wishcrafter</td><td>Ashen Wolf,Pharaoh</td><td>Yes</td><td>Candlemaker</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CreateFoodandWater">Create Food and Water</a></h4><a class="internal-link" name="CreateFoodandWater"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.</td><td>3</td><td>Yes,Agriculture,Celebration,Desert,Life,Ocean,Survival,Winter, Land - Desert,Sands, Herbalist, Autumnal,Dune child,Wishcrafter, Cook,Forester, </td><td>No</td><td>Yes,Agriculture,Celebration,Desert,Life,Ocean,Survival,Winter</td><td>Land - Desert,Sands</td><td>Herbalist</td><td>Autumnal,Dune child,Wishcrafter</td><td>No</td><td>No</td><td>Cook,Forester</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="CreateorDestroyWater">Create or Destroy Water</a></h4><a class="internal-link" name="CreateorDestroyWater"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a drop of water if creating water or a few grains of sand if destroying it)<br><b>Duration: </b>Instantaneous</a></td><td>You either create or destroy water.<br> <b>Create Water.</b> You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.<br> <b>Destroy Water.</b> You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range, or remove dampness and excess moisture from materials within the area of effect. (Useful for cloth, herbs, and cleaning chores.)<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.</td><td>1</td><td>Desert, Oceanic, Ancient Toad,Pharaoh, Forester, Alchemical, nereid, </td><td>No</td><td>Desert</td><td>Yes</td><td>No</td><td>Oceanic</td><td>Ancient Toad,Pharaoh</td><td>No</td><td>Forester</td><td>Alchemical</td><td>nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CureWounds">Cure Wounds</a></h4><a class="internal-link" name="CureWounds"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.</td><td>1</td><td>Yes,Life, Divine soul, Chosen, </td><td>Yes</td><td>Yes,Life</td><td>Yes</td><td>Yes</td><td>Divine soul</td><td>No</td><td>No</td><td>No</td><td>Chosen</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Current'sPull">Current's Pull</a></h4><a class="internal-link" name="Current'sPull"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>120 ft<br><b>Components: </b>S<br><b>Duration: </b>Instantaneous</a></td><td>You command the currents to do your biddings. You point at a creature that is at least partly in water you can see within range, and conjure forth a current that tries to drag the creature with it. The creature must make a Strength saving throw to withstand the pull of the rushing water. On a failed saving throw, it's dragged 30 feet straight down if possible, or in a random direction if it's not. On a successful saving throw, it's moved 15 feet in a random direction instead.<br> <b>At Higher Levels.</b> 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.</td><td>1</td><td>Ocean, Oceanic, Dagon,Keeper of Depths, Nereid, </td><td>No</td><td>Ocean</td><td>Yes</td><td>No</td><td>Oceanic</td><td>Dagon,Keeper of Depths</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="CurtainofFire">Curtain of Fire</a></h4><a class="internal-link" name="CurtainofFire"><i>Level: 9</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>200 ft<br><b>Components: </b>V, S, M (a fire opal worth 1,000 gp)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You bring into existence a curtain of flickering purple and pink flames that burns the life out of everything it touches. The curtain is 1 inch thick, up to 20 feet high, and up to 400 feet long. It is roughly straight; it can’t be curved or folded. You must be able to see the entire curtain when the spell is cast.<br>The curtain moves in a direction of your choice at a rate of 5 feet per round, consuming all organic matter in its path. Once a direction is chosen, the curtain moves that direction for the spell’s duration. If the spell is maintained for its full duration, the curtain of fire will advance 500 feet and leave a scorched area 500 feet long by 400 feet wide.<br>The flames generate no heat, but all organic material coming into contact with the curtain is treated as if struck by a <i>disintegrate</i> spell. Buildings and items made from stone or metal are unharmed, but the magical fire can pass through up to 2 feet of stone or 2 inches of any metal and continue advancing. The magical fire burns life out of the soil as well, extending its horrid power to a depth of 5 feet beneath the surface of the earth.<br>Areas struck by a curtain of fire are easy to identify, as they are nothing but burned-out scars of black dust and sand unable to support any life.</td><td>9</td><td>Dust, Phoenix, Ashen Wolf, </td><td>No</td><td>No</td><td>Dust</td><td>No</td><td>Phoenix</td><td>Ashen Wolf</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Darkvision">Darkvision</a></h4><a class="internal-link" name="Darkvision"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (either a pinch of dried carrot or an agate)<br><b>Duration: </b>8 hours</a></td><td>You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.</td><td>2</td><td>Pathfinder chronicler,Shadowfell, Ancient Dragon,Ashen Wolf,Cosmic Machine,Crone,Dagon,Death,Dispater,Fallen Exile,Fiend,Ghost,Monstrosity,Oberon,Shadowcat,Vampire,Weaver of Lies, Archaeologist, Alchemical,Beyond,Lycanthropic,Sealed dragon,Shadowcursed, </td><td>Pathfinder chronicler,Shadowfell</td><td>No</td><td>Yes</td><td>Yes</td><td>Yes</td><td>Ancient Dragon,Ashen Wolf,Cosmic Machine,Crone,Dagon,Death,Dispater,Fallen Exile,Fiend,Ghost,Monstrosity,Oberon,Shadowcat,Vampire,Weaver of Lies</td><td>Yes</td><td>Archaeologist</td><td>Alchemical,Beyond,Lycanthropic,Sealed dragon,Shadowcursed</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Dawn">Dawn</a></h4><a class="internal-link" name="Dawn"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 30 ft<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, F (a sunburst pendant worth at least 100 gp)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>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. </td><td>5</td><td>Light,Repose, Sands, Dune child,Star touched, Archfey,Cosmic Machine,Fallen Exile, </td><td>No</td><td>Light,Repose</td><td>Sands</td><td>No</td><td>Dune child,Star touched</td><td>Archfey,Cosmic Machine,Fallen Exile</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Daylight">Daylight</a></h4><a class="internal-link" name="Daylight"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 60 ft<br><b>Range: </b>60 ft<br><b>Components: </b>V,S<br><b>Duration: </b>1 hour</a></td><td>A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.<br> If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.<br> If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.</td><td>3</td><td>Yes,Light,Repose, Divine soul,Frozen heart,Phoenix,Relicker,Star touched,Time thief,Wishcrafter, Fallen Exile, Archaeologist,Candlemaker, </td><td>No</td><td>Yes,Light,Repose</td><td>Yes</td><td>Yes</td><td>Divine soul,Frozen heart,Phoenix,Relicker,Star touched,Time thief,Wishcrafter</td><td>Fallen Exile</td><td>No</td><td>Archaeologist,Candlemaker</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="DeadtoDust">Dead to Dust</a></h4><a class="internal-link" name="DeadtoDust"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>One corpse<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You instantly transmute one corpse into dust. It can’t be magically animated or turned into an undead creature. The spell has no effect on undead or living creatures. </td><td>2</td><td>Eulogies, Repose,Time, Yes,Spores, Divine soul,Dread,Oozemaster,Stone,Time thief, Death,Hive,Undying, Alchemical,Chosen, </td><td>Eulogies</td><td>Repose,Time</td><td>Yes,Spores</td><td>Yes</td><td>Divine soul,Dread,Oozemaster,Stone,Time thief</td><td>Death,Hive,Undying</td><td>Yes</td><td>No</td><td>Alchemical,Chosen</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="DeathRecall">Death Recall</a></h4><a class="internal-link" name="DeathRecall"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 corpse<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a fragment from a shattered mirror)<br><b>Duration: </b>10 minutes</a></td><td>You touch a corpse that has been dead for 24 hours or less and receive a vision of the final moments of its life. During the time that this spell lasts, you are incapacitated because you are in a trance, seeing a vision of the last ten minutes of the corpse's life as seen by the subject itself. The vision ends with the last thing the subject saw before it died, at which time you awaken.</td><td>2</td><td>Eulogies,Lore,Whispers, Death,Knowledge,Time, Spores, Dread,Time thief, Abraxas,Crone,Death,Emergent Mind,Keeper of Depths,Undying, Diplomat, </td><td>Eulogies,Lore,Whispers</td><td>Death,Knowledge,Time</td><td>Spores</td><td>Yes</td><td>Dread,Time thief</td><td>Abraxas,Crone,Death,Emergent Mind,Keeper of Depths,Undying</td><td>Yes</td><td>Diplomat</td><td>Yes</td><td>No</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Decompose">Decompose</a></h4><a class="internal-link" name="Decompose"><i>Cantrip (ritual)</i><br><b>Casting time: </b>10 minutes<br><b>Target: </b>One corpse<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a corpse that has died within the last day and the stalk from a mushroom)<br><b>Duration: </b>5 days</a></td><td>You touch a fresh corpse, placing the mushroom stalk in its mouth. For the duration, the target decays at double the normal rate. After each long rest for the duration, mundane mushrooms can be harvested from the corpse, the amount of which are 1d8 per size category, starting at Tiny. These mushrooms are edible and nutritious, and can replace a meal.</td><td>0</td><td>Spores, Autumnal,Blighted, </td><td>No</td><td>No</td><td>Spores</td><td>No</td><td>Autumnal,Blighted</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="DetectMagic">Detect Magic</a></h4><a class="internal-link" name="DetectMagic"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You can sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, learning its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.<p><b>Versatile casting:</b><br> ♦ Identify. You can instead focus fully on one object. This requires a full minute per object, during which you must touch it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.</p><p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot, you may add one the following effects for each spell slot increase:<br> ♦ Detect Curse. Using your action to see auras or identifying items, you can also see if the target is affected by a curse. With a successful DC 20 Intelligence or Wisdom check, you can determine the type of curse and its effects. The spell doesn’t function when used on an artifact.<br> ♦ See Invisibility. While sensing magic, you also see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.<br> ♦ Track Magic. You can detect the lingering trace of a magic aura that you have sensed previously. If the aura has been there within the last hour, you can observe a sparkling golden trail that leads in the direction the item, or the caster of that effect went after casting it. This allows you to follow the trail at your normal speed. If you move faster than your normal speed (for example, by using the Dash action), you lose the trail. Teleportation foils this spell, as do effects that ward or mask the against divinations.</p></td><td>1</td><td>Yes,Knowledge,Balanced scale of Abadar, Abraxas,Dispater,Keeper of Depths,Undying, Archaeologist,Diplomat,Smith, </td><td>Yes</td><td>Yes,Knowledge,Balanced scale of Abadar</td><td>Yes</td><td>Yes</td><td>Yes</td><td>Abraxas,Dispater,Keeper of Depths,Undying</td><td>Yes</td><td>Archaeologist,Diplomat,Smith</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="DetectPoisonandDisease">Detect Poison and Disease</a></h4><a class="internal-link" name="DetectPoisonandDisease"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (a yew leaf)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.<br> The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.</td><td>1</td><td>Purity, Agriculture,Death,Knowledge,Life, Aberrant,Arachnid,Blighted,Dune child,Fiendish,Plaguebringer, Ancient Toad,Hesperia,Hive, Archaeologist,Cook,Forester, _Ritual_,Alchemical, </td><td>Purity</td><td>Agriculture,Death,Knowledge,Life</td><td>Yes</td><td>Yes</td><td>Aberrant,Arachnid,Blighted,Dune child,Fiendish,Plaguebringer</td><td>Ancient Toad,Hesperia,Hive</td><td>Yes</td><td>Archaeologist,Cook,Forester</td><td>_Ritual_,Alchemical</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="DimensionDoor">Dimension Door</a></h4><a class="internal-link" name="DimensionDoor"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>500 ft<br><b>Components: </b>V<br><b>Duration: </b>Instantaneous</a></td><td>You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”<br> You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.<br> If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.</td><td>4</td><td>Doors,Valor,Whispers, Trickery, Land - Mountain, Freerunner, Draconic,Fiendish,Wishcrafter, Abraxas,Archfey,Ashen Wolf,Dagon,Eternal Citadel,Fallen Exile,Fiend,Ghost,Hesperia,Keeper of Depths,Levistus,Seducer,Shadowcat,Storm Lord, Archaeologist, </td><td>Doors,Valor,Whispers</td><td>Trickery</td><td>Land - Mountain</td><td>Freerunner</td><td>Draconic,Fiendish,Wishcrafter</td><td>Abraxas,Archfey,Ashen Wolf,Dagon,Eternal Citadel,Fallen Exile,Fiend,Ghost,Hesperia,Keeper of Depths,Levistus,Seducer,Shadowcat,Storm Lord</td><td>Yes</td><td>Archaeologist</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="DispelMagic">Dispel Magic</a></h4><a class="internal-link" name="DispelMagic"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.<br> <b>At Higher Levels.</b>When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.</td><td>3</td><td>Yes,Arcana,Balance, Abraxas,Ancient Dragon,Blackthorn Grove,Death,Dispater,Eternal Citadel,Fiend,Great Old One,Hesperia,Jubilex,Keeper of Depths,Monstrosity,Seducer,Storm Lord,Vampire,Weaver of Lies, Archaeologist,Diplomat, </td><td>Yes</td><td>Yes,Arcana,Balance</td><td>Yes</td><td>No</td><td>Yes</td><td>Abraxas,Ancient Dragon,Blackthorn Grove,Death,Dispater,Eternal Citadel,Fiend,Great Old One,Hesperia,Jubilex,Keeper of Depths,Monstrosity,Seducer,Storm Lord,Vampire,Weaver of Lies</td><td>Yes</td><td>Archaeologist,Diplomat</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="DominateBeast">Dominate Beast</a></h4><a class="internal-link" name="DominateBeast"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 beast<br><b>Range: </b>60 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You attempt to beguile a beast 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 beast 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> <b>At Higher Levels.</b> When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.</td><td>4</td><td>Crossroads,Beasts,Marionettist,Pied piper, Nature,Order,Survival, Arachnid,Ashen,Oceanic, Crone,Hesperia,Hive,Pharaoh, Forester, Lycanthropic, </td><td>Crossroads,Beasts,Marionettist,Pied piper</td><td>Nature,Order,Survival</td><td>Yes</td><td>No</td><td>Arachnid,Ashen,Oceanic</td><td>Crone,Hesperia,Hive,Pharaoh</td><td>No</td><td>Forester</td><td>Lycanthropic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Dragon'sBreath">Dragon's Breath</a></h4><a class="internal-link" name="Dragon'sBreath"><i>Level: 2</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>1 creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a hot pepper)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.<br><b>At Higher Levels</b>. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. </td><td>2</td><td>Draconic, Ancient Dragon,Monstrosity, Cook, Sealed dragon, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Draconic</td><td>Ancient Dragon,Monstrosity</td><td>Yes</td><td>Cook</td><td>Sealed dragon</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Dream">Dream</a></h4><a class="internal-link" name="Dream"><i>Level: 5</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>1 creature<br><b>Range: </b>Special<br><b>Components: </b>V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)<br><b>Duration: </b>8 hours</a></td><td>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.</td><td>5</td><td>Fate,Trickery, Dreams, Aberrant,Ethereal,Pandemonic, Ancient Dragon,Archfey,Crone,Dagon,Emergent Mind,Eternal Citadel,Ghost,Great Old One,Keeper of Depths,Monstrosity,Seducer,Vampire,Weaver of Lies, Psychologist, Shadowcursed, </td><td>Yes</td><td>Fate,Trickery</td><td>Dreams</td><td>No</td><td>Aberrant,Ethereal,Pandemonic</td><td>Ancient Dragon,Archfey,Crone,Dagon,Emergent Mind,Eternal Citadel,Ghost,Great Old One,Keeper of Depths,Monstrosity,Seducer,Vampire,Weaver of Lies</td><td>Yes</td><td>Psychologist</td><td>Shadowcursed</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Drench">Drench</a></h4><a class="internal-link" name="Drench"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You trigger a sudden, short, freezing-cold downpour just big enough to drench a single creature, or several creatures if they’re standing close together. This downpour also quenches candles or a small fire. You can instead make a 10 ft radius area permeated by a fog-like dampness which leaves all material within it damp to the touch. It is useful for many sorts of things. It is hard on parchment, and it similarly makes it and like substances hard to set aflame. Those within the area will be enwrapped in a light fog, and objects in this fog, while still visible, will lose their detail.<p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 1 spells, you may add the <i> Create or Destroy Water</i> spell to your spells known.</p></td><td>0</td><td>Desert,Forge, Autumnal,Oceanic,Storm, Ancient Toad, Smith,Forester, Nereid, </td><td>No</td><td>Desert,Forge</td><td>Yes</td><td>No</td><td>Autumnal,Oceanic,Storm</td><td>Ancient Toad</td><td>Yes</td><td>Smith,Forester</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="DruidGrove">Druid Grove</a></h4><a class="internal-link" name="DruidGrove"><i>Level: 6</i><br><b>Casting time: </b>10 minutes<br><b>Target: </b>Varies<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon) <br><b>Duration: </b>24 hours</a></td><td>You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.<br>The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.<br>The entire warded area radiates magic. A <i>dispel magic</i> cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.<br><b>Solid Fog</b>. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.<br><b>Grasping Undergrowth</b>. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.<br><b>Grove Guardians</b>. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.<br><b>Additional Spell Effect</b>. You can place your choice of one of the following magical effects within the warded area:<ul><li>A constant <i>gust of wind</i> in two locations of your choice.</li><li><i>Spike growth</i> in one location of your choice</li><li><i>Wind wall</i> in two locations of your choice</li></ul>To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.</td><td>6</td><td>Purity, Agriculture,Nature, Autumnal,Blighted, Ancient Toad, Sprig, </td><td>Purity</td><td>Agriculture,Nature</td><td>Yes</td><td>No</td><td>Autumnal,Blighted</td><td>Ancient Toad</td><td>No</td><td>No</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Druidcraft">Druidcraft</a></h4><a class="internal-link" name="Druidcraft"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>Whispering to the spirits of nature, you create one of the following effects within range:<br> ♦ You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.<br> ♦ You instantly make a flower blossom, an unripe fruit ripen, a seed pod open, or a leaf bud bloom.<br> ♦ You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.<br> ♦ You instantly light or snuff out a candle, a torch, or a small campfire.<br> ♦ You heal a Tiny plant.<p><b>At Higher Levels</b><br>At 5th level, you can cause two effects at the same time. At 11th level, the spell's range increases to 60 feet. At 17th level, you can cause 3 effects at the same time.</p></td><td>0</td><td>Purity, Nature, Autumnal, Blackthorn Grove,Crone,Oberon, Cook,Forester, </td><td>Purity</td><td>Nature</td><td>Yes</td><td>No</td><td>Autumnal</td><td>Blackthorn Grove,Crone,Oberon</td><td>No</td><td>Cook,Forester</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="DustDevil">Dust Devil</a></h4><a class="internal-link" name="DustDevil"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You increase the strength of the wind that blows around a 10-foot radius, turning into a 10 ft high dust devil. This wind deafens creatures within its area, it extinguishes unprotected flames that are torch-sized or smaller, and any ranged weapon attacks have disadvantage if they pass in or out of the wind. The area is difficult terrain for creatures other than you and it hedges out vapor, gas, and fog that can be dispersed by strong wind. This spell does not function without air or underwater.<p>If the dust devil is created over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself. The cloud heavily obscures its area.</p><p><b>Versatile casting:</b><br> ♦ You can create a stronger, more focused dust devil around a single Medium or smaller creature, that forces the target to succeed at a Strength saving throw or become restrained. The target can spend an action and succeed at a Strength (Athletics) or Dexterity (Acrobatics) check against the spell's DC to break free.<br> ♦ You can cast this spell as a reaction to cushion a falling creature, reducing the effective falling distance by 30 ft or half, whichever is higher.<br> ♦ By casting the spell as a 2nd level spell, you can choose to make the dust devil strong enough to harm creatures that come to close. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. A creature in the center of the dust civil is safe.<br> ♦ When casting the spell as a 2nd level spell or higher, you can move the dust devil up to 30 feet in any direction as a bonus action (this includes up and down), up to 60 ft away.<br> ♦ By casting the spell as a 4th level spell, targeting yourself, the winds can become strong enough to carry you. You move with the dust devil when you use the bonus action to move it; otherwise you hover in one place a couple of feet above the bottom of the dust devil. If you are still flying when the spell ends, you fall.<br> ♦ By casting the spell as a 6th level spell, you can form the dust devil into a larger 30 ft high whirlwind. It is harder to control, requiring an action to move, but it can be moved up to 300 feet away from you. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.<br> A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.</p><p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot, you may select one the following for each spell slot increase:<br> ♦ If you cast the spell dealing damage, the damage increases by one die.<br> ♦ If you are able to move the dust devil (i.e. at least 2nd level), you increase the speed to 60 ft per bonus action.</p></td><td>1</td><td>Ocean,Tempest, Autumnal,Dune child,Pandemonic,Storm, Storm Lord, </td><td>No</td><td>Ocean,Tempest</td><td>Yes</td><td>Yes</td><td>Autumnal,Dune child,Pandemonic,Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Earthbind">Earthbind</a></h4><a class="internal-link" name="Earthbind"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>300 ft<br><b>Components: </b>V<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.</td><td>2</td><td>Marionettist, Balance, Yes,Land - Grassland,Storms, Fey hunter, Archfey,Blackthorn Grove,Dispater,Oberon,Storm Lord, </td><td>Marionettist</td><td>Balance</td><td>Yes,Land - Grassland,Storms</td><td>Fey hunter</td><td>Yes</td><td>Archfey,Blackthorn Grove,Dispater,Oberon,Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Earthquake">Earthquake</a></h4><a class="internal-link" name="Earthquake"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 10 ft<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You create a seismic disturbance in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, is indoors, or has lot of abject in it (DMs discretion), it becomes difficult terrain until cleared.<p><b>Empowered casting:</b><br>By spending a higher level spell slot you can create the following effects:<br> ♦ For each slot level above 1st, you may increase the damage by 1d6, or double the radius and range of the tremor (max 160 ft radius).<br> ♦ By increasing the slot level by 1, you may increase the duration to 1 minute (concentration). If you do, each creature on the ground except you that is concentrating must make a Constitution saving throw at the start of each of its turns. On a failed save, the creature’s concentration is broken. Also, at the end of each creature's turn and when trying to get up from a prone position, it must repeat the Dexterity saving throw or be knocked prone.<br> ♦ If you cast at level 8 or higher, the spell has additional effects.<br> <b>Fissures.</b> Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). <br> <b>Structures. </b>The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.</p></td><td>1</td><td>Dwarven rune, Divine soul,Stone,Time thief, Great Old One,Monstrosity, Oread, </td><td>No</td><td>Dwarven rune</td><td>Yes</td><td>No</td><td>Divine soul,Stone,Time thief</td><td>Great Old One,Monstrosity</td><td>Yes</td><td>No</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ElectricStorm">Electric Storm</a></h4><a class="internal-link" name="ElectricStorm"><i>Level: 7</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 100 ft<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (a bit of fur and an amber rod)<br><b>Duration: </b>Instantaneous</a></td><td>The surrounding air within 100 feet of you erupts in a violent electrical storm. Each creature in the affected area other than you takes 12d6 lightning damage, or half damage with a successful Dexterity saving throw.<br>The electrical storm sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point such as lead, gold, copper, silver, or bronze. The extent of this damage must be determined by the GM. If the damage caused to an interposing barrier shatters or breaks through it, the burst can continue beyond the barrier to the limit of the spell’s range. Otherwise, it stops at the barrier, the same as any other spell effect.</td><td>7</td><td>Tempest, Draconic,Storm,Wild, Cosmic Machine,Monstrosity,Storm Lord, </td><td>No</td><td>Tempest</td><td>Yes</td><td>No</td><td>Draconic,Storm,Wild</td><td>Cosmic Machine,Monstrosity,Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Electrocute">Electrocute</a></h4><a class="internal-link" name="Electrocute"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You send a high voltage electric current through a creature's body. The creature makes a Constitution saving throw. On a failed save, they take 3d6 lightning damage and are stunned until the end of your next turn. On a successful save, they take half as much damage and don't suffer any additional effects.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.</td><td>2</td><td>Tempest, Storms, Storm,Wild, Storm Lord, Pooka, </td><td>No</td><td>Tempest</td><td>Storms</td><td>No</td><td>Storm,Wild</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>Pooka</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ElementalBane">Elemental Bane</a></h4><a class="internal-link" name="ElementalBane"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>90 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.</td><td>4</td><td>Winter, Draconic,Dune child,Frozen heart,Fiendish,Oozemaster,Phoenix,Storm,Wishcrafter, Ancient Dragon,Pharaoh, </td><td>No</td><td>Winter</td><td>Yes</td><td>No</td><td>Draconic,Dune child,Frozen heart,Fiendish,Oozemaster,Phoenix,Storm,Wishcrafter</td><td>Ancient Dragon,Pharaoh</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="EndureElements">Endure Elements</a></h4><a class="internal-link" name="EndureElements"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Up to 3 targets<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>8 hours</a></td><td>You choose up to three creatures within range that you can see. The creatures you bestow this spell upon are less affected by extreme cold or heat. The desert sun would seem merely warm to a human protected from this spell, while freezing temperatures would seem as merely cool. Normal warm or cool conditions would feel optimal to the protected creatures. Constitution saves made to endure exhaustion from cold or heat are made with advantage. At the DM's discretion, this spell may give advantage to wisdom (survival) checks made to find adequate shelter in extreme conditions since less protected shelter would suffice.</td><td>1</td><td>Yes,Desert,Winter, Ashen,Autumnal,Draconic,Dune child,Frozen heart,Oceanic,Phoenix,Stone,Storm,Wishcrafter, Ancient Dragon,Ashen Wolf,Dagon,Eternal Citadel,Monstrosity,Pharaoh,Storm Lord, Archaeologist,Forester, Yes,_Ritual_, </td><td>No</td><td>Yes,Desert,Winter</td><td>Yes</td><td>Yes</td><td>Ashen,Autumnal,Draconic,Dune child,Frozen heart,Oceanic,Phoenix,Stone,Storm,Wishcrafter</td><td>Ancient Dragon,Ashen Wolf,Dagon,Eternal Citadel,Monstrosity,Pharaoh,Storm Lord</td><td>Yes</td><td>Archaeologist,Forester</td><td>Yes,_Ritual_</td><td>No</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="EnhanceAbility">Enhance Ability</a></h4><a class="internal-link" name="EnhanceAbility"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (fur or a feather from a beast)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.<br> <b>Bear’s Endurance. </b>The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.<br> <b>Bull’s Strength. </b>The target has advantage on Strength checks, and his or her carrying capacity doubles.<br> <b>Cat’s Grace. </b>The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.<br> <b>Eagle’s Splendor. </b>The target has advantage on Charisma checks.<br> <b>Fox’s Cunning. </b>The target has advantage on Intelligence checks.<br> <b>Owl’s Wisdom.</b> The target has advantage on Wisdom checks.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.</td><td>2</td><td>Balance,Strength, Benevolence, Ancient Toad,Cosmic Machine,Dagon,Eternal Citadel,Monstrosity,Oberon,Seducer,Vampire, Lycanthropic, </td><td>Yes</td><td>Balance,Strength</td><td>Yes</td><td>Benevolence</td><td>Yes</td><td>Ancient Toad,Cosmic Machine,Dagon,Eternal Citadel,Monstrosity,Oberon,Seducer,Vampire</td><td>No</td><td>Yes</td><td>Lycanthropic</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Enlarge/Reduce">Enlarge/Reduce</a></h4><a class="internal-link" name="Enlarge/Reduce"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a pinch of powdered iron)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.<br> If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.<br> <b>Enlarge.</b> The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.<br> <b>Reduce. </b>The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).</td><td>2</td><td>Agriculture,Balance,Strength, Ancients,Blood, Star touched, Ancient Dragon,Ancient Toad,Cosmic Machine,Dagon,Monstrosity, Smith, Sylph, </td><td>No</td><td>Agriculture,Balance,Strength</td><td>Ancients,Blood</td><td>No</td><td>Star touched</td><td>Ancient Dragon,Ancient Toad,Cosmic Machine,Dagon,Monstrosity</td><td>Yes</td><td>Smith</td><td>No</td><td>Sylph</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Entangle">Entangle</a></h4><a class="internal-link" name="Entangle"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>90 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.<br> A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. <br> When the spell ends, the conjured plants wilt away. <p><b>Empowered casting:</b><br>By spending a higher level spell slot you can create the following effects:<br> ♦ If you cast the spell using at level 2 or higher spell slot, the plants continues to grasp at creatures. When a creature enters the affected area for the first time on a turn or ends its turn there, it has to succeed at a Strength saving throe to avoid entanglement.<br> ♦ If you cast the spell using at level 3 or higher spell slot, the vines are thorny and sharp, dealing 2d6 piercing damage on a failed save, and at the end of each of its turns while restrained.</p></td><td>1</td><td>Arachnid,Blighted,Frozen heart,Stone, Ancient Toad,Blackthorn Grove, Forester, Sprig, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Arachnid,Blighted,Frozen heart,Stone</td><td>Ancient Toad,Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="EruptingEarth">Erupting Earth</a></h4><a class="internal-link" name="EruptingEarth"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (a small block of granite)<br><b>Duration: </b>Instantaneous</a></td><td>Choose a point you can see on the ground within range. You conjure a fountain of elemental earth and stone, that erupts in a 20-foot radius centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.<p><b>Empowered casting:</b><br>By spending a higher level spell slot you can create the following effects:<br> ♦ For each slot level above 3rd, you increase the damage by 1d12.<br>By spending a 5th (or higher) spell slot when casting this spell, the earth you conjure can take a solid form, creating one of the following effects:<br> ♦ A 10 ft wide pillar of earth, stone, or clay erupts from the ground and rises to a height of of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 15 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 ft radius. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.<br> ♦ You can shape conjured stone into a wall of solid stone. The wall is 6 inches thick and is composed of ten 10x10 ft panels. Each panel must be continuous with at least one other panel. Alternatively, you can create 10x20 ft panels that are only 3 inches thick. 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. 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. 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. 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 DM’s discretion. 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.<br>By spending a 6th (or higher) spell slot when casting this spell, you can create one of the following effects:<br> ♦ For each slot level above 5th, you can create an additional pillar for each slot level. <br> ♦ For each slot level above 5th, a single conjured pillar can rise to double height (60 ft) and while you keep concentration on this spell (max 10 minutes), you can raise or lower it with an action, at a rate of 30 feet per round. When you lose concentration, the pillar will remain as it is permanently.</p></td><td>3</td><td>Yes,Land - Mountain, Stone,Wild, Monstrosity, Oread, </td><td>No</td><td>No</td><td>Yes,Land - Mountain</td><td>No</td><td>Stone,Wild</td><td>Monstrosity</td><td>Yes</td><td>No</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Etherealness">Etherealness</a></h4><a class="internal-link" name="Etherealness"><i>Level: 7</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>8 hours</a></td><td>You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.<br> While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.<br> You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.<br> When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.<br> This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.</td><td>7</td><td>Mirrors, Balance,Hunting,Trickery,Balanced scale of Abadar, Twilight, Archfey,Ashen Wolf,Blackthorn Grove,Crone,Death,Dispater,Emergent Mind,Fallen Exile,Fiend,Ghost,Great Old One,Jubilex,Levistus,Oberon,Seducer,Shadowcat,Vampire,Weaver of Lies, Archaeologist, </td><td>Mirrors</td><td>Balance,Hunting,Trickery,Balanced scale of Abadar</td><td>Twilight</td><td>No</td><td>Yes</td><td>Archfey,Ashen Wolf,Blackthorn Grove,Crone,Death,Dispater,Emergent Mind,Fallen Exile,Fiend,Ghost,Great Old One,Jubilex,Levistus,Oberon,Seducer,Shadowcat,Vampire,Weaver of Lies</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="FaerieFire">Faerie Fire</a></h4><a class="internal-link" name="FaerieFire"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>60 ft<br><b>Components: </b>V<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.<br> Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.</td><td>1</td><td>Colors,Glamour, Light, Ashen,Draconic,Phoenix,Relicker,Wild,Wishcrafter, Ancient Toad,Archfey,Crone,Emergent Mind,Fallen Exile,Oberon,Pharaoh, Candlemaker, </td><td>Colors,Glamour</td><td>Light</td><td>Yes</td><td>No</td><td>Ashen,Draconic,Phoenix,Relicker,Wild,Wishcrafter</td><td>Ancient Toad,Archfey,Crone,Emergent Mind,Fallen Exile,Oberon,Pharaoh</td><td>No</td><td>Candlemaker</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="FalseVision">False Vision</a></h4><a class="internal-link" name="FalseVision"><i>Level: 5</i><br><b>Casting time: </b>Reaction, which you take when you learn you are targeted by any divination magic or perceived through magical scrying sensors.<br><b>Target: </b>Self<br><b>Range: </b>Self (30 ft radius)<br><b>Components: </b>V, S, M (the ground dust of an emerald worth at least 100 gp, which is consumed when the spell is cast)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Cast upon becoming aware that you or something else within 30 feet of you are being magically spied upon, you create an illusory image or thoughts that will be detected instead. At the same time, you and everything else of your choice that is within that radius become invisible to the scrying method.</td><td>5</td><td>Glamour,Mirrors,Secrets,Whispers, Arcana,Chaos,Trickery, Banshee, Archfey,Emergent Mind,Seducer,Weaver of Lies, Candlemaker,Diplomat, </td><td>Glamour,Mirrors,Secrets,Whispers</td><td>Arcana,Chaos,Trickery</td><td>Yes</td><td>Banshee</td><td>Yes</td><td>Archfey,Emergent Mind,Seducer,Weaver of Lies</td><td>Yes</td><td>Candlemaker,Diplomat</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Feeblemind">Feeblemind</a></h4><a class="internal-link" name="Feeblemind"><i>Level: 8</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>150 ft<br><b>Components: </b>V, S, M (a handful of clay, crystal, glass, or mineral spheres)<br><b>Duration: </b>Instantaneous</a></td><td>You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.<br> On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.<br> At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.<br> The spell can also be ended by greater restoration, heal, or wish.</td><td>8</td><td>Time,Vengeance, Abberant,Pandemonic,Time thief,Wishcrafter, Abraxas,Blackthorn Grove,Dispater,Great Old One,Weaver of Lies, Psychologist, </td><td>Yes</td><td>Time,Vengeance</td><td>Yes</td><td>No</td><td>Abberant,Pandemonic,Time thief,Wishcrafter</td><td>Abraxas,Blackthorn Grove,Dispater,Great Old One,Weaver of Lies</td><td>Yes</td><td>Psychologist</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="FeignDeath">Feign Death</a></h4><a class="internal-link" name="FeignDeath"><i>Level: 3 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a pinch of graveyard dirt)<br><b>Duration: </b>1 hour</a></td><td>You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.<br> For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.</td><td>3</td><td>Death,Trickery, Banshee, Autumnal,Ethereal,Plaguebringer, Crone,Death,Ghost,Levistus,Vampire, Archaeologist,Diplomat, </td><td>Yes</td><td>Death,Trickery</td><td>Yes</td><td>Banshee</td><td>Autumnal,Ethereal,Plaguebringer</td><td>Crone,Death,Ghost,Levistus,Vampire</td><td>Yes</td><td>Archaeologist,Diplomat</td><td>Yes</td><td>Yes</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="FindthePath">Find the Path</a></h4><a class="internal-link" name="FindthePath"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Unlimited<br><b>Components: </b>V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes— worth 100 gp and an object from the location you wish to find)<br><b>Duration: </b>Concentration, up to 1 day</a></td><td>This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.<br> For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.</td><td>6</td><td>Fate,Fortune,Hunting,Knowledge,Vengeance,Balanced scale of Abadar, Ancient Toad,Archfey,Hive,Jubilex,Oberon, Archaeologist,Diplomat,Forester, </td><td>Yes</td><td>Fate,Fortune,Hunting,Knowledge,Vengeance,Balanced scale of Abadar</td><td>Yes</td><td>No</td><td>Yes</td><td>Ancient Toad,Archfey,Hive,Jubilex,Oberon</td><td>No</td><td>Archaeologist,Diplomat,Forester</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="FindTraps">Find Traps</a></h4><a class="internal-link" name="FindTraps"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>120 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.<br> This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.</td><td>2</td><td>Pathfinder chronicler, Fortune,Knowledge,Protection,Survival,Trickery,Dwarven rune,Balanced scale of Abadar, Keeper of Depths,Oberon, Archaeologist,Forester, Lycanthropic,Sealed dragon, </td><td>Pathfinder chronicler</td><td>Fortune,Knowledge,Protection,Survival,Trickery,Dwarven rune,Balanced scale of Abadar</td><td>Yes</td><td>Yes</td><td>No</td><td>Keeper of Depths,Oberon</td><td>No</td><td>Archaeologist,Forester</td><td>Lycanthropic,Sealed dragon</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="FireStorm">Fire Storm</a></h4><a class="internal-link" name="FireStorm"><i>Level: 7</i><br><b>Casting time: </b>Action<br><b>Target: </b>Ten 10-ft cubes<br><b>Range: </b>150 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br> The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.</td><td>7</td><td>Light, Ashen,Draconic,Dune child,Fiendish,Phoenix,Star touched, Ashen Wolf,Pharaoh, </td><td>No</td><td>Light</td><td>Yes</td><td>No</td><td>Ashen,Draconic,Dune child,Fiendish,Phoenix,Star touched</td><td>Ashen Wolf,Pharaoh</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="FlameArrows">Flame Arrows</a></h4><a class="internal-link" name="FlameArrows"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 quiver<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.</td><td>3</td><td>Desire, Hunting, Phoenix, Ashen Wolf, Alchemical, </td><td>Desire</td><td>Hunting</td><td>Yes</td><td>Yes</td><td>Phoenix</td><td>Ashen Wolf</td><td>Yes</td><td>No</td><td>Alchemical</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="FlameBlade">Flame Blade</a></h4><a class="internal-link" name="FlameBlade"><i>Level: 2</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (leaf of sumac)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.<br> The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.</td><td>2</td><td>Light, Dune child,Phoenix, Ashen Wolf,Pharaoh, Candlemaker, </td><td>No</td><td>Light</td><td>Yes</td><td>No</td><td>Dune child,Phoenix</td><td>Ashen Wolf,Pharaoh</td><td>No</td><td>Candlemaker</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="FlamingSphere">Flaming Sphere</a></h4><a class="internal-link" name="FlamingSphere"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.<br> As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.<br> When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.</td><td>2</td><td>Light, Ashen,Dune child,Phoenix,Star touched,Wishcrafter, Ashen Wolf,Fallen Exile, </td><td>No</td><td>Light</td><td>Yes</td><td>No</td><td>Ashen,Dune child,Phoenix,Star touched,Wishcrafter</td><td>Ashen Wolf,Fallen Exile</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="FlashAway">Flash Away</a></h4><a class="internal-link" name="FlashAway"><i>Level: 7</i><br><b>Casting time: </b>Action<br><b>Target: </b>You and up to 8 willing creatures<br><b>Range: </b>120 ft<br><b>Components: </b>V<br><b>Duration: </b>Instantaneous</a></td><td>You teleport you and up to eight willing creatures or objects you can see within 30 feet of you to an unoccupied space within range. The other creatures and objects appear in unoccupied spaces adjacent to the one you chose to appear, and if there are not enough adjacent spaces for everyone, only you are teleported.<br>You and the chosen creatures disintegrate into electricity and fall on the targeted area in a bolt of lightning. Creatures within 30 feet of you when you reappear (except the ones you brought with you) make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much on a successful one.</td><td>7</td><td>Tempest, Storms, Storm, Storm Lord, </td><td>No</td><td>Tempest</td><td>Storms</td><td>No</td><td>Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="FlourishingBeanstalk">Flourishing Beanstalk</a></h4><a class="internal-link" name="FlourishingBeanstalk"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>A handful of beans<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>1 minute</a></td><td>You place the beans on the ground and cause them to sprout. When the spell is complete, they suddenly shoot upward, growing a network of vines that twist around one another, forming a mighty stalk that reaches into the sky. You must be outdoors to cast this spell. The vines rapidly grow into a 5-foot-radius, 500-foot-high cylinder, which lasts for the duration. You and creatures of your choice can climb the stalk as if you had a climbing speed equal to your movement speed.<br>Each 10-foot high section is a plant with 40 hit points and an AC of 15. It is immune to psychic damage, and vulnerable to slashing damage. If a section of the stalk is destroyed, all sections above it wither and disappear, causing any creatures above the destroyed section to fall.<br> <b>At Higher Levels.</b><br>When you cast this spell using a spell slot of 3rd level or higher, the radius of the cylinder increases by 5 feet, the height increases by 500 feet, and the number of hit points for each section increases by 20 for each slot level above 2nd. If you cast this spell using a spell slot of 3rd level, the duration is 10 minutes. At 4th level the duration is 1 hour. At 5th-level, the duration is 24 hours. If you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled or the stalk is destroyed.</td><td>2</td><td>Glamour,Tales, Forest, Fey hunter, Wild, Boggart,Pooka,Sprig, </td><td>Glamour,Tales</td><td>No</td><td>Forest</td><td>Fey hunter</td><td>Wild</td><td>No</td><td>No</td><td>No</td><td>No</td><td>Boggart,Pooka,Sprig</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="Fly">Fly</a></h4><a class="internal-link" name="Fly"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a wing feather from any bird)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.</td><td>3</td><td>Tempest, Storms, Banshee, Divine soul,Draconic,Dread,Ethereal,Frozen heart,Phoenix,Star touched,Storm,Wishcrafter, Ancient Dragon,Dispater,Fallen Exile,Fiend,Great Old One,Hesperia,Hive,Monstrosity,Oberon,Pharaoh,Storm Lord,Vampire, Sealed dragon, </td><td>No</td><td>Tempest</td><td>Storms</td><td>Banshee</td><td>Divine soul,Draconic,Dread,Ethereal,Frozen heart,Phoenix,Star touched,Storm,Wishcrafter</td><td>Ancient Dragon,Dispater,Fallen Exile,Fiend,Great Old One,Hesperia,Hive,Monstrosity,Oberon,Pharaoh,Storm Lord,Vampire</td><td>Yes</td><td>No</td><td>Sealed dragon</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="FogCloud">Fog Cloud</a></h4><a class="internal-link" name="FogCloud"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<p><b>Versatile casting:</b><br> ♦ By casting the spell as a 3rd level spell, you can choose to create the fog as a yellow, nauseating gas. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.<br> ♦ By casting the spell as a 5th level spell, you can choose to make the cloud a poisonous, yellow-green fog. 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. 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> ♦ By casting the spell as a 6th level spell, you can conjure a supernaturally thick fog beneath your feet that lifts you into the air. You can create a carpet that ranges from 5 feet square up to 20 feet square. You choose the size at the time of casting. Whatever its size, the carpet can carry up to 1,000 lbs. The foggy flying carpet flies at a speed of 40 feet and is steered by the mental direction of the caster. The fog, though magical, can be dissipated by gale-force wind (greater than 50 mph). Otherwise it remains for 1 hour, as long as you concentrate. If dissipated or dispelled, any characters or items on board plummet to earth unless they have some means of preventing a fall.</p><p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot than required, you may select one the following for each spell slot increase:<br> ♦ The radius of the fog increases by 20 feet.<br> ♦ Increase the duration of the fog to 1 hour.<br> ♦ If the spell deals damage, increase the damage by one die.<br> ♦ The radius of the fog becomes denser as shown in the following table:</p><table><tbody><tr><td>1st increase</td><td>A moderate wind disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.</td></tr><tr><td>2nd increase</td><td>This cloud will not be dispersed by moderate winds, but a strong wind disperses it after 1 round.</td></tr><tr><td>3rd increase</td><td>The cloud is not moved by wind. cloud so thick that it makes all movement and physical actions difficult; a Large or smaller creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Creatures Huge or bigger treat the fog instead as difficult terrain. All Athletics and Acrobatics ability checks are made with disadvantage, falling damage is negated, and all bludgeoning, slashing and piercing damage that passes through the cloud is halved.</td></tr></tbody></table></td><td>1</td><td>Aberrant,Autumnal,Draconic,Oceanic,Wild, Ancient Toad,Archfey,Ashen Wolf,Hive,Storm Lord, Candlemaker, </td><td>No</td><td>No</td><td>Yes</td><td>Yes</td><td>Aberrant,Autumnal,Draconic,Oceanic,Wild</td><td>Ancient Toad,Archfey,Ashen Wolf,Hive,Storm Lord</td><td>Yes</td><td>Candlemaker</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Foresight">Foresight</a></h4><a class="internal-link" name="Foresight"><i>Level: 9</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a hum mingbird feather)<br><b>Duration: </b> 8 hours</a></td><td>You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.<br> This spell immediately ends if you cast it again before its duration ends.</td><td>9</td><td>Grandeur,Lore,Secrets, Charm,Fate,Fortune,Knowledge,Balanced scale of Abadar, Abraxas,Ancient Dragon,Blackthorn Grove,Cosmic Machine,Crone,Fallen Exile,Fiend,Jubilex,Keeper of Depths,Levistus,Monstrosity,Shadowcat,Storm Lord,Weaver of Lies, Archaeologist,Diplomat, </td><td>Grandeur,Lore,Secrets</td><td>Charm,Fate,Fortune,Knowledge,Balanced scale of Abadar</td><td>Yes</td><td>No</td><td>Yes</td><td>Abraxas,Ancient Dragon,Blackthorn Grove,Cosmic Machine,Crone,Fallen Exile,Fiend,Jubilex,Keeper of Depths,Levistus,Monstrosity,Shadowcat,Storm Lord,Weaver of Lies</td><td>Yes</td><td>Archaeologist,Diplomat</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="FoulFlesh">Foul Flesh</a></h4><a class="internal-link" name="FoulFlesh"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>8 hours</a></td><td>You imbue your flesh with a foul taste, dissuading living creatures from biting him. Any time a living creature with a bite attack successfully bites you, it must make a successful Constitution saving throw or avoid biting you again while the spell duration lasts. If it still does, it has disadvantage on the bite attack. </td><td>1</td><td>Beasts, Aberrant,Blighted,Oozemaster,Plaguebringer, Ancient Toad,Dagon,Fiend,Hive,Jubilex,Monstrosity, Cook,Diplomat,Forester, Alchemical,Beyond, </td><td>Beasts</td><td>No</td><td>Yes</td><td>Yes</td><td>Aberrant,Blighted,Oozemaster,Plaguebringer</td><td>Ancient Toad,Dagon,Fiend,Hive,Jubilex,Monstrosity</td><td>Yes</td><td>Cook,Diplomat,Forester</td><td>Alchemical,Beyond</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="FreedomofMovement">Freedom of Movement</a></h4><a class="internal-link" name="FreedomofMovement"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a leather strap, bound around the arm or a similar appendage)<br><b>Duration: </b>1 hour</a></td><td>You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.<br> The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.</td><td>4</td><td>Fools,Valor,Warrior poet, Yes,Land - Arctic,Land - Coast,Land - Forest,Land - Grassland,Land - Swamp,Land - Underdark,Storms,Tides, Ancient Dragon,Ancient Toad,Dispater,Monstrosity, Archaeologist,Forester, </td><td>Fools,Valor,Warrior poet</td><td>Yes</td><td>Yes,Land - Arctic,Land - Coast,Land - Forest,Land - Grassland,Land - Swamp,Land - Underdark,Storms,Tides</td><td>Yes</td><td>Yes</td><td>Ancient Dragon,Ancient Toad,Dispater,Monstrosity</td><td>No</td><td>Archaeologist,Forester</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Frostbite">Frostbite</a></h4><a class="internal-link" name="Frostbite"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You dramatically reduce the temperature around a target, causing a thin layer of ice to form around it. If the target fails a Constitution saving throw, it takes 2d10 cold damage and is incapacitated until the end of its next turn. On a successful save, it takes half damage and is not incapacitated. A creature killed by this spell becomes a frozen statue until it thaws.<p><b>Versatile casting:</b><br> ♦ By casting the spell as a 4th level spell, you make the target that fails its save paralyzed instead of incapacitated.<br> ♦ By casting the spell as a 7th level spell, the spell deals no damage, and a target failing its save is restrained instead, as its body is starting to freeze. When restrained by this spell, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to ice (i.e. subjected to the petrified condition) for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while frozen, it suffers from similar deformities if it reverts to its original state. If you continue to maintain your concentration on the spell for a minute after the creature becomes frozen, it is permanently frozen in that form. However, it remains frozen only if the ambient temperature is below freezing. The creature can be returned to normal by being gradually thawed.</p><p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot, you may select one the following for each spell slot increase:<br> ♦ Increase damage by 1d10.<br> ♦ Affect one additional target within 15 ft of the first target.<br> ♦ Increase the duration of the spell to 1 minute (concentration). At the end of each of its turns, the target can make a Strength saving throw. On a success, the ice breaks and instantly sublimates away and the spell ends on the target.</p></td><td>1</td><td>Winter, Dread,Frozen heart,Wishcrafter, Dagon,Levistus, </td><td>No</td><td>Winter</td><td>Yes</td><td>No</td><td>Dread,Frozen heart,Wishcrafter</td><td>Dagon,Levistus</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="GaleWards">Gale Wards</a></h4><a class="internal-link" name="GaleWards"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>30 ft<br><b>Components: </b>V<br><b>Duration: </b>1 round</a></td><td>A vicious whirlwind surrounds a target you can see within range. Until the start of your next turn, the creature is protected with 1d4 temporary hit points. The target gains resistance to thunder and lightning damage, and ranged attacks have disadvantage against them until the start of your next turn. This spell’s temporary health increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).</td><td>0</td><td>Ocean,Tempest, Dust,Sands,Storm, Autumnal,Dune child,Oceanic,Pandemonic,Storm, Storm Lord, Sidhe, </td><td>No</td><td>Ocean,Tempest</td><td>Dust,Sands,Storm</td><td>No</td><td>Autumnal,Dune child,Oceanic,Pandemonic,Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>Sidhe</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="GaseousForm">Gaseous Form</a></h4><a class="internal-link" name="GaseousForm"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a bit of gauze and a wisp of smoke)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.<br> While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.</td><td>3</td><td>Dust,Land - Underdark, Aberrant,Ashen,Draconic,Frozen heart,Fiendish,Oozemaster,Phoenix,Relicker,Storm,Wild, Ashen Wolf,Emergent Mind,Ghost,Vampire, Archaeologist, Alchemical,Beyond, </td><td>No</td><td>No</td><td>Dust,Land - Underdark</td><td>No</td><td>Aberrant,Ashen,Draconic,Frozen heart,Fiendish,Oozemaster,Phoenix,Relicker,Storm,Wild</td><td>Ashen Wolf,Emergent Mind,Ghost,Vampire</td><td>Yes</td><td>Archaeologist</td><td>Alchemical,Beyond</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Geas">Geas</a></h4><a class="internal-link" name="Geas"><i>Level: 5</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>1 creature<br><b>Range: </b>60 ft<br><b>Components: </b>V<br><b>Duration: </b>30 days</a></td><td>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> <b>At Higher Levels. </b>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.</td><td>5</td><td>Beguiler,Desire,Grandeur,Marionettist,Pied piper,Secrets, Yes,Order,Vengeance, Divine soul,Fiendish,Wishcrafter, Archfey,Crone,Dispater,Hesperia,Storm Lord, Diplomat,Psychologist, </td><td>Beguiler,Desire,Grandeur,Marionettist,Pied piper,Secrets</td><td>Yes,Order,Vengeance</td><td>Yes</td><td>No</td><td>Divine soul,Fiendish,Wishcrafter</td><td>Archfey,Crone,Dispater,Hesperia,Storm Lord</td><td>Yes</td><td>Diplomat,Psychologist</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="GentleRepose">Gentle Repose</a></h4><a class="internal-link" name="GentleRepose"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 dead creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)<br><b>Duration: </b>10 days</a></td><td>You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.<br> The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.</td><td>2</td><td>Eulogies, Death,Repose,Time, Spores, Diabolist, Autumnal,Divine soul,Time thief, Death,Undying, Cook, Alchemical, </td><td>Eulogies</td><td>Death,Repose,Time</td><td>Spores</td><td>Diabolist</td><td>Autumnal,Divine soul,Time thief</td><td>Death,Undying</td><td>Yes</td><td>Cook</td><td>Alchemical</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="GiantInsect">Giant Insect</a></h4><a class="internal-link" name="GiantInsect"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.<br> Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.<br> A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.<br> The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.</td><td>4</td><td>Pied piper, Desert,Nature, Yes,Land - Swamp,Sands, Arachnid,Dune child, Hive,Weaver of Lies, Beyond, </td><td>Pied piper</td><td>Desert,Nature</td><td>Yes,Land - Swamp,Sands</td><td>No</td><td>Arachnid,Dune child</td><td>Hive,Weaver of Lies</td><td>No</td><td>No</td><td>Beyond</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Goodberry">Goodberry</a></h4><a class="internal-link" name="Goodberry"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (a sprig of mistletoe)<br><b>Duration: </b>Instantaneous</a></td><td>Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.<br> The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.</td><td>1</td><td>Agriculture, Autumnal, Blackthorn Grove, Cook,Forester, </td><td>No</td><td>Agriculture</td><td>Yes</td><td>Yes</td><td>Autumnal</td><td>Blackthorn Grove</td><td>No</td><td>Cook,Forester</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="GreaterRestoration">Greater Restoration</a></h4><a class="internal-link" name="GreaterRestoration"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (diamond dust worth at least 100 gp, which the spell consumes)<br><b>Duration: </b>Instantaneous</a></td><td>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:<br> • One effect that charmed or petrified the target<br> • One curse, including the target’s attunement to a cursed magic item<br> • Any reduction to one of the target’s ability scores<br> • One effect reducing the target’s hit point maximum</td><td>5</td><td>Yes,Life, Yes,Land - Grassland, Herbalist, Divine soul,Wishcrafter, Archaeologist,Cook,Diplomat, </td><td>Yes</td><td>Yes,Life</td><td>Yes,Land - Grassland</td><td>Herbalist</td><td>Divine soul,Wishcrafter</td><td>No</td><td>No</td><td>Archaeologist,Cook,Diplomat</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="GuardianofNature">Guardian of Nature</a></h4><a class="internal-link" name="GuardianofNature"><i>Level: 4</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.<br><b>Primal Beast</b>. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:<ul><li>Your walking speed increases by 10 feet.</li><li>You gain darkvision with a range of 120 feet.</li><li>You make Strength-based attack rolls with advantage.</li><li>Your melee weapon attacks deal an extra 1d6 force damage on a hit.</li></ul><b>Great Tree</b>. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:<ul><li>You gain 10 temporary hit points.</li><li>You make Constitution saving throws with advantage.</li><li>You make Dexterity- and Wisdom-based attack rolls with advantage.</li><li>While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. </li></ul><p><b>Empowered casting:</b><br>By spending a higher level spell slot you can create the following effects:<br> ♦ If you cast this spell using a 5th level slot, the duration increases to 1 hour.<br> ♦ If you cast this spell using a 5th level slot, you can take on some attributes of plant creatures: your skin becomes like bark and your hair like leaves. Until the spell ends, your base AC becomes 17, you gain resistance to psychic and poison damage, you are immune to stunning, and you have advantage on saving throws against poison. </p></td><td>4</td><td>Nature, Yes,Land - Forest, Autumnal, Ancient Toad,Crone, Forester, Sprig, </td><td>No</td><td>Nature</td><td>Yes,Land - Forest</td><td>Yes</td><td>Autumnal</td><td>Ancient Toad,Crone</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Guidance">Guidance</a></h4><a class="internal-link" name="Guidance"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One or more creatures<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.<p><b>At Higher Levels</b><br>The number of targets per casting double when you reach 5th level (2 targets), 11th level (4 targets), and 17th level (8 targets).</p></td><td>0</td><td>Autumnal,Divine soul,Wishcrafter, Ancient Toad,Archfey,Cosmic Machine,Emergent Mind,Fallen Exile, Chosen, Yes,Pooka, </td><td>No</td><td>Yes</td><td>Yes</td><td>No</td><td>Autumnal,Divine soul,Wishcrafter</td><td>Ancient Toad,Archfey,Cosmic Machine,Emergent Mind,Fallen Exile</td><td>No</td><td>Yes</td><td>Chosen</td><td>Yes,Pooka</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="HallucinatoryTerrain">Hallucinatory Terrain</a></h4><a class="internal-link" name="HallucinatoryTerrain"><i>Level: 4</i><br><b>Casting time: </b>10 minutes<br><b>Target: </b>Radius 150 ft<br><b>Range: </b>300 ft<br><b>Components: </b>V, S, M (a stone, a twig, and a bit of green plant)<br><b>Duration: </b>1 day</a></td><td>You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.<p><b>Empowered casting:</b><br><br> ♦ If you cast the spell at level 7 or higher, the duration increases to 10 days and the area affected to 1 square mile.<br> In addition, you can alter the appearance of structures, or add them where none are present. At this level the illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.</p></td><td>4</td><td>Glamour, Survival, Trickery, Yes,Land - Desert,Sands, Aberrant,Arachnid,Autumnal,Blighted,Draconic,Dune child,Ethereal, Ancient Toad,Archfey,Crone,Weaver of Lies, Candlemaker,Forester, </td><td>Glamour</td><td>Survival, Trickery</td><td>Yes,Land - Desert,Sands</td><td>No</td><td>Aberrant,Arachnid,Autumnal,Blighted,Draconic,Dune child,Ethereal</td><td>Ancient Toad,Archfey,Crone,Weaver of Lies</td><td>Yes</td><td>Candlemaker,Forester</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="HardWater">Hard Water</a></h4><a class="internal-link" name="HardWater"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 2 ft<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>10 minutes</a></td><td>You transform normal water into a slightly damp, transparent, rock-hard substance. The water can be formed it into a simple shape that suits your purpose, although you will be incapable of fine detail unless you are proficient in sculpturing. So, for example, you could shape the water into a cup, club or a short sword.<p><b>Empowered casting:</b><br>For each spell slot you spend when casting this spell, you can create the following effects:<br> ♦ Create one additional item.<br> ♦ Increase the duration to 1 hour.<br> ♦ If you cast the spell at level 3 or higher, instead of shaping water, you can solidify up to 40 square feet around a point within 60 ft, to a maximum depth of 5 feet. Creatures imbedded in the water at the time (such as fish) are held stasis until the spell ends, at which point they are released, unharmed.</p></td><td>1</td><td>Oceanic, Ancient Toad,Dagon, Alchemical, Nereid, </td><td>No</td><td>No</td><td>Yes</td><td>Yes</td><td>Oceanic</td><td>Ancient Toad,Dagon</td><td>Yes</td><td>No</td><td>Alchemical</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Heal">Heal</a></h4><a class="internal-link" name="Heal"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>60 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.</td><td>6</td><td>Yes,Life, Divine soul, Sylph, </td><td>No</td><td>Yes,Life</td><td>Yes</td><td>No</td><td>Divine soul</td><td>No</td><td>No</td><td>No</td><td>No</td><td>Sylph</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="HealingSpirit">Healing Spirit</a></h4><a class="internal-link" name="HealingSpirit"><i>Level: 2</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>Cube 5 ft<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).<br>Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.<br>As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.<br><b>At Higher Levels</b>. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. </td><td>2</td><td>Tales, Forester, </td><td>Tales</td><td>No</td><td>Yes</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>Forester</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="HealingWord">Healing Word</a></h4><a class="internal-link" name="HealingWord"><i>Level: 1</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>1 target<br><b>Range: </b>60 ft<br><b>Components: </b>V<br><b>Duration: </b>Instantaneous</a></td><td>A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.</td><td>1</td><td>Diplomat, </td><td>Yes</td><td>Yes</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td><td>Diplomat</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="HeatMetal">Heat Metal</a></h4><a class="internal-link" name="HeatMetal"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 object<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a piece of iron and a flame)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.<br> If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.</td><td>2</td><td>Forge, Dune child, Cosmic Machine,Dispater, Smith, </td><td>No</td><td>Forge</td><td>Yes</td><td>No</td><td>Dune child</td><td>Cosmic Machine,Dispater</td><td>No</td><td>Smith</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Heroes'Feast">Heroes' Feast</a></h4><a class="internal-link" name="Heroes'Feast"><i>Level: 6</i><br><b>Casting time: </b>10 minutes<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a gem -encrusted bowl worth at least 1,000 gp, which the spell consumes)<br><b>Duration: </b>1 hour</a></td><td>You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.<br> A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.</td><td>6</td><td>Awakened art,Grandeur,Revelry,Warrior poet, Agriculture,Celebration,Chaos,Charm,Desert,Leadership,Life,Ocean,Repose,Survival,War,Dwarven rune, Autumnal,Divine soul, Cook, Sidhe, </td><td>Awakened art,Grandeur,Revelry,Warrior poet</td><td>Agriculture,Celebration,Chaos,Charm,Desert,Leadership,Life,Ocean,Repose,Survival,War,Dwarven rune</td><td>Yes</td><td>No</td><td>Autumnal,Divine soul</td><td>No</td><td>No</td><td>Cook</td><td>No</td><td>Sidhe</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="HidefromAnimals">Hide from Animals</a></h4><a class="internal-link" name="HidefromAnimals"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Up to 5 creatures<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>When you cast this spell, touch up to 5 creatures. Animals cannot sense the warded creatures and simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.<br><b>At Higher Levels</b>: When you cast this spell using a spell slot of 2rd level or higher, increase the number of targets of this spell by 1 for each spell slot you cast above level 1.</td><td>1</td><td>Beasts,Mirrors, Nature, Arachnid,Ashen,Wishcrafter, Ancient Toad,Oberon, Forester, </td><td>Beasts,Mirrors</td><td>Nature</td><td>Yes</td><td>Yes</td><td>Arachnid,Ashen,Wishcrafter</td><td>Ancient Toad,Oberon</td><td>No</td><td>Forester</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="HoldPerson">Hold Person</a></h4><a class="internal-link" name="HoldPerson"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>One humanoid<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a small, straight piece of iron)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. 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> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.</td><td>2</td><td>Yes,Order,Time, Banshee, Aberrant,Divine soul,Draconic,Dread,Ethereal,Frozen heart,Fiendish,Oozemaster,Star touched,Stone,Time thief, Archfey,Crone,Dispater,Ghost,Jubilex,Pharaoh,Seducer,Storm Lord, Psychologist, </td><td>Yes</td><td>Yes,Order,Time</td><td>Yes</td><td>Banshee</td><td>Aberrant,Divine soul,Draconic,Dread,Ethereal,Frozen heart,Fiendish,Oozemaster,Star touched,Stone,Time thief</td><td>Archfey,Crone,Dispater,Ghost,Jubilex,Pharaoh,Seducer,Storm Lord</td><td>Yes</td><td>Psychologist</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="HowloftheHunt">Howl of the Hunt</a></h4><a class="internal-link" name="HowloftheHunt"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Cone 30 ft<br><b>Range: </b>30 ft<br><b>Components: </b>V<br><b>Duration: </b>1 round</a></td><td>You give voice to the unearthly howl of the Wild Hunt, and enemies flee before you. All enemies in a 30-foot cone must roll a Charisma saving throw. On a failure, they must end their next turn farther from you than they began it, or suffer 4d6 psychic damage. On a success, they may not end their next turn closer to you than they began it, or they suffer 2d6 psychic damage. A fey creature that succeeds this saving throw takes no effect.<br><br><b>At Higher Levels.</b> When you cast the spell using a slot of 3rd level or higher, the damage on a failed saving throw increases by 1d6 for every slot level above 2nd.</td><td>2</td><td>Glamour,Mad god, Hunting, Ashen,Draconic,Dread, Ashen Wolf,Oberon, Lycanthropic, </td><td>Glamour,Mad god</td><td>Hunting</td><td>Yes</td><td>No</td><td>Ashen,Draconic,Dread</td><td>Ashen Wolf,Oberon</td><td>No</td><td>No</td><td>Lycanthropic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="IceKnife">Ice Knife</a></h4><a class="internal-link" name="IceKnife"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>60 ft<br><b>Components: </b>S, M (a drop of water or piece of ice)<br><b>Duration: </b>Instantaneous</a></td><td>You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.</td><td>1</td><td>Frozen heart, Levistus, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Frozen heart</td><td>Levistus</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="IceLance">Ice Lance</a></h4><a class="internal-link" name="IceLance"><i>Level: 1</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>1 minute</a></td><td>You gesture, and a glittering shaft of ice appears in your hand. The ice has the same size and shape of a spear, and behaves as a one-handed melee weapon with the Thrown property (30/60 foot range) that deals 1d8 piercing damage (1d10 versatile) + 1d6 cold damage. You are proficient with your own ice lance regardless of your normal weapon proficiencies. <br> The ice lance dissolves into water if it is sundered or leaves your hand for more than 1 round, but you may summon another ice lance as a bonus action as long as the spell lasts.</td><td>1</td><td>Winter, Frozen heart, Oberon, </td><td>No</td><td>Winter</td><td>Yes</td><td>No</td><td>Frozen heart</td><td>Oberon</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="IceStorm">Ice Storm</a></h4><a class="internal-link" name="IceStorm"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>300 ft<br><b>Components: </b>V, S, M (a pinch of dust and a few drops of water)<br><b>Duration: </b>Instantaneous</a></td><td>A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.<br> Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.</td><td>4</td><td>Tempest,Winter, Yes,Land - Arctic,Storms, Frozen heart,Wild, Levistus,Storm Lord, </td><td>No</td><td>Tempest,Winter</td><td>Yes,Land - Arctic,Storms</td><td>No</td><td>Frozen heart,Wild</td><td>Levistus,Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="IcicleBlast">Icicle Blast</a></h4><a class="internal-link" name="IcicleBlast"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>150 ft<br><b>Components: </b>V, S, M (a cracked glass marble)<br><b>Duration: </b>Instantaneous</a></td><td>A 3-foot diameter sphere of ice appears at a point you choose within range and then explodes, sending shards of sharp ice out to strike everything within a 20-foot-radius sphere centered on that point. Affected creatures and objects must make a Dexterity saving throw. A target takes 3d6 cold damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one. The ice turn the area of effect into difficult terrain until the end of your next turn, when it instantly sublimates.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.</td><td>3</td><td>Yes,Land - Arctic, Draconic,Frozen heart,Wild, Levistus, </td><td>No</td><td>No</td><td>Yes,Land - Arctic</td><td>No</td><td>Draconic,Frozen heart,Wild</td><td>Levistus</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="InsectPlague">Insect Plague</a></h4><a class="internal-link" name="InsectPlague"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>300 ft<br><b>Components: </b>V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>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> <b>At Higher Levels.</b> 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.</td><td>5</td><td>Pied piper,Tales, Desert,Nature, Yes,Land - Desert,Land - Swamp,Swarm, Arachnid,Autumnal, Ancient Toad,Crone,Hive,Pharaoh, Forester, </td><td>Pied piper,Tales</td><td>Desert,Nature</td><td>Yes,Land - Desert,Land - Swamp,Swarm</td><td>No</td><td>Arachnid,Autumnal</td><td>Ancient Toad,Crone,Hive,Pharaoh</td><td>No</td><td>Forester</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="InsectSwarm">Insect Swarm</a></h4><a class="internal-link" name="InsectSwarm"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 10 ft<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (an insect, dead or alive)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You conjure a swarm of insects covering a 10-foot-radius sphere centered on a point within range. The swarm is harmless, but causes the area to be lightly obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When casting this spell, you may include fireflies among the insects, granting dim light within the area and 10 ft outside it.<p><b>Versatile casting:</b><br> ♦ When casting the spell as a 2nd level spell, you can choose to make the swarm more aggressive, with insects trying to enter mouths and noses and such. Each creature that is within the swarm at the start of its turn must make a Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe automatically succeed on this saving throw. In addition, when casting the spell you can assign a number of creatures you can see equal to your spellcasting ability to be immune to this effect. Cast this way the spell only lasts for 1 minute, but it is denser. A moderate wind disperses the swarm after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.<br> ♦ When casting the spell as a 3rd level spell, you can choose to make the swarm a mass of stinging and biting insects. When the swarm appears, each creature in it must make a Constitution saving throw. A creature takes 4d8 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.</p><p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot than required for your effect, you may select one the following for each spell slot increase:<br> ♦ Double the radius of the swarm, up to 20 ft.<br> ♦ Double the range for the spell.<br> ♦ If the spell deals damage, the damage increases by 1 die.<br> ♦ The spell area becomes difficult terrain.</p></td><td>1</td><td>Pied piper, Desert,Nature, Yes,Land - Desert,Land - Swamp,Swarm, Arachnid,Autumnal,Fiendish,Plaguebringer,Wild,Wishcrafter, Ancient Toad,Crone,Hive,Pharaoh, </td><td>Pied piper</td><td>Desert,Nature</td><td>Yes,Land - Desert,Land - Swamp,Swarm</td><td>No</td><td>Arachnid,Autumnal,Fiendish,Plaguebringer,Wild,Wishcrafter</td><td>Ancient Toad,Crone,Hive,Pharaoh</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="InvestitureofElectricity">Investiture of Electricity</a></h4><a class="internal-link" name="InvestitureofElectricity"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Until the spell ends, your body crackles with electric energy, and you gain the following benefits:<br><br> • Your speed doubles.<br> • You have immunity to lightning damage. If you would take lightning damage, you become charged instead, adding 1d10 to the next damage roll you would make that deals lightning damage while the spell lasts.<br> • Whenever a creature ends its turn adjacent to you, it makes a Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half as much on a successful one.<br> • Whenever you take the Dash action, you become a bolt of lightning, gaining a flying speed equal to your walking speed until your turn ends. You can move through other creature's spaces freely and without provoking attacks of opportunity while in this form. If you pass through a creature's space in this manner, it makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much on a successful one. A creature can't take damage more than once from you crossing its space.</td><td>6</td><td>Tempest, Storms, Storm, Storm Lord, </td><td>No</td><td>Tempest</td><td>Storms</td><td>No</td><td>Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="InvestitureofFlame">Investiture of Flame</a></h4><a class="internal-link" name="InvestitureofFlame"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:<br><br> • You are immune to fire damage and have resistance to cold damage.<br> • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.<br> • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.</td><td>6</td><td>Light, Ashen,Dune child,Phoenix, Ashen Wolf,Fallen Exile, Cook, </td><td>No</td><td>Light</td><td>Yes</td><td>No</td><td>Ashen,Dune child,Phoenix</td><td>Ashen Wolf,Fallen Exile</td><td>Yes</td><td>Cook</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="InvestitureofIce">Investiture of Ice</a></h4><a class="internal-link" name="InvestitureofIce"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Until the spell ends, ice rimes your body, and you gain the following benefits:<br><br> • You are immune to cold damage and have resistance to fire damage.<br> • You can move across difficult terrain created by ice or snow without spending extra movement.<br> • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.<br> • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.</td><td>6</td><td>Winter, Frozen heart, Levistus, </td><td>No</td><td>Winter</td><td>Yes</td><td>No</td><td>Frozen heart</td><td>Levistus</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="InvestitureofStone">Investiture of Stone</a></h4><a class="internal-link" name="InvestitureofStone"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Until the spell ends, bits of rock spread across your body, and you gain the following benefits:<br><br> • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br> • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.<br> • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.</td><td>6</td><td>Dwarven rune, Stone, Eternal Citadel, Oread, </td><td>No</td><td>Dwarven rune</td><td>Yes</td><td>No</td><td>Stone</td><td>Eternal Citadel</td><td>Yes</td><td>No</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="InvestitureofWater">Investiture of Water</a></h4><a class="internal-link" name="InvestitureofWater"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Until the spell ends, you are enveloped by a large blob of water, and you gain the following benefits:<br><br> • Melee weapon attacks against you have disadvantage on the attack roll.<br> • Your speed increases by 20 feet and you ignore difficult terrain created by obstacles in the ground, as the water carries you over it.<br> • You gain a swim speed equal to your walking speed, and you don't need to breathe.<br> • You can use your action to send forth a strong jet of water in a 15 feet long and 5 feet wide line in front of you. Each creature in the area must make a Strength saving throw, taking 4d6 bludgeoning damage on a failed save, and half as much damage on a successful one. Large or smaller creatures that fail their saving throw are also pushed 10 feet away from you and are knocked prone.</td><td>6</td><td>Shanties, Ocean, Tides, Oceanic,Oozemaster, Ancient Toad,Dagon,Keeper of Depths, Nereid, </td><td>Shanties</td><td>Ocean</td><td>Tides</td><td>No</td><td>Oceanic,Oozemaster</td><td>Ancient Toad,Dagon,Keeper of Depths</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="InvigoratingTouch">Invigorating Touch</a></h4><a class="internal-link" name="InvigoratingTouch"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You touch a creature and fill it with invigorating energy. For the duration, the creature gains 10 temporary hit points at the beginning of each of its turns, and makes a Constitution saving throw; on a successful save, it loses one level of exhaustion. The creature also has advantage on saves against poison and disease for the duration of the spell.</td><td>6</td><td>Beasts,Purity, Desert,Hunting,Time,Balanced scale of Abadar, Time thief, Monstrosity, Cook, </td><td>Beasts,Purity</td><td>Desert,Hunting,Time,Balanced scale of Abadar</td><td>Yes</td><td>No</td><td>Time thief</td><td>Monstrosity</td><td>No</td><td>Cook</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="InvisibilityPurge">Invisibility Purge</a></h4><a class="internal-link" name="InvisibilityPurge"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (powdered silver worth at least 100 gp)<br><b>Duration: </b>Instantaneous</a></td><td>You purge magical invisibility effects within 120 feet of you. Any creature, object, location or effect within 120 feet of you that is hidden by magical invisibility is revealed and the effect dispelled.<br>This spell applies to innate abilities such as an imp’s Invisibility or a faerie dragon’s Superior Invisibility (as long as they are magical in nature) but it does not affect creatures on other planes (such as the Ethereal Plane), nor creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of invisibility) have their effects suppressed for 1 minute.</td><td>4</td><td>Arcana,Balance,Knowledge,Order, Draconic,Incantatrix,Relicker,Star touched, Ancient Dragon,Dispater,Oberon, Archaeologist,Candlemaker,Diplomat, </td><td>Yes</td><td>Arcana,Balance,Knowledge,Order</td><td>Yes</td><td>No</td><td>Draconic,Incantatrix,Relicker,Star touched</td><td>Ancient Dragon,Dispater,Oberon</td><td>Yes</td><td>Archaeologist,Candlemaker,Diplomat</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="IvySiege">Ivy Siege</a></h4><a class="internal-link" name="IvySiege"><i>Level: 9</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 structure<br><b>Range: </b>150 ft<br><b>Components: </b>V, S, M (an ivy leaf)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>Vines of ivy quickly grow over a structure. The building must be attached to the ground; ships and flying castles are immune. Within ten minutes, the ivy has climbed all of the walls, and within twenty minutes, it has spread so thickly it is nearly impossible to see the building underneath.<br> Starting after one-hour hour, the ivy deepens in color to green-black and begins squeezing the walls, doing 3d10 bludgeoning damage every minute for the next thirty minutes. At the end of the hour, the ivy dies and begins to die.</td><td>9</td><td>Agriculture,Nature, Blighted, Blackthorn Grove, Forester, Sprig, </td><td>No</td><td>Agriculture,Nature</td><td>Yes</td><td>No</td><td>Blighted</td><td>Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="JetStream">Jet Stream</a></h4><a class="internal-link" name="JetStream"><i>Level: 1</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>S, M (scales from a sea creature)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Air propels you forward in the water. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can move up to 50 feet in a straight line through water.</td><td>1</td><td>Ocean, Oceanic,Oozemaster, Ancient Toad,Dagon,Keeper of Depths, Nereid, </td><td>No</td><td>Ocean</td><td>Yes</td><td>No</td><td>Oceanic,Oozemaster</td><td>Ancient Toad,Dagon,Keeper of Depths</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Jump">Jump</a></h4><a class="internal-link" name="Jump"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a grasshopper’s hind leg)<br><b>Duration: </b>1 minute</a></td><td>You touch a creature. The creature’s jump distance is tripled until the spell ends.</td><td>1</td><td>Dance,Fools, Strength, Ancient Toad,Monstrosity,Shadowcat, Lycanthropic, </td><td>Dance,Fools</td><td>Strength</td><td>Yes</td><td>Yes</td><td>Yes</td><td>Ancient Toad,Monstrosity,Shadowcat</td><td>Yes</td><td>No</td><td>Lycanthropic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Leomund'sTinyHut">Leomund's Tiny Hut</a></h4><a class="internal-link" name="Leomund'sTinyHut"><i>Level: 3 (ritual)</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>In range<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (a small crystal bead)<br><b>Duration: </b>8 hours</a></td><td>A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.<br> Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.<br> Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.</td><td>3</td><td>Desert,Protection,Winter, Land - Grassland,Sands, Dune child,Frozen heart,Wishcrafter, Abraxas,Crone,Eternal Citadel, Cook,Forester, </td><td>Yes</td><td>Desert,Protection,Winter</td><td>Land - Grassland,Sands</td><td>No</td><td>Dune child,Frozen heart,Wishcrafter</td><td>Abraxas,Crone,Eternal Citadel</td><td>Yes</td><td>Cook,Forester</td><td>Yes</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="LesserRestoration">Lesser Restoration</a></h4><a class="internal-link" name="LesserRestoration"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.</td><td>2</td><td>Yes,Life,Repose,Time,Balanced scale of Abadar, Yes,Benevolence, Divine soul,Dread,Plaguebringer,Wishcrafter, Keeper of Depths,Pharaoh,Seducer,Storm Lord, Cook, </td><td>Yes</td><td>Yes,Life,Repose,Time,Balanced scale of Abadar</td><td>Yes</td><td>Yes,Benevolence</td><td>Divine soul,Dread,Plaguebringer,Wishcrafter</td><td>Keeper of Depths,Pharaoh,Seducer,Storm Lord</td><td>No</td><td>Cook</td><td>Yes</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Levitate">Levitate</a></h4><a class="internal-link" name="Levitate"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature or object<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.<br> The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.<br> When the spell ends, the target floats gently to the ground if it is still aloft.</td><td>2</td><td>Arcana,Tempest, Storms, Divine soul,Draconic,Dread,Phoenix,Star touched,Storm,Wishcrafter, Ancient Dragon,Emergent Mind,Fiend,Ghost,Great Old One,Oberon,Pharaoh,Storm Lord,Vampire, Sealed dragon,Shadowcursed, </td><td>No</td><td>Arcana,Tempest</td><td>Storms</td><td>No</td><td>Divine soul,Draconic,Dread,Phoenix,Star touched,Storm,Wishcrafter</td><td>Ancient Dragon,Emergent Mind,Fiend,Ghost,Great Old One,Oberon,Pharaoh,Storm Lord,Vampire</td><td>Yes</td><td>No</td><td>Sealed dragon,Shadowcursed</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="LifeSeed">Life Seed</a></h4><a class="internal-link" name="LifeSeed"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 10 ft<br><b>Range: </b>30 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You create a seed of positive energy that buries into the ground at a point within range, and blossoms into a 10-foot radius sphere of golden energy. On the start of their turn, each creature within the sphere regains a number of hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br><b>At Higher Levels</b>. When you cast this spell using a spell slot of 4th level or higher, you create an additional seed for each slot level above 3rd. A creature cannot benefit from this spell more than once per turn.</td><td>3</td><td>Purity, Agriculture,Nature, Blackthorn Grove, </td><td>Purity</td><td>Agriculture,Nature</td><td>Yes</td><td>No</td><td>No</td><td>Blackthorn Grove</td><td>No</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="LightningBolt">Lightning Bolt</a></h4><a class="internal-link" name="LightningBolt"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Line 100 ft<br><b>Range: </b>100 ft<br><b>Components: </b>V, S, M (a bit of fur and a rod of amber, crystal, or glass)<br><b>Duration: </b>Instantaneous</a></td><td>A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.<br> The lightning ignites flammable objects in the area that aren’t being worn or carried.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.</td><td>3</td><td>Storms, Draconic,Incantatrix,Storm,Wild, Cosmic Machine, </td><td>No</td><td>No</td><td>Storms</td><td>No</td><td>Draconic,Incantatrix,Storm,Wild</td><td>Cosmic Machine</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="LightningCurtain">Lightning Curtain</a></h4><a class="internal-link" name="LightningCurtain"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (a piece of amber, a bit of fur, and a square of fine velvet)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You create a wall of crackling lightning. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage, or half as much damage on a successful save.<br> Any creature that ends its turn within 10 feet of the wall and wearing metal armor will attract a spark and must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage, or half as much damage on a successful save.<br> One side of the wall, selected by you when you cast this spell, deals 5d8 lightning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.</td><td>6</td><td>Storm, Storm Lord, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="LightningSpear">Lightning Spear</a></h4><a class="internal-link" name="LightningSpear"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>60 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>You create a spear in your empty hand out of pure light, crackling with divine lightning. You hurl the spear at a target within range. The target must make a Dexterity saving throw, taking 3d6 radiant damage and 3d6 lightning damage on a failed save, or half as much damage on a successful one.<br><b>At Higher Levels.</b> When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 radiant damage for each slot level above 3rd.</td><td>3</td><td>Tales,Valor, Tempest,War, Storm, Eternal Citadel, </td><td>Tales,Valor</td><td>Tempest,War</td><td>Yes</td><td>No</td><td>Storm</td><td>Eternal Citadel</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="LightningSurge">Lightning Surge</a></h4><a class="internal-link" name="LightningSurge"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>An arc of lightning springs from your hand towards a creature. Make a ranged spell attack against the target. If the target is wearing armor made of metal, you do not have disadvantage on the attack roll in melee range. On a hit, the target takes 1d8 lightning damage, and if the creature is Medium or smaller, you shove the creature 10 ft away from you.<br> The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</td><td>0</td><td>Grandeur, Tempest, Storms, Storm,Wild, Cosmic Machine,Storm Lord, Entropic, </td><td>Grandeur</td><td>Tempest</td><td>Storms</td><td>No</td><td>Storm,Wild</td><td>Cosmic Machine,Storm Lord</td><td>Yes</td><td>No</td><td>Entropic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="LightningSwarm">Lightning Swarm</a></h4><a class="internal-link" name="LightningSwarm"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (the wing of a lightning bug)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>When you cast this spell, a swarm of bright, flickering lightning bugs appears in a 5-foot diameter cloud within range and lasts for the duration unless slain first. The swarm constantly crackles with yellow and white light and illuminates its surroundings like a lantern. It has the statistics of a swarm of wasps, except that its bite attack deals 4d4 lightning damage, and incapacitates the target for 1 round. <br> The swarm acts on your initiative, and will attempt to engulf the closest enemy it sees when you create it, pursuing that particular creature of its own accord until one or the other dies. If its target dies before it does it will move on to the next closest foe. You may use your action to override its normal behavior and direct it to a new target at any time.</td><td>4</td><td>Pied piper, Star touched,Storm, Cosmic Machine,Hive,Storm Lord, Candlemaker, Entropic, </td><td>Pied piper</td><td>No</td><td>Yes</td><td>No</td><td>Star touched,Storm</td><td>Cosmic Machine,Hive,Storm Lord</td><td>Yes</td><td>Candlemaker</td><td>Entropic</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Lion'sStrength">Lion's Strength</a></h4><a class="internal-link" name="Lion'sStrength"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Your spell increases a creature's strength. When casting the spell, choose one of these options:<br> ♦ Target has advantage on Strength saves and checks.<br> ♦ Target's carrying capacity doubles.<br> ♦ The target’s jump distance is tripled.<br> ♦ If the target can swim (i.e. has proficiency in athletics), it gains swim speed equal to its land speed.<p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot, you may select one the following for each spell slot increase:<br> ♦ Increase the number of targets by 3.<br> ♦ One target gains the benefit of all options.<br> ♦ Carrying capacity for each target increases by 1 multiplier.</p></td><td>1</td><td>Grandeur,Warrior poet, Strength,Survival,War, Divine soul,Stone,Wishcrafter, Ancient Toad,Dagon,Monstrosity, Smith, Lycanthropic, Oread, </td><td>Grandeur,Warrior poet</td><td>Strength,Survival,War</td><td>Yes</td><td>No</td><td>Divine soul,Stone,Wishcrafter</td><td>Ancient Toad,Dagon,Monstrosity</td><td>Yes</td><td>Smith</td><td>Lycanthropic</td><td>Oread</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="LocateAnimalsorPlants">Locate Animals or Plants</a></h4><a class="internal-link" name="LocateAnimalsorPlants"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>5 miles<br><b>Components: </b>V, S, M (a bit of fur from a bloodhound)<br><b>Duration: </b>Instantaneous</a></td><td>Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.</td><td>2</td><td>Beasts,Lore,Purity, Agriculture,Desert,Hunting,Nature, Yes,Land - Desert,Sands, Ashen,Autumnal,Blighted,Dune child, Ancient Toad,Archfey,Blackthorn Grove,Crone,Hive,Oberon, Forester, Alchemical,Lycanthropic, </td><td>Beasts,Lore,Purity</td><td>Agriculture,Desert,Hunting,Nature</td><td>Yes,Land - Desert,Sands</td><td>Yes</td><td>Ashen,Autumnal,Blighted,Dune child</td><td>Ancient Toad,Archfey,Blackthorn Grove,Crone,Hive,Oberon</td><td>No</td><td>Forester</td><td>Alchemical,Lycanthropic</td><td>Yes</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="LocateCreature">Locate Creature</a></h4><a class="internal-link" name="LocateCreature"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>1000 ft<br><b>Components: </b>V, S, M (a bit of fur from a bloodhound)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.<br> This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.</td><td>4</td><td>Lore,Pathfinder chronicler,Portraiture, Agriculture,Hunting,Knowledge,Vengeance, Dispater,Hive,Oberon, Cook, Lycanthropic, </td><td>Lore,Pathfinder chronicler,Portraiture</td><td>Agriculture,Hunting,Knowledge,Vengeance</td><td>Yes</td><td>Yes</td><td>Yes</td><td>Dispater,Hive,Oberon</td><td>Yes</td><td>Cook</td><td>Lycanthropic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="LocateObject">Locate Object</a></h4><a class="internal-link" name="LocateObject"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>1000 ft<br><b>Components: </b>V, S, M (a forked twig)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.<br> The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.<br> This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.</td><td>2</td><td>Lore,Pathfinder chronicler, Arcana,Knowledge,Dwarven rune,Balanced scale of Abadar, Draconic,Relicker,Stone,Wishcrafter, Ancient Dragon,Cosmic Machine,Keeper of Depths, Archaeologist,Smith, Alchemical,Sealed dragon,Shadowcursed, </td><td>Lore,Pathfinder chronicler</td><td>Arcana,Knowledge,Dwarven rune,Balanced scale of Abadar</td><td>Yes</td><td>Yes</td><td>Draconic,Relicker,Stone,Wishcrafter</td><td>Ancient Dragon,Cosmic Machine,Keeper of Depths</td><td>Yes</td><td>Archaeologist,Smith</td><td>Alchemical,Sealed dragon,Shadowcursed</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Maelstrom">Maelstrom</a></h4><a class="internal-link" name="Maelstrom"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 30 ft<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (paper or leaf in the shape of a funnel)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on 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.</td><td>5</td><td>Yes,Tides, Oceanic, Ancient Toad,Dagon,Keeper of Depths, Nereid, </td><td>No</td><td>No</td><td>Yes,Tides</td><td>No</td><td>Oceanic</td><td>Ancient Toad,Dagon,Keeper of Depths</td><td>No</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="MassCureWounds">Mass Cure Wounds</a></h4><a class="internal-link" name="MassCureWounds"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>Up to 6 creatures<br><b>Range: </b>60 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>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> <b>At Higher Levels. </b>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.</td><td>5</td><td>Yes,Life,Survival, Divine soul, Chosen, </td><td>Yes</td><td>Yes,Life,Survival</td><td>Yes</td><td>No</td><td>Divine soul</td><td>No</td><td>No</td><td>No</td><td>Chosen</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="MassProtectionfromEnergy">Mass Protection from Energy</a></h4><a class="internal-link" name="MassProtectionfromEnergy"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Up to 8 willing creatures<br><b>Range: </b>60 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>For the duration, you and up to eight willing creatures you can see within range have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.</td><td>6</td><td>Arcana,Desert,Ocean,Protection,Survival,Winter, Ashen,Divine soul,Draconic,Dune child,Frozen heart,Fiendish,Oozemaster,Phoenix,Star touched,Storm, Archaeologist, </td><td>Yes</td><td>Arcana,Desert,Ocean,Protection,Survival,Winter</td><td>Yes</td><td>No</td><td>Ashen,Divine soul,Draconic,Dune child,Frozen heart,Fiendish,Oozemaster,Phoenix,Star touched,Storm</td><td>No</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Maximilian'sEarthenGrasp">Maximilian's Earthen Grasp</a></h4><a class="internal-link" name="Maximilian'sEarthenGrasp"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Cube 5 ft<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a miniature hand sculpted from clay)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.<br> As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.<br> As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.</td><td>2</td><td>Marionettist, Dwarven rune, Land - Grassland, Frozen heart,Stone, Dispater,Eternal Citadel, Oread, </td><td>Marionettist</td><td>Dwarven rune</td><td>Land - Grassland</td><td>No</td><td>Frozen heart,Stone</td><td>Dispater,Eternal Citadel</td><td>Yes</td><td>No</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="MeldintoStone">Meld into Stone</a></h4><a class="internal-link" name="MeldintoStone"><i>Level: 3 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>8 hours</a></td><td>You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.<br> While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.<br> Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.</td><td>3</td><td>Dwarven rune, Yes,Land - Mountain,Land - Underdark, Aberrant,Oozemaster,Stone, Eternal Citadel,Jubilex, Oread, </td><td>No</td><td>Dwarven rune</td><td>Yes,Land - Mountain,Land - Underdark</td><td>No</td><td>Aberrant,Oozemaster,Stone</td><td>Eternal Citadel,Jubilex</td><td>No</td><td>No</td><td>No</td><td>Oread</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Mending">Mending</a></h4><a class="internal-link" name="Mending"><i>Cantrip</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>One object<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (two lodestones)<br><b>Duration: </b>Instantaneous</a></td><td>This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. <p><b>At Higher Levels</b><br>At 5th level, the break or tear can be up to 2 feet in any dimension. At 11th level, you can mend two breaks or tears at the same time. At 17th level, the break or tear can be up to 5 feet in any dimension.</p></td><td>0</td><td>Dune child, Cosmic Machine, Archaeologist,Smith,Forester, </td><td>Yes</td><td>Yes</td><td>Yes</td><td>No</td><td>Dune child</td><td>Cosmic Machine</td><td>Yes</td><td>Archaeologist,Smith,Forester</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="MirrorImage">Mirror Image</a></h4><a class="internal-link" name="MirrorImage"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V,S<br><b>Duration: </b>1 minute</a></td><td>Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.<br> Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.<br> If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.<br> A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.<br> A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.</td><td>2</td><td>Mirrors, Trickery, Land - Coast, Cosmic Machine,Fiend,Hesperia,Pharaoh, Candlemaker, Entropic, </td><td>Mirrors</td><td>Trickery</td><td>Land - Coast</td><td>No</td><td>Yes</td><td>Cosmic Machine,Fiend,Hesperia,Pharaoh</td><td>Yes</td><td>Candlemaker</td><td>Entropic</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Mistsight">Mistsight</a></h4><a class="internal-link" name="Mistsight"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You can see through mist, fog, heavy rain, and other water-based forms of concealment as if they weren’t there. For example, a Fog Cloud spell does not provide any concealment miss chance against your attacks. All non-visual effects of the spell work normally (for example, a Stinking Cloud affects you if you enter it, a Solid Fog slows you, and so on).</td><td>1</td><td>Oceanic, Ancient Toad,Archfey,Storm Lord, Nereid, </td><td>No</td><td>No</td><td>Yes</td><td>Yes</td><td>Oceanic</td><td>Ancient Toad,Archfey,Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="MistyStep">Misty Step</a></h4><a class="internal-link" name="MistyStep"><i>Level: 2</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>Self<br><b>Range: </b>30 ft<br><b>Components: </b>V<br><b>Duration: </b>Instantaneous</a></td><td>Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.</td><td>2</td><td>Doors, Celebration, Land - Coast,Land - Swamp,Tides, Burghal explorer,Horizon walker, Ancient Toad,Archfey,Ashen Wolf,Death,Dispater,Emergent Mind,Eternal Citadel,Fiend,Ghost,Great Old One,Hesperia,Keeper of Depths,Levistus,Oberon,Pharaoh,Seducer, Demonic, </td><td>Doors</td><td>Celebration</td><td>Land - Coast,Land - Swamp,Tides</td><td>Burghal explorer,Horizon walker</td><td>Yes</td><td>Ancient Toad,Archfey,Ashen Wolf,Death,Dispater,Emergent Mind,Eternal Citadel,Fiend,Ghost,Great Old One,Hesperia,Keeper of Depths,Levistus,Oberon,Pharaoh,Seducer</td><td>Yes</td><td>No</td><td>Demonic</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="MoldEarth">Mold Earth</a></h4><a class="internal-link" name="MoldEarth"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Cube 5 ft<br><b>Range: </b>30 ft<br><b>Components: </b>S<br><b>Duration: </b>Instantaneous</a></td><td>You choose a portion of earth (i.e. dirt, sand, clay or mud for this spell) that you can see within range and that fits within a 3 ft cube. You manipulate it in one of the following ways:<p> • You can excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.<br> • You cause shapes to appear in the earth, spelling out words, creating images, or shaping patterns and forms.<br> • If the earth you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.</p><p><b>At Higher Levels</b><br>At 5th level, you can choose two separate portions of earth, both of which must be affected by the same effect. At 11th level, you can cause two different effects on the separate portions of earth. At 17th level, the spell's range increases to 60 feet.</p><p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 4 spells, you may add the <i> Move earth</i> spell to your spells known.</p></td><td>0</td><td>Agriculture, Stone, Jubilex, Archaeologist, Oread, </td><td>No</td><td>Agriculture</td><td>Yes</td><td>No</td><td>Stone</td><td>Jubilex</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="MoldPlant">Mold Plant</a></h4><a class="internal-link" name="MoldPlant"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 plant<br><b>Range: </b>30 ft<br><b>Components: </b>S<br><b>Duration: </b>1 hour</a></td><td>You choose a non-magical plant that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways:<br> • Change the color of the plant for 1 hour<br> • Cause the plant to shape itself into a form you designate. The plant’s branches and leaves may twist into words, create images, or shape into patterns. The changes last for 1 hour.<br> • If the plant you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the plant to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.<br>If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss such an effect as an action.</td><td>0</td><td>Nature, Autumnal,Blighted, Blackthorn Grove,Crone, Cook,Forester, Sprig, </td><td>No</td><td>Nature</td><td>Yes</td><td>No</td><td>Autumnal,Blighted</td><td>Blackthorn Grove,Crone</td><td>No</td><td>Cook,Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Moonbeam">Moonbeam</a></h4><a class="internal-link" name="Moonbeam"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 5 ft<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>A silvery beam of pale light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.<br> When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.<br> A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.<br> On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.</td><td>2</td><td>Purity, Fate,Light, Star touched, Archfey,Fallen Exile, </td><td>Purity</td><td>Fate,Light</td><td>Yes</td><td>No</td><td>Star touched</td><td>Archfey,Fallen Exile</td><td>No</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Mordenkainen'sPrivateSanctum">Mordenkainen's Private Sanctum</a></h4><a class="internal-link" name="Mordenkainen'sPrivateSanctum"><i>Level: 4</i><br><b>Casting time: </b>10 minutes<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)<br><b>Duration: </b>1 day</a></td><td>You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.<br> When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:<br><br> • Sound can't pass through the barrier at the edge of the warded area.<br> • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.<br> • Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.<br> • Creatures in the area can’t be targeted by divination spells.<br> • Nothing can teleport into or out of the warded area.<br> • Planar travel is blocked within the warded area.<br> Casting this spell on the same spot every day for a year makes this effect permanent.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.</td><td>4</td><td>Awakened art,Secrets,Whispers, Land - Grassland, Ancient Dragon,Emergent Mind,Eternal Citadel, Candlemaker,Diplomat, </td><td>Awakened art,Secrets,Whispers</td><td>No</td><td>Land - Grassland</td><td>No</td><td>Yes</td><td>Ancient Dragon,Emergent Mind,Eternal Citadel</td><td>Yes</td><td>Candlemaker,Diplomat</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="MoveEarth">Move Earth</a></h4><a class="internal-link" name="MoveEarth"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, F (An iron blade and a small bag containing a mixture of soils—clay, loam, and sand)<br><b>Duration: </b>Concentration, up to 2 hours</a></td><td>Choose an area of terrain within range. You can reshape earth in an area no larger than 40 feet on a side in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.<br> Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.<br> This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.<p><b>Versatile casting:</b><br> • You can use the spell to just dig a hole in any direction. For the duration of this spell, you can excavate 1,000 cubic feet (a cube 10 feet square) of earth each round. You can expand an existing hole or start a new one. You can’t dig through solid stone or mortared stone walls. The earth removed from the hole is scattered evenly around the hole. If you dig deeper than 20 feet, the hole has a 20% chance of collapsing. The chance the hole collapses increases by 5% for every 5 feet you dig beyond 20 feet unless it is braced or supported.<br>You can also use this spell to tunnel through earth. If the tunnel is longer than 10 feet, it has a 30% chance of collapsing, +5% for every 5 feet beyond 30 feet, unless the tunnel is braced or supported.<br>Most creatures can easily react quickly enough to step aside automatically if you try digging beneath them.</p></td><td>4</td><td>Agriculture,Dwarven rune, Stone, Oread, </td><td>No</td><td>Agriculture,Dwarven rune</td><td>Yes</td><td>No</td><td>Stone</td><td>No</td><td>Yes</td><td>No</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="MushroomRing">Mushroom Ring</a></h4><a class="internal-link" name="MushroomRing"><i>Level: 3 (ritual)</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>In range<br><b>Range: </b>10 ft<br><b>Components: </b>V S M (faerie dust and mushroom spores, which the spell consumes)<br><b>Duration: </b>1 hour</a></td><td>You enhance the fecundity of a 10-foot radius circle of bare rock, earth or soil that you can see in range, centered directly underneath you. At the start of your next turn, dimly glowing mushrooms appear at the edges of the circle. When you cast the spell, choose one of the following: beasts, humanoids, or monstrosities. The ring affects a creature of the chosen type in the following ways:<br> ♦ The creature attempting to enter the dome must first succeed on a Charisma saving throw.<br> ♦ The creature has disadvantage on attacks against you while in the dome.<br> ♦Creatures within the cylinder can't be charmed or frightened by the creature.<br>The ring’s effects extend in a 15 feet cylinder above and below the ring. While the ring exists, you can use your bonus action to invite a creature of the excluded type into the ring without penalty. At any time before the spell ends, you can use your action to consume the ring in an explosion of spores, ending the spell. When you do, creatures other than you and those you have invited within 5 feet of the ring’s circumference make a Constitution saving throw, taking 4d8 poison damage on a failed save, or half as much damage on a success.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.</td><td>3</td><td>Spores, Herbalist, Autumnal,Blighted, Blackthorn Grove, Oread,Pooka,Sprig, </td><td>No</td><td>No</td><td>Spores</td><td>Herbalist</td><td>Autumnal,Blighted</td><td>Blackthorn Grove</td><td>No</td><td>No</td><td>No</td><td>Oread,Pooka,Sprig</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="MysticRope">Mystic Rope</a></h4><a class="internal-link" name="MysticRope"><i>Level: 2 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 rope-like object<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You can animate a nonliving rope-like object, like a thread, string, cord or rope. As a bonus action you can command it to move with a (climb) speed of 20 feet, to form a loop and hoist or lower weights up to 500 pound, knot or unknot itself, or attack, using your spell attack modifier. On a successful attack, it grapples the target (escape DC equal to your spell save DC), and the target is restrained until the spell ends or you retract the rope.</td><td>2</td><td>Marionettist, Celebration,Ocean, Dispater, Archaeologist, </td><td>Marionettist</td><td>Celebration,Ocean</td><td>Yes</td><td>Yes</td><td>No</td><td>Dispater</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="Nature'sWard">Nature's Ward</a></h4><a class="internal-link" name="Nature'sWard"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>1 round</a></td><td>You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against cold, fire, and lightning damage.</td><td>0</td><td>Nature,Winter, Ancient Toad,Archfey,Ashen Wolf,Blackthorn Grove,Monstrosity,Storm Lord, Alchemical,Beyond,Sealed dragon, </td><td>No</td><td>Nature,Winter</td><td>Yes</td><td>No</td><td>Yes</td><td>Ancient Toad,Archfey,Ashen Wolf,Blackthorn Grove,Monstrosity,Storm Lord</td><td>Yes</td><td>No</td><td>Alchemical,Beyond,Sealed dragon</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Otter'sGrace">Otter's Grace</a></h4><a class="internal-link" name="Otter'sGrace"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>S, M (a fish bone)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You touch a creature and bestow upon it the grace of an otter. It has advantage on Strength (Athletics) checks to swim and can hold its breath twice as long as normal. <br> <b>At Higher Levels.</b> For each spell slot used higher than 1st level, you can affect one additional creature.</td><td>1</td><td>Shanties, Aberrant,Oceanic,Oozemaster,Wishcrafter, Ancient Toad,Dagon, Nereid, </td><td>Shanties</td><td>No</td><td>Yes</td><td>Yes</td><td>Aberrant,Oceanic,Oozemaster,Wishcrafter</td><td>Ancient Toad,Dagon</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="PasswithoutTrace">Pass without Trace</a></h4><a class="internal-link" name="PasswithoutTrace"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.</td><td>2</td><td>Hunting,Nature,Survival,Winter, Yes,Land - Swamp, Arachnid,Ashen,Dread,Oozemaster,Stone,Wishcrafter, Ancient Toad,Archfey,Blackthorn Grove,Crone,Emergent Mind,Oberon,Shadowcat, Forester, Lycanthropic, </td><td>No</td><td>Hunting,Nature,Survival,Winter</td><td>Yes,Land - Swamp</td><td>Yes</td><td>Arachnid,Ashen,Dread,Oozemaster,Stone,Wishcrafter</td><td>Ancient Toad,Archfey,Blackthorn Grove,Crone,Emergent Mind,Oberon,Shadowcat</td><td>No</td><td>Forester</td><td>Lycanthropic</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Passwall">Passwall</a></h4><a class="internal-link" name="Passwall"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a pinch of sesame seeds)<br><b>Duration: </b>1 hour</a></td><td>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.</td><td>5</td><td>Balanced scale of Abadar, Land - Mountain,Land - Underdark, Freerunner, Draconic,Stone, Eternal Citadel, Archaeologist, Oread, </td><td>No</td><td>Balanced scale of Abadar</td><td>Land - Mountain,Land - Underdark</td><td>Freerunner</td><td>Draconic,Stone</td><td>Eternal Citadel</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="PlanarBinding">Planar Binding</a></h4><a class="internal-link" name="PlanarBinding"><i>Level: 5</i><br><b>Casting time: </b>1 hour<br><b>Target: </b>1 celestial/elemental/fey/fiend<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)<br><b>Duration: </b>1 day</a></td><td>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> <b>At Higher Levels. </b>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.</td><td>5</td><td>Crossroads, Ashen,Divine soul,Fiendish, Dispater,Weaver of Lies, Candlemaker,Diplomat, Chosen,Beyond,Demonic, </td><td>Crossroads</td><td>Yes</td><td>Yes</td><td>No</td><td>Ashen,Divine soul,Fiendish</td><td>Dispater,Weaver of Lies</td><td>Yes</td><td>Candlemaker,Diplomat</td><td>Chosen,Beyond,Demonic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="PlaneShift">Plane Shift</a></h4><a class="internal-link" name="PlaneShift"><i>Level: 7</i><br><b>Casting time: </b>Action<br><b>Target: </b>Touch<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)<br><b>Duration: </b>Instantaneous</a></td><td>You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.<br> Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.<br> You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.</td><td>7</td><td>Doors, Divine soul,Fiendish,Pandemonic,Stone,Storm,Wishcrafter, Abraxas,Archfey,Cosmic Machine,Dagon,Dispater,Eternal Citadel,Fiend,Jubilex,Levistus,Oberon,Seducer, Archaeologist, </td><td>Doors</td><td>Yes</td><td>Yes</td><td>No</td><td>Divine soul,Fiendish,Pandemonic,Stone,Storm,Wishcrafter</td><td>Abraxas,Archfey,Cosmic Machine,Dagon,Dispater,Eternal Citadel,Fiend,Jubilex,Levistus,Oberon,Seducer</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="PlantGrowth">Plant Growth</a></h4><a class="internal-link" name="PlantGrowth"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 100 ft<br><b>Range: </b>150 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.<br> If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.<br> You can exclude one or more areas of any size within the spell’s area from being affected.<br> If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.</td><td>3</td><td>Glamour, Agriculture,Nature, Yes,Land - Forest,Spores, Blackthorn Grove, Forester, Sprig, </td><td>Glamour</td><td>Agriculture,Nature</td><td>Yes,Land - Forest,Spores</td><td>Yes</td><td>No</td><td>Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="PoisonSpray">Poison Spray</a></h4><a class="internal-link" name="PoisonSpray"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>10 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.<br> This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).</td><td>0</td><td>Arachnid,Dune child,Fiendish,Plaguebringer, Ancient Toad,Blackthorn Grove,Hesperia,Hive,Monstrosity, Alchemical, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Arachnid,Dune child,Fiendish,Plaguebringer</td><td>Ancient Toad,Blackthorn Grove,Hesperia,Hive,Monstrosity</td><td>Yes</td><td>No</td><td>Alchemical</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Polymorph">Polymorph</a></h4><a class="internal-link" name="Polymorph"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a caterpillar cocoon)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.<br> The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.<br> The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.<br> The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.<br> The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.</td><td>4</td><td>Beasts,Portraiture, Draconic,Oceanic,Wild,Wishcrafter, Ancient Toad,Hive,Weaver of Lies, Beyond, </td><td>Beasts,Portraiture</td><td>No</td><td>Yes</td><td>No</td><td>Draconic,Oceanic,Wild,Wishcrafter</td><td>Ancient Toad,Hive,Weaver of Lies</td><td>Yes</td><td>No</td><td>Beyond</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="PrimordialWard">Primordial Ward</a></h4><a class="internal-link" name="PrimordialWard"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.<br> When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.</td><td>6</td><td>Masks, Balance,Forge,Tempest,Dwarven rune,Balanced scale of Abadar, Ancient Dragon,Ashen Wolf,Blackthorn Grove,Dagon,Great Old One,Jubilex,Keeper of Depths,Monstrosity,Storm Lord, Archaeologist, </td><td>Masks</td><td>Balance,Forge,Tempest,Dwarven rune,Balanced scale of Abadar</td><td>Yes</td><td>No</td><td>Yes</td><td>Ancient Dragon,Ashen Wolf,Blackthorn Grove,Dagon,Great Old One,Jubilex,Keeper of Depths,Monstrosity,Storm Lord</td><td>No</td><td>Archaeologist</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ProduceFlame">Produce Flame</a></h4><a class="internal-link" name="ProduceFlame"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self (30 ft)<br><b>Components: </b>V, S<br><b>Duration: </b>10 minutes</a></td><td>A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.<br> You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.<br> This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</td><td>0</td><td>Awakened art,Revelry, Ashen,Phoenix,Star touched, Pharaoh, Candlemaker, </td><td>Awakened art,Revelry</td><td>No</td><td>Yes</td><td>No</td><td>Ashen,Phoenix,Star touched</td><td>Pharaoh</td><td>No</td><td>Candlemaker</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ProtectionfromEnergy">Protection from Energy</a></h4><a class="internal-link" name="ProtectionfromEnergy"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.</td><td>3</td><td>Pathfinder chronicler, Arcana,Forge,Protection,Winter, Yes,Land - Arctic,Land - Desert, Yes,Benevolence, Ancient Dragon,Ashen Wolf,Fallen Exile,Fiend,Jubilex,Keeper of Depths,Monstrosity,Pharaoh,Storm Lord, Archaeologist,Cook,Smith, </td><td>Pathfinder chronicler</td><td>Arcana,Forge,Protection,Winter</td><td>Yes,Land - Arctic,Land - Desert</td><td>Yes,Benevolence</td><td>Yes</td><td>Ancient Dragon,Ashen Wolf,Fallen Exile,Fiend,Jubilex,Keeper of Depths,Monstrosity,Pharaoh,Storm Lord</td><td>Yes</td><td>Archaeologist,Cook,Smith</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ProtectionfromPoison">Protection from Poison</a></h4><a class="internal-link" name="ProtectionfromPoison"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>1 hour</a></td><td>You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.<br> For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.</td><td>2</td><td>Balance,Death,Protection, Arachnid,Dune child,Plaguebringer,Time thief, Ancient Toad,Blackthorn Grove,Hesperia,Hive, Cook,Diplomat,Forester, Alchemical, Sylph, </td><td>No</td><td>Balance,Death,Protection</td><td>Yes</td><td>Yes</td><td>Arachnid,Dune child,Plaguebringer,Time thief</td><td>Ancient Toad,Blackthorn Grove,Hesperia,Hive</td><td>No</td><td>Cook,Diplomat,Forester</td><td>Alchemical</td><td>Sylph</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="PurifyFoodandDrink">Purify Food and Drink</a></h4><a class="internal-link" name="PurifyFoodandDrink"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 5 ft<br><b>Range: </b>10 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.</td><td>1</td><td>Purity, Herbalist, Autumnal,Divine soul, Ancient Toad, Cook, _Ritual_,Alchemical,Chosen, </td><td>Purity</td><td>Yes</td><td>Yes</td><td>Herbalist</td><td>Autumnal,Divine soul</td><td>Ancient Toad</td><td>No</td><td>Cook</td><td>_Ritual_,Alchemical,Chosen</td><td>Yes</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="Pyrotechnics">Pyrotechnics</a></h4><a class="internal-link" name="Pyrotechnics"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>One flame<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Varies</a></td><td>This spell can be used to manipulate fire within the area of effect. Although it can’t create fire, it can make use of any existing fire. Choose a nonmagical flame that you can see within range and that fits within a 5-foot cube, such as a torch, lantern, candle or campfire. You affect it in one of the following ways:<br> ♦ The fire explodes with a dazzling firework of colors. Each creature other than you within 30 feet of the target location must succeed on a Constitution saving throw or become blinded until the end of your next turn. By spending a bonus action before casting the spell you can warn your allies, allowing them an automatic success on the save.<br> ♦ Thick black smoke spreads out from the target flame in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.<br> ♦ The fire source bursts into a large conflagration for a moment. Each creature other than you within 10 feet of the source takes 3d6 fire damage, or half as much with a successful Dexterity saving throw. For each spell slot used higher than 1st level, the spell does an additional 1d6 fire damage.<p><b>Versatile casting:</b><br> ♦ By casting the spell as a 4th level spell, you can cause the fire to become covered in a multi-hued veil of dancing flames for as long as you concentrate (up to 1 minute). Creatures within 30 feet of the fire who see it must make Wisdom saving throws at the beginning of each of their turns. A creature that fails the saving throw stands transfixed and can do nothing except watch the fire until the beginning of its next turn. While a creature is transfixed, it has disadvantage on saving throws against enchantment spells. Any physical attack or attack that triggers a saving throw against a fire-fascinated creature automatically breaks the effect on that creature. Likewise, interposing a solid barrier between a fascinated creature and the veil of flames breaks the effect.<br> ♦ By casting the spell as a 6th level spell, you can cause a great fiery tendril, 20 feet long, to lash out from the source of fire for as long as you concentrate (up to 1 minute). The tendril tries to wrap around a target creature within its reach. The creature must make a Dexterity saving throw. If it fails, it takes 6d6 fire damage and is restrained until the spell ends. At the end of each of its turns, it repeats the saving throw; it escapes if the save succeeds, but it takes another 6d6 fire damage if the saving throw fails. At the beginning of your turn, if the tendril is not restraining a creature, it can attack another target creature within reach.</p><p><b>Empowered casting:</b><br>When you cast this spell using a higher level spell slot, you may select one the following for each spell slot increase:<br> ♦ If the spell deals damage, the damage increases by one die.</p></td><td>1</td><td>Grandeur, Celebration,Forge, Ashen,Fiendish,Phoenix,Star touched,Wild, Ashen Wolf, Candlemaker, Alchemical, </td><td>Grandeur</td><td>Celebration,Forge</td><td>Yes</td><td>No</td><td>Ashen,Fiendish,Phoenix,Star touched,Wild</td><td>Ashen Wolf</td><td>Yes</td><td>Candlemaker</td><td>Alchemical</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Ram’sResolve">Ram’s Resolve</a></h4><a class="internal-link" name="Ram’sResolve"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One or more creatures<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>Your spell bolsters a creature with determination and resolve. When casting the spell, you may choose one of these options:<br> ♦ Once before the spell ends, the target can roll a d4 and add the number rolled to a Constitution save or check. It can wait until after it rolls the d20 before deciding to use the d4, but must decide before the DM says whether the roll succeeds or fails. The spell then ends.<br> ♦ Target gains temporary hit points equal to 1d4 + your spellcasting ability.<br> ♦ Target automatically succeeds at Constitution checks required during forced march movement.<br> ♦ When a creature attempts to stabilize the target, it automatically succeeds. The spell then ends.<br> ♦ Target has advantage on a death save. The spell then ends.<p><b>At Higher Levels</b><br>At 5th level, you can cause two effects or target two creatures at the same time. At 11th level, you can cause three effects or target four creatures at the same time. At 17th level, the first effect instead adds 2d4 to a roll and the second adds double the amount of temporary hp.</p><p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 1 spells, you may add the <i> Bear's Endurance</i> spell to your spells known.<br> ♦ When casting it on only yourself you do not require concentration and you have an additional option: You gain +2 Constitution, to a maximum of 20.</p></td><td>0</td><td>Ancient Dragon,Death,Eternal Citadel,Hive, Archaeologist,Cook,Smith,Forester, Chosen,Lycanthropic, Sylph, </td><td>Yes</td><td>Yes</td><td>Yes</td><td>No</td><td>Yes</td><td>Ancient Dragon,Death,Eternal Citadel,Hive</td><td>Yes</td><td>Archaeologist,Cook,Smith,Forester</td><td>Chosen,Lycanthropic</td><td>Sylph</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Rary'sTelepathicBond">Rary's Telepathic Bond</a></h4><a class="internal-link" name="Rary'sTelepathicBond"><i>Level: 5 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Up to 8 creatures<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (pieces of eggshell from two different kinds of creatures)<br><b>Duration: </b>1 hour</a></td><td>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.</td><td>5</td><td>Portraiture, Survival, Swarm, Seducer, Archaeologist, </td><td>Portraiture</td><td>Survival</td><td>Swarm</td><td>No</td><td>Yes</td><td>Seducer</td><td>Yes</td><td>Archaeologist</td><td>Yes</td><td>No</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Reanimate">Reanimate</a></h4><a class="internal-link" name="Reanimate"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 dead creature<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (specially prepared fragment of humanoid bone worth at least 25 gp, which the spell consumes)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Choose the corpse of a living creature of challenge rating 4 or less within range, that has been killed up to 1 minute ago. Your spell temporarily raises the target as an undead creature under your control. The creature has half the hit points of the original creature, an intelligence score of 5 and cannot use spells. All other statistics are the same.<br>On each of your turns, you can use a bonus action to telepathically or verbally command the reanimated creature if it is within 60 feet of you. You decide what action it will take and where it will move during its next turn or you can issue a general command, such as to guard a particular room. If you issue no commands, the creature only defends itself against attacks.<br><b>At Higher levels</b>: When you use a slot of 6th level to cast the spell, you can reanimate a creature with challenge rating 6 or less. When you use a slot of 8th level to cast the spell, you can reanimate a creature with challenge rating 9 or less.</td><td>4</td><td>Death, Spores, Divine soul,Dread, Undying,Vampire, Shadowcursed, </td><td>No</td><td>Death</td><td>Spores</td><td>No</td><td>Divine soul,Dread</td><td>Undying,Vampire</td><td>Yes</td><td>No</td><td>Shadowcursed</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Regenerate">Regenerate</a></h4><a class="internal-link" name="Regenerate"><i>Level: 7</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a prayer wheel and holy water)<br><b>Duration: </b>1 hour</a></td><td>You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.</td><td>7</td><td>Beasts,Purity,Valor,Warrior poet, Arachnid,Oozemaster,Time thief, Ancient Toad,Blackthorn Grove,Hive,Monstrosity,Undying,Vampire, Cook, Sprig,Sylph, </td><td>Beasts,Purity,Valor,Warrior poet</td><td>Yes</td><td>Yes</td><td>No</td><td>Arachnid,Oozemaster,Time thief</td><td>Ancient Toad,Blackthorn Grove,Hive,Monstrosity,Undying,Vampire</td><td>No</td><td>Cook</td><td>No</td><td>Sprig,Sylph</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Reincarnate">Reincarnate</a></h4><a class="internal-link" name="Reincarnate"><i>Level: 5</i><br><b>Casting time: </b>1 hour<br><b>Target: </b>1 dead humanoid<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)<br><b>Duration: </b>Instantaneous</a></td><td>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 a random race or chooses a form.<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.</td><td>5</td><td>Tales, Agriculture, </td><td>Tales</td><td>Agriculture</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Resistance">Resistance</a></h4><a class="internal-link" name="Resistance"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a miniature cloak)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.</td><td>0</td><td>Ancient Toad,Archfey,Crone,Death,Great Old One,Hesperia,Seducer,Undying,Weaver of Lies, Archaeologist, </td><td>No</td><td>Yes</td><td>Yes</td><td>No</td><td>No</td><td>Ancient Toad,Archfey,Crone,Death,Great Old One,Hesperia,Seducer,Undying,Weaver of Lies</td><td>No</td><td>Archaeologist</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ReturntoEarth">Return to Earth</a></h4><a class="internal-link" name="ReturntoEarth"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 30 ft<br><b>Range: </b>Self<br><b>Components: </b>V, M (a pinch of dust)<br><b>Duration: </b>Instantaneous</a></td><td>All corporeal undead within 30 feet of you take 5d10 force damage on a failed saving throw, or half as much on a successful one. If an undead is reduced to 0 hit points, it crumbles into dust.</td><td>4</td><td>Eulogies,Faith, Agriculture,Death,Repose,Time, Land - Desert,Spores, Autumnal,Divine soul,Dread,Stone,Time thief,Wishcrafter, Blackthorn Grove,Death,Undying, Archaeologist, </td><td>Eulogies,Faith</td><td>Agriculture,Death,Repose,Time</td><td>Land - Desert,Spores</td><td>No</td><td>Autumnal,Divine soul,Dread,Stone,Time thief,Wishcrafter</td><td>Blackthorn Grove,Death,Undying</td><td>No</td><td>Archaeologist</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ReverseGravity">Reverse Gravity</a></h4><a class="internal-link" name="ReverseGravity"><i>Level: 7</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 50 ft<br><b>Range: </b>100 ft<br><b>Components: </b>V, S, M (a lodestone and iron filings)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.<br> If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.</td><td>7</td><td>Fools, Star touched,Stone,Wild, Ancient Dragon, </td><td>Fools</td><td>No</td><td>Yes</td><td>No</td><td>Star touched,Stone,Wild</td><td>Ancient Dragon</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="RighteousAccusation">Righteous Accusation</a></h4><a class="internal-link" name="RighteousAccusation"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, optional M (see description)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You denounce one creature within range for its sins against your holy ethos. Choose one sentient or undead creature within range, who must succeed a Charisma saving throw or suffer 8d10 psychic damage and become frightened for the duration. A creature that succeeds its saving throw takes half as much damage and isn't frightened. A frightened creature may make a new saving throw at the end of each of its turns; on a success, the frightened condition ends.<br>If you create a scroll worth at least 100 gold pieces that names the creature and details its specific crimes or sins and present this scroll during the casting, the creature makes its initial saving throw with disadvantage. The scroll is consumed in the casting. As long as it is frightened, it also suffers vulnerability against bludgeoning, piercing, and slashing damage, and one additional damage type that you specify when you create the scroll. If your scroll names a creature other than the one you have targeted, or specifies crimes or sins inapplicable to your target, your spell fails, but the scroll is not consumed.<br><b>At Higher Levels</b>. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d10 for each slot level above 5th</td><td>5</td><td>Yes,Vengeance, Lyan, </td><td>No</td><td>Yes,Vengeance</td><td>Lyan</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="RisingRot">Rising Rot</a></h4><a class="internal-link" name="RisingRot"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a vial of mold spores)<br><b>Duration: </b>Instantaneous</a></td><td>You hold up your hand a thin beam of sickly green-brown light shoots out and strikes one living, corporeal creature within range you can see. That creature must make a Constitution saving throw each round. The creature takes 1d8 poison damage and 1d8 necrotic damage on a failed saving throw, or half as much damage on a successful one. These effects continue until the target has successfully save three times, although they do not have to be consecutive.<br> <b>At Higher Levels. </b>If you cast this spell with a 7th-level or higher spell slot, it inflicts 2d8 poison damage and 2d8 necrotic damage each round.</td><td>5</td><td>Spores, Arachnid,Autumnal,Blighted,Time thief, Blackthorn Grove,Crone,Hesperia, </td><td>No</td><td>No</td><td>Spores</td><td>No</td><td>Arachnid,Autumnal,Blighted,Time thief</td><td>Blackthorn Grove,Crone,Hesperia</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Sargasso">Sargasso</a></h4><a class="internal-link" name="Sargasso"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 100 ft<br><b>Range: </b>300 ft<br><b>Components: </b>V, S, M (a small amount of seaweed and live brine shrimp)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You choose a point within range. The area within a 100 foot radius of that point becomes choked with seaweed, turning it into difficult terrain for both ships and swimmers for the duration of the spell.</td><td>4</td><td>Ocean, Yes,Land - Coast, Oceanic, Keeper of Depths, Nereid, </td><td>No</td><td>Ocean</td><td>Yes,Land - Coast</td><td>No</td><td>Oceanic</td><td>Keeper of Depths</td><td>No</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Scent">Scent</a></h4><a class="internal-link" name="Scent"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature or object<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You can alter the target's scent to any other scent. This allows you to create any one of the following effects:<br> ♦ A strong smell, enough to discomfort creatures with sensitive sense of smell. A creature with the keen sense ability that fails a Constitution save is considered poisoned while within 5 ft of the smell.<br> ♦ You can mute smells, making the target harder to track. Creatures attempting to track the target by scent have disadvantage on ability checks to follow the tracks.<br> ♦ If cast on a creature with the stench ability, you can reduce its potency, effectively removing it.<br> If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<p><b>At Higher Levels</b><br>At 5th level, you can target two targets at the same time. At 11th level, you do not have to keep concentration when targeting yourself. At 17th level, you can target three targets with the same casting.</p></td><td>0</td><td>Purity, Lycanthropic, </td><td>Purity</td><td>No</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Lycanthropic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ScorchingRay">Scorching Ray</a></h4><a class="internal-link" name="ScorchingRay"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 or more targets<br><b>Range: </b>120 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.</td><td>2</td><td>Light, Land - Desert, Ashen,Draconic,Dune child,Fiendish,Phoenix,Relicker,Star touched, Ashen Wolf,Pharaoh, </td><td>No</td><td>Light</td><td>Land - Desert</td><td>No</td><td>Ashen,Draconic,Dune child,Fiendish,Phoenix,Relicker,Star touched</td><td>Ashen Wolf,Pharaoh</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Scrying">Scrying</a></h4><a class="internal-link" name="Scrying"><i>Level: 5</i><br><b>Casting time: </b>10 minutes<br><b>Target: </b>1 target<br><b>Range: </b>unlimited<br><b>Components: </b>V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>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.<br><br><table><tbody><tr class="header"><td>Knowledge </td><td>Save Modifier</td></tr><tr><td>Secondhand (you have heard of the target) </td><td>+5 </td></tr><tr><td>Firsthand (you have met the target)</td><td> +0 </td></tr><tr><td>Familiar (you know the target well) </td><td>-5</td></tr><tr class="header"><td>Connection </td><td>Save Modifier </td></tr><tr><td>Likeness or picture </td><td>-2 </td></tr><tr><td>Possession or garment </td><td>-4 </td></tr><tr><td></td></tr><tr><td>Body part, lock of hair, bit of nail, or the like</td><td> -10</td></tr></tbody></table><br> 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.</td><td>5</td><td>Arcana,Knowledge, Yes,Tides, Keeper of Depths, Candlemaker,Cook,Diplomat, </td><td>Yes</td><td>Arcana,Knowledge</td><td>Yes,Tides</td><td>No</td><td>Yes</td><td>Keeper of Depths</td><td>Yes</td><td>Candlemaker,Cook,Diplomat</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SecureHome">Secure Home</a></h4><a class="internal-link" name="SecureHome"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>One minute<br><b>Target: </b>One dwelling<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a piece of iron, and a small bag of herbs which the spell consumes)<br><b>Duration: </b>1 day</a></td><td>You ward a small dwelling, up to 30 foot radius, against magical creatures. Celestials, elementals, fey, fiends, lycanthropes and undead with less than 30 hit points cannot willingly enter the dwelling without the permission of a resident.</td><td>1</td><td>Yes,Agriculture,Protection,Survival, Fey hunter, Autumnal,Draconic,Dread, Ancient Toad, Candlemaker, _Ritual_, </td><td>No</td><td>Yes,Agriculture,Protection,Survival</td><td>Yes</td><td>Fey hunter</td><td>Autumnal,Draconic,Dread</td><td>Ancient Toad</td><td>Yes</td><td>Candlemaker</td><td>_Ritual_</td><td>Yes</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="SecureShip">Secure Ship</a></h4><a class="internal-link" name="SecureShip"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>One minute<br><b>Target: </b>One ship<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a piece of iron, and a small bag of herbs which the spell consumes)<br><b>Duration: </b>1 day</a></td><td>You ward a ship against magical creatures. Elementals and fey with less than 45 hit points cannot willingly enter the ship or affect the ship without the permission of the ship's captain (designated upon the spell's casting). This spell is especially useful against mischievous air and water elementals that frolic in storms.</td><td>1</td><td>Shanties, Ocean,Protection, Oceanic,Storm, </td><td>Shanties</td><td>Ocean,Protection</td><td>Yes</td><td>No</td><td>Oceanic,Storm</td><td>No</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SenseLink">Sense Link</a></h4><a class="internal-link" name="SenseLink"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 living or undead creature<br><b>Range: </b>30 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>By means of this spell, you forge a link between one of your senses of your choice and the corresponding sense of another creature that you can see in range. An unwilling target receives a Wisdom saving throw to negate the effect. While the spell lasts, you perceive what the target perceives through the chosen sense. This prevent you from perceiving the area around yourself using that sense.<br> <b>At Higher Levels.</b> When you cast this spell using a 3rd level slot, the duration is concentration up to 1 hour. When you cast this spell using a 5th level slot, the duration is concentration, up to 8 hours, and you can link two senses instead of one. When you cast this spell using a 7th level slot, the duration is concentration, up to 24 hours, and you can link two senses instead of one.</td><td>1</td><td>Portraiture, Ancient Dragon,Crone,Hesperia,Hive,Keeper of Depths,Oberon,Seducer, Psychologist, </td><td>Portraiture</td><td>No</td><td>Yes</td><td>Yes</td><td>No</td><td>Ancient Dragon,Crone,Hesperia,Hive,Keeper of Depths,Oberon,Seducer</td><td>Yes</td><td>Psychologist</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Shadowplay">Shadowplay</a></h4><a class="internal-link" name="Shadowplay"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Area or object<br><b>Range: </b>30 ft<br><b>Components: </b>S<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You can choose any of the following effects:<p> ♦ Over the course of a minute, the shadows in one 10 foot × 10 foot or smaller area grow larger, deeper, and more concealing. A room that is brightly lit becomes dimly lit. The size of the area that can be affected increases when you reach 5th level (20×20), 11th level (50×50), and 17th level (100×100).<br> ♦ One weapon, armor or object you touch is engulfed by shadow, becoming completely matte-black and utterly silent. It makes no noise when being drawn, when striking someone, even if it hits armor, or when dropped.<br> ♦ You change the appearance of a shadow you can see within range into the form of your choice. If the shadow is a creature, it takes 2d6 force damage, or half damage with a successful Constitution saving throw.<br> ♦ With a hand gesture and an incantation, you are able to douse a single, small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.<br> ♦ You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.</p></td><td>0</td><td>Shadowcat, Candlemaker, Shadowcursed, </td><td>Yes</td><td>No</td><td>Yes</td><td>No</td><td>No</td><td>Shadowcat</td><td>Yes</td><td>Candlemaker</td><td>Shadowcursed</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ShapeWater">Shape Water</a></h4><a class="internal-link" name="ShapeWater"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 5 ft<br><b>Range: </b>30 ft<br><b>Components: </b>S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You choose an area of water and manipulate it in one of the following ways:<p> ♦ You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.<br> ♦ You cause the water to form into simple shapes and animate at your direction.<br> ♦ You change the water’s color or opacity. The water must be changed in the same way throughout.<br> ♦ You cause a wave of 3 to 5 feet height to form within 100 ft and move toward shore (or, in open ocean, for several dozen feet before dissipating). Mostly used this to entertain children or get a look at shallow reefs. However, it can also be used to wash things to shore, double the speed of a ship's boat (rowboat or keelboat) moving toward shore, or threaten to capsize a small ship's boat (the pilot must make a Dexterity (water vehicles) against your spell save DC to avoid being capsized).</p><p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 4 spells, you may add the <i> Control water</i> spell to your spells known.</p></td><td>0</td><td>Oceanic, Dagon,Keeper of Depths, Nereid, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Oceanic</td><td>Dagon,Keeper of Depths</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Shapechange">Shapechange</a></h4><a class="internal-link" name="Shapechange"><i>Level: 9</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.<br> Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.<br> You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.<br> When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.<br> During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.</td><td>9</td><td>Masks, Trickery, Aberrant,Arachnid,Ashen,Draconic,Oceanic,Oozemaster,Wild,Wishcrafter, Ancient Toad,Archfey,Crone,Dagon,Fiend,Great Old One,Hesperia,Hive,Jubilex,Keeper of Depths,Levistus,Monstrosity,Seducer,Shadowcat,Vampire,Weaver of Lies, </td><td>Masks</td><td>Trickery</td><td>Yes</td><td>No</td><td>Aberrant,Arachnid,Ashen,Draconic,Oceanic,Oozemaster,Wild,Wishcrafter</td><td>Ancient Toad,Archfey,Crone,Dagon,Fiend,Great Old One,Hesperia,Hive,Jubilex,Keeper of Depths,Levistus,Monstrosity,Seducer,Shadowcat,Vampire,Weaver of Lies</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Shellskin">Shellskin</a></h4><a class="internal-link" name="Shellskin"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V<br><b>Duration: </b>1 minute</a></td><td>One willing creature’s skin is altered to become a chitinous substance that grants AC 16 and provides resistance to piercing attacks from nonmagical weapons.</td><td>4</td><td>Masks, Arachnid,Draconic,Fiendish,Oceanic,Oozemaster, Hive,Monstrosity, Beyond,Sealed dragon, Nereid, </td><td>Masks</td><td>No</td><td>Yes</td><td>No</td><td>Arachnid,Draconic,Fiendish,Oceanic,Oozemaster</td><td>Hive,Monstrosity</td><td>Yes</td><td>No</td><td>Beyond,Sealed dragon</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Shillelagh">Shillelagh</a></h4><a class="internal-link" name="Shillelagh"><i>Cantrip</i><br><b>Casting time: </b>Bonus action<br><b>Target: </b>Your weapon<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (mistletoe and a sham rock leaf)<br><b>Duration: </b>1 minute</a></td><td>The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.</td><td>0</td><td>Agriculture,Nature, Blackthorn Grove, Forester, Oread, </td><td>No</td><td>Agriculture,Nature</td><td>Yes</td><td>No</td><td>No</td><td>Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SleetStorm">Sleet Storm</a></h4><a class="internal-link" name="SleetStorm"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 40 ft<br><b>Range: </b>150 ft<br><b>Components: </b>V, S, M (a pinch of dust and a few drops of water)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.<br> The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.<br> If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.</td><td>3</td><td>Tempest,Winter, Yes,Land - Arctic,Storms, Frozen heart,Storm, Storm Lord, </td><td>No</td><td>Tempest,Winter</td><td>Yes,Land - Arctic,Storms</td><td>No</td><td>Frozen heart,Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Snare">Snare</a></h4><a class="internal-link" name="Snare"><i>Level: 1</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>Radius 5 ft<br><b>Range: </b>Touch<br><b>Components: </b>S, M (25 feet of rope, which the spell consumes)<br><b>Duration: </b>8 hours</a></td><td>As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.<br>This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.<br>The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.<br>A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.<br>After the trap is triggered, the spell ends when no creature is restrained by it. </td><td>1</td><td>Hunting, Oberon, Forester, </td><td>No</td><td>Hunting</td><td>Yes</td><td>Yes</td><td>No</td><td>Oberon</td><td>Yes</td><td>Forester</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Snilloc'sSnowballSwarm">Snilloc's Snowball Swarm</a></h4><a class="internal-link" name="Snilloc'sSnowballSwarm"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 5 ft<br><b>Range: </b>90 ft<br><b>Components: </b>V, S, M (a piece of ice or a small white rock chip)<br><b>Duration: </b>Instantaneous</a></td><td>A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.</td><td>2</td><td>Winter, Land - Arctic, Frozen heart,Wild, </td><td>No</td><td>Winter</td><td>Land - Arctic</td><td>No</td><td>Frozen heart,Wild</td><td>No</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Snowshoes">Snowshoes</a></h4><a class="internal-link" name="Snowshoes"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S<br><b>Duration: </b>24 hours</a></td><td>One creature you touch becomes able to step lightly across snow, leaves, earth, and loose sand without sinking in or having its movement affected. The affected creature is not required to make a Dexterity check to walk on ice and snow without slipping and falling.</td><td>1</td><td>Frozen heart, _Ritual_, </td><td>No</td><td>No</td><td>Yes</td><td>Yes</td><td>Frozen heart</td><td>No</td><td>Yes</td><td>No</td><td>_Ritual_</td><td>No</td><td>Yes</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SpeakwithAnimals">Speak with Animals</a></h4><a class="internal-link" name="SpeakwithAnimals"><i>Level: 1 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V,S<br><b>Duration: </b>10 minutes</a></td><td>You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.</td><td>1</td><td>Beasts,Glamour,Purity, Nature,Survival, Ashen, Diplomat,Forester, _Ritual_, </td><td>Beasts,Glamour,Purity</td><td>Nature,Survival</td><td>Yes</td><td>Yes</td><td>Ashen</td><td>No</td><td>No</td><td>Diplomat,Forester</td><td>_Ritual_</td><td>Yes</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="SpeakwithDead">Speak with Dead</a></h4><a class="internal-link" name="SpeakwithDead"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 dead creature<br><b>Range: </b>10 ft<br><b>Components: </b>V, S, M (burning incense)<br><b>Duration: </b>10 minutes</a></td><td>You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.<br> Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.</td><td>3</td><td>Eulogies,Lore,Pied piper,Secrets,Whispers, Death,Knowledge,Repose,Survival,Vengeance, Twilight, Banshee, Autumnal,Divine soul,Dread,Ethereal,Time thief,Wishcrafter, Death,Emergent Mind,Pharaoh,Undying, Diplomat, Shadowcursed, </td><td>Eulogies,Lore,Pied piper,Secrets,Whispers</td><td>Death,Knowledge,Repose,Survival,Vengeance</td><td>Twilight</td><td>Banshee</td><td>Autumnal,Divine soul,Dread,Ethereal,Time thief,Wishcrafter</td><td>Death,Emergent Mind,Pharaoh,Undying</td><td>No</td><td>Diplomat</td><td>Shadowcursed</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SpeakwithPlants">Speak with Plants</a></h4><a class="internal-link" name="SpeakwithPlants"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V,S<br><b>Duration: </b>10 minutes</a></td><td>You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.<br> You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.<br> Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.<br> If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.<br> This spell can cause the plants created by the entangle spell to release a restrained creature.</td><td>3</td><td>Agriculture,Nature, Yes,Land - Forest,Forest, Autumnal,Blighted, Blackthorn Grove, Diplomat,Forester, Sprig, </td><td>No</td><td>Agriculture,Nature</td><td>Yes,Land - Forest,Forest</td><td>Yes</td><td>Autumnal,Blighted</td><td>Blackthorn Grove</td><td>No</td><td>Diplomat,Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="SpectralTendril">Spectral Tendril</a></h4><a class="internal-link" name="SpectralTendril"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>120 ft<br><b>Components: </b>V, S<br><b>Duration: </b>1 round</a></td><td>You create a ghostly, skeletal hand, or a wisp of pale energy in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the energy visibly clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.<br> This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</td><td>0</td><td>Death, Spores, Autumnal,Blighted,Divine soul,Dread,Ethereal,Plaguebringer,Time thief, Death,Emergent Mind,Ghost,Undying, Shadowcursed, </td><td>No</td><td>Death</td><td>Spores</td><td>No</td><td>Autumnal,Blighted,Divine soul,Dread,Ethereal,Plaguebringer,Time thief</td><td>Death,Emergent Mind,Ghost,Undying</td><td>Yes</td><td>No</td><td>Shadowcursed</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SpiderClimb">Spider Climb</a></h4><a class="internal-link" name="SpiderClimb"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a drop of bitumen and a spider)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.</td><td>2</td><td>Land - Forest,Land - Mountain,Land - Underdark, Freerunner, Arachnid,Draconic,Oozemaster,Stone,Wishcrafter, Ancient Dragon,Blackthorn Grove,Crone,Jubilex,Hive,Levistus,Monstrosity,Oberon,Shadowcat,Vampire,Weaver of Lies, Demonic,Lycanthropic, </td><td>No</td><td>No</td><td>Land - Forest,Land - Mountain,Land - Underdark</td><td>Freerunner</td><td>Arachnid,Draconic,Oozemaster,Stone,Wishcrafter</td><td>Ancient Dragon,Blackthorn Grove,Crone,Jubilex,Hive,Levistus,Monstrosity,Oberon,Shadowcat,Vampire,Weaver of Lies</td><td>Yes</td><td>No</td><td>Demonic,Lycanthropic</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="SpikeGrowth">Spike Growth</a></h4><a class="internal-link" name="SpikeGrowth"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>150 ft<br><b>Components: </b>V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.<br> The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.</td><td>2</td><td>Blighted,Stone, Oberon, Sprig, </td><td>No</td><td>No</td><td>Yes</td><td>Yes</td><td>Blighted,Stone</td><td>Oberon</td><td>No</td><td>No</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SplinterWood">Splinter Wood</a></h4><a class="internal-link" name="SplinterWood"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 wooden object<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You cause a wooden object, including trees, of Medium-size or smaller to violently explode. All creatures within 30 feet must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed saving throw, or half as much on a successful one. If the wooden object is held by a creature (such as a spear or quarterstaff), the creature who is holding it may not attempt to make a saving throw to avoid damage, but must make a Constitution saving throw or be blinded for 1 minute due to flying splinters (if the creature is wearing something over its eyes, such as a full-face helmet, it is immune).</td><td>2</td><td>Agriculture, Wild,Wishcrafter, Blackthorn Grove,Emergent Mind, Forester, </td><td>No</td><td>Agriculture</td><td>Yes</td><td>No</td><td>Wild,Wishcrafter</td><td>Blackthorn Grove,Emergent Mind</td><td>No</td><td>Forester</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="SporeCloud">Spore Cloud</a></h4><a class="internal-link" name="SporeCloud"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>100 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You create a cloud of airborne seeds in a 20 ft radius sphere around a point you can see. The cloud spreads around corners, and its area is lightly obscured. The cloud disappears when the spell ends. Any creature that is inside the cloud at the start of its turn becomes poisoned unless it makes a successful Constitution saving throw against poison. The condition lasts until the spell’s duration ends. Creatures that don’t need to breathe are immune to this effect. A moderate wind disperses the cloud after four rounds. A strong wind disperses it in one round.</td><td>2</td><td>Yes,Spores, Autumnal,Blighted,Oozemaster, Blackthorn Grove,Hive,Monstrosity, Demonic, Sprig, </td><td>No</td><td>No</td><td>Yes,Spores</td><td>No</td><td>Autumnal,Blighted,Oozemaster</td><td>Blackthorn Grove,Hive,Monstrosity</td><td>No</td><td>No</td><td>Demonic</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SprayofThorns">Spray of Thorns</a></h4><a class="internal-link" name="SprayofThorns"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Cone 15 ft<br><b>Range: </b>15 ft<br><b>Components: </b>V, S, M (a rose thorn)<br><b>Duration: </b>Instantaneous</a></td><td>You shoot forth a burst of thorns from your hands which pierce through your enemy’s defenses. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage and then has vulnerability to bludgeoning, piercing, and slashing damage until the start of their next turn. On a successful save, a creature takes half damage and suffers no other effect.<br> <b> At Higher Levels.</b> When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.</td><td>3</td><td>Autumnal,Blighted, Blackthorn Grove, Forester, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Autumnal,Blighted</td><td>Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="SteamJet">Steam Jet</a></h4><a class="internal-link" name="SteamJet"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Cone 20 ft<br><b>Range: </b>Self<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>A 20 ft cone of superheated steam emanates from your hand. Each creature in the cone must make a Dexterity saving throw, suffering 4d6 fire damage on a failure and half that on a success. This fire damage is not reduced due to being underwater. In addition, fires of up to 5 feet diameter are extinguished.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.</td><td>2</td><td>Ocean, Yes,Tides, Oceanic, Ashen Wolf,Cosmic Machine,Dagon,Storm Lord, Cook, Nereid, </td><td>No</td><td>Ocean</td><td>Yes,Tides</td><td>No</td><td>Oceanic</td><td>Ashen Wolf,Cosmic Machine,Dagon,Storm Lord</td><td>Yes</td><td>Cook</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="StingingSwarm">Stinging Swarm</a></h4><a class="internal-link" name="StingingSwarm"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a living or dead insect)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You create a swarm of magical stinging insects within range that lasts for the duration. The swarm covers a 5 ft diameter area, which becomes lightly concealed. When you cast the spell, you can force a creature within the swarm to make a Constitution save. On a failed save, the target takes necrotic damage equal to 1d8 + your spellcasting ability modifier and becomes poisoned until the end of its next turn. A successful save negates the damage and poisoned condition.<br> As a bonus action on your turn, you can move the swarm up to 20 feet and repeat the attack against a creature within it.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.</td><td>2</td><td>Pied piper, Swarm, Blighted, Ancient Toad,Hive, Demonic, </td><td>Pied piper</td><td>No</td><td>Swarm</td><td>No</td><td>Blighted</td><td>Ancient Toad,Hive</td><td>Yes</td><td>No</td><td>Demonic</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="StoneShape">Stone Shape</a></h4><a class="internal-link" name="StoneShape"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>One stone object<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (soft clay)<br><b>Duration: </b>Instantaneous</a></td><td>You touch a stone object of Tiny size or smaller (no more than 2 inches in any dimension) and form it into a simple shape that suits your purpose. So, for example, you could shape a pebble into an arrowhead or a needle.<p><b>Versatile casting:</b><br> ♦ By casting the spell as a 2nd level spell, you can affect a larger stone allowing you to shape a Small stone object (no more than 1 ft in any dimension), for instance into a dagger or small hammer.<br> ♦ By casting the spell as a 3rd level spell, you can shape a Medium stone object (no more than 5 ft in any dimension). This level also allows for some more detail. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. but you could create a simple idol, or a coffer. <br> ♦ By casting the spell as a 4th level spell, you can shape a section of a larger stone object, no more than 5 feet in any dimension. So, for example, you could make a small passage through a wall, as long as the wall is less than 5 feet thick, or shape a stone door or its frame to seal the door shut.<br> ♦ By casting the spell as a 5th level spell, you can turn rock into mud. Choose an area of non magical stone that you can see that fits within a 40-foot cube within 120 ft, and turn it into an equal volume of thick and flowing mud. If you cast the spell on an area of ground, it 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 this save the first time it enters the area 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. 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> ♦ By casting the spell as a 5th level spell, you can also turn mud into rock. Choose an area of non magical mud or quicksand that you can see that fits within a 40-foot cube within 120 ft, and turn it into soft stone. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.<br> ♦ By casting the spell as a 7th level spell, you can disintegrate stone. You touch a Large or smaller stone object, or section of stone made primarily of stone, such as a stone wall, which crumbles into dust. If cast on a creature made from stone, the creature may make a Constitution saving throw, suffering 15d10 force damage on a failed saving throw, or half as much damage on a successful one.</p></td><td>1</td><td>Agriculture,Dwarven rune, Yes,Land - Mountain,Land - Underdark, Oozemaster,Stone, Eternal Citadel, Smith, Oread, </td><td>No</td><td>Agriculture,Dwarven rune</td><td>Yes,Land - Mountain,Land - Underdark</td><td>No</td><td>Oozemaster,Stone</td><td>Eternal Citadel</td><td>Yes</td><td>Smith</td><td>No</td><td>Oread</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Stoneskin">Stoneskin</a></h4><a class="internal-link" name="Stoneskin"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (diamond dust worth 100 gp, which the spell consumes)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.</td><td>4</td><td>Protection,Strength,War,Dwarven rune, Yes,Land - Mountain,Land - Underdark, Relicker,Stone, Cosmic Machine,Eternal Citadel, Cook,Smith, Oread, </td><td>No</td><td>Protection,Strength,War,Dwarven rune</td><td>Yes,Land - Mountain,Land - Underdark</td><td>Yes</td><td>Relicker,Stone</td><td>Cosmic Machine,Eternal Citadel</td><td>Yes</td><td>Cook,Smith</td><td>Yes</td><td>Oread</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="StormofVengeance">Storm of Vengeance</a></h4><a class="internal-link" name="StormofVengeance"><i>Level: 9</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 360 ft<br><b>Range: </b>sight<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.<br> Each round you maintain concentration on this spell, the storm produces additional effects on your turn.<br><br> <b>Round 2. </b>Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.<br> <b>Round 3. </b>You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.<br> <b>Round 4. </b>Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.<br> <b>Round 5-10. </b>Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.</td><td>9</td><td>Ocean,Tempest,Vengeance, Storm, Keeper of Depths,Pharaoh,Storm Lord, Nereid, </td><td>No</td><td>Ocean,Tempest,Vengeance</td><td>Yes</td><td>No</td><td>Storm</td><td>Keeper of Depths,Pharaoh,Storm Lord</td><td>No</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="StormSphere">Storm Sphere</a></h4><a class="internal-link" name="StormSphere"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>20 ft radius sphere<br><b>Range: </b>150 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.<br> Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.<br> Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.</td><td>4</td><td>Tempest, Storms, Storm, Storm Lord, </td><td>No</td><td>Tempest</td><td>Storms</td><td>No</td><td>Storm</td><td>Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="SummonIce">Summon Ice</a></h4><a class="internal-link" name="SummonIce"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>5 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>Condensation rolls of your tongue as you summon ice from the deepest regions of the icy wastes. This ice appears on an unoccupied surface within range and can be in any shape you wish, as long as it fits into a 5 foot. There is nothing magical about this ice and it melts like another mass of solid water.<p><b>Empowered casting:</b><br>The dimension of the ice increases by 5 feet for every spell level above 2nd.<br> ♦ If you spend an additional spell slot you, can make the ice eternal. That ice will not melt until the magic is dispelled or the ice is destroyed. If broken, the magic remains with the largest remaining piece. Note that this does not keep the temperature of the ice cold.</p></td><td>2</td><td>Winter, Yes,Land - Arctic, Frozen heart, Cook, </td><td>No</td><td>Winter</td><td>Yes,Land - Arctic</td><td>No</td><td>Frozen heart</td><td>No</td><td>Yes</td><td>Cook</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="SummonInsect">Summon Insect</a></h4><a class="internal-link" name="SummonInsect"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>30 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You summon normal insects, a single insect or a full swarm. A single insect is not very useful, but can be used as spell components for some spells (ex. for the <i>Giant insect</i> spell) or for a minor distraction, like giving a -1d4 penalty to a creature’s perception check.<br>A swarm is more useful and gives you the following options:<p> ♦ A swarm of flying, stinging insects appear. They can attack and distract a creature within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 piercing damage and suffers disadvantage on its next attack or check before your next turn. <br>The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).</p><p> ♦ A swarm of fireflies appear from out of the palm of your hand and fly towards a source you direct them to within 30 ft. Wherever they fly to, the area lights up in a 10 ft radius. The fireflies can be moved around as a bonus action and they remain for up to 10 minutes.</p><p> ♦ For a few seconds you can summon multiple swarms. However, the sheer amount of insects limits the range to Self, and the swarms will dissipate at the end of your next round. During their existence they will heavily obscure a 5 ft diameter around you.</p><p><b>Continuous effect</b><br>If you know this cantrip, you are very accustomed to this spell, gaining the following benefits:<br> ♦ If you can cast level 1 spells, you may add the <i> Insect swarm</i> spell to your spells known.</p></td><td>0</td><td>Awakened art, Desert,Nature, Yes,Land - Desert,Land - Swamp,Swarm, Arachnid,Fiendish,Plaguebringer,Wishcrafter, Ancient Toad,Crone,Hive,Pharaoh, </td><td>Awakened art</td><td>Desert,Nature</td><td>Yes,Land - Desert,Land - Swamp,Swarm</td><td>No</td><td>Arachnid,Fiendish,Plaguebringer,Wishcrafter</td><td>Ancient Toad,Crone,Hive,Pharaoh</td><td>Yes</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Sunbeam">Sunbeam</a></h4><a class="internal-link" name="Sunbeam"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>Line 60 ft<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a magnifying glass)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.<br> You can create a new line of radiance as your action on any turn until the spell ends.<br> For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.</td><td>6</td><td>Agriculture,Desert,Light,Balanced scale of Abadar, Divine soul,Dune child,Phoenix,Relicker,Star touched, Fallen Exile, Candlemaker, </td><td>No</td><td>Agriculture,Desert,Light,Balanced scale of Abadar</td><td>Yes</td><td>No</td><td>Divine soul,Dune child,Phoenix,Relicker,Star touched</td><td>Fallen Exile</td><td>Yes</td><td>Candlemaker</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Sunburst">Sunburst</a></h4><a class="internal-link" name="Sunburst"><i>Level: 8</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 60 ft<br><b>Range: </b>150 ft<br><b>Components: </b>V, S, M (fire and a piece of sunstone)<br><b>Duration: </b>Instantaneous</a></td><td>Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.<br> This spell dispels any darkness in its area that was created by a spell.</td><td>8</td><td>Light, Dune child,Phoenix,Star touched,Wild, Fallen Exile, </td><td>No</td><td>Light</td><td>Yes</td><td>No</td><td>Dune child,Phoenix,Star touched,Wild</td><td>Fallen Exile</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="SuppressPain">Suppress Pain</a></h4><a class="internal-link" name="SuppressPain"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>Touch<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>You dull the pain of a creature’s wounds and help it tolerate further punishment. The creature regains 1d6 hit points and also gains temporary hit points equal to your spellcasting ability modifier. This spell has no effect on undead or constructs.<br><b>At Higher Levels</b>. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 and the number of temporary hit points increase by 1 for each slot level above 1st.</td><td>1</td><td>Eulogies, Yes,Balance,Life,Strength, Plaguebringer,Wishcrafter, Weaver of Lies, Diplomat, </td><td>Eulogies</td><td>Yes,Balance,Life,Strength</td><td>Yes</td><td>No</td><td>Plaguebringer,Wishcrafter</td><td>Weaver of Lies</td><td>No</td><td>Diplomat</td><td>Yes</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Swarmshape">Swarmshape</a></h4><a class="internal-link" name="Swarmshape"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a dead or alive insect)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You transform a willing creature you touch, along with everything it’s wearing and carrying, into a swarm of flying insects for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.<br> While in the form of a swarm, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.</td><td>3</td><td>Swarm, Fiendish,Plaguebringer,Wild, Hive,Jubilex, </td><td>No</td><td>No</td><td>Swarm</td><td>No</td><td>Fiendish,Plaguebringer,Wild</td><td>Hive,Jubilex</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="SylvanVision">Sylvan Vision</a></h4><a class="internal-link" name="SylvanVision"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V, M (a fresh sprig of local flora, which the spell consumes)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>For the duration, nonmagical foliage does not obscure your vision.</td><td>1</td><td>Hunting, yes, Ashen,Autumnal,Blighted, Ancient Toad,Blackthorn Grove, Forester, Yes,Sprig, </td><td>No</td><td>Hunting</td><td>yes</td><td>Yes</td><td>Ashen,Autumnal,Blighted</td><td>Ancient Toad,Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>Yes,Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Telekinesis">Telekinesis</a></h4><a class="internal-link" name="Telekinesis"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 creature or object<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>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> <b>Creature. </b>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> <b>Object.</b> 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.<br><br>By ending the spell, you can try to destroy an object by crushing it telekinetically. If is a non-magical object, it instantly crumples and disintegrates into dust. If you choose a magical object or construct, it takes 30 force damage. </td><td>5</td><td>Storms, Banshee, Ancient Dragon,Emergent Mind,Fiend,Ghost, Sealed dragon, Sidhe, </td><td>No</td><td>No</td><td>Storms</td><td>Banshee</td><td>Yes</td><td>Ancient Dragon,Emergent Mind,Fiend,Ghost</td><td>Yes</td><td>No</td><td>Sealed dragon</td><td>Sidhe</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="TeleportationCircle">Teleportation Circle</a></h4><a class="internal-link" name="TeleportationCircle"><i>Level: 5</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>Radius 10 ft<br><b>Range: </b>10 ft<br><b>Components: </b>V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)<br><b>Duration: </b>1 round</a></td><td>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 DM. 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.</td><td>5</td><td>Calligraphy, Dreams, Horizon walker, Archaeologist, </td><td>Calligraphy</td><td>No</td><td>Dreams</td><td>Horizon walker</td><td>Yes</td><td>No</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="ThornWhip">Thorn Whip</a></h4><a class="internal-link" name="ThornWhip"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, F (the stem of a plant with thorns)<br><b>Duration: </b>Instantaneous</a></td><td>You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.<br> This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</td><td>0</td><td>Blighted,Oceanic, Blackthorn Grove,Oberon, Sprig, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Blighted,Oceanic</td><td>Blackthorn Grove,Oberon</td><td>No</td><td>No</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="ThunderStep">Thunder Step</a></h4><a class="internal-link" name="ThunderStep"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>90 ft<br><b>Components: </b>V<br><b>Duration: </b>Instantaneous</a></td><td>You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.<br>You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. <br><b>At Higher Levels</b>. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. </td><td>3</td><td>Doors, Storms, Relicker,Stone,Storm,Wild,Wishcrafter, Eternal Citadel,Monstrosity, </td><td>Doors</td><td>No</td><td>Storms</td><td>No</td><td>Relicker,Stone,Storm,Wild,Wishcrafter</td><td>Eternal Citadel,Monstrosity</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Thunderclap">Thunderclap</a></h4><a class="internal-link" name="Thunderclap"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self (5 ft)<br><b>Components: </b>S<br><b>Duration: </b>Instantaneous</a></td><td>You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.<br>If you further use your bonus action when casting this spell, a creature that fails their Constitution saving throw is deafened until the end of their next turn.<br>When you cast this spell, if you choose to reduce your movement speed to 0 until the beginning of your next turn, a creature that fails their Constitution saving throw is pushed 5 feet directly away from you.<br> The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</td><td>0</td><td>Yes,Storms, Storm, Ancient Toad,Eternal Citadel,Monstrosity,Storm Lord, </td><td>Yes</td><td>No</td><td>Yes,Storms</td><td>No</td><td>Storm</td><td>Ancient Toad,Eternal Citadel,Monstrosity,Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Thunderwave">Thunderwave</a></h4><a class="internal-link" name="Thunderwave"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>15 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Instantaneous</a></td><td>A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.<br> In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.<br> <b>At Higher Levels.</b> When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.</td><td>1</td><td>Tempest, Divine soul,Relicker,Storm,Wild, Cosmic Machine,Eternal Citadel,Storm Lord, </td><td>Yes</td><td>Tempest</td><td>Yes</td><td>No</td><td>Divine soul,Relicker,Storm,Wild</td><td>Cosmic Machine,Eternal Citadel,Storm Lord</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="TimePool">Time Pool</a></h4><a class="internal-link" name="TimePool"><i>Level: 4 (ritual)</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>1 scrying pool<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a pinch of powdered quartz and a reflecting pool of liquid)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>This spell shows you (and other observers) an image in the surface of a reflective pool of liquid. You choose a specific event that took place within the last week, and the time pool shows you images and provides sounds that you would have seen and heard had you been at the event observed for the duration. <br> <b>At Higher Levels:</b> When you cast this spell with a 5th or higher level slot, you can peer deeper into the past. When you use a 5th level slot, you can peer back a month; with a 6th level slot, you can peer back six months; with a 7th level slot, you can peer back a year and a day; with an 8th level slot, you can peer back a decade; and with a 9th level slot, you can peer up to a century into the past. </td><td>4</td><td>Lore,Whispers, Time, Land - Coast, Oceanic,Time thief,Wishcrafter, Keeper of Depths, Archaeologist, Sealed dragon, Nereid, </td><td>Lore,Whispers</td><td>Time</td><td>Land - Coast</td><td>No</td><td>Oceanic,Time thief,Wishcrafter</td><td>Keeper of Depths</td><td>Yes</td><td>Archaeologist</td><td>Sealed dragon</td><td>Nereid</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="TransportviaPlants">Transport via Plants</a></h4><a class="internal-link" name="TransportviaPlants"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 large plant<br><b>Range: </b>10 ft<br><b>Components: </b>V,S<br><b>Duration: </b>1 round</a></td><td>This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.</td><td>6</td><td>Blighted, Blackthorn Grove, Forester, Sprig, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Blighted</td><td>Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="TreeStride">Tree Stride</a></h4><a class="internal-link" name="TreeStride"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>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.</td><td>5</td><td>Nature, Yes,Land - Forest, Blighted, Blackthorn Grove, Forester, Sprig, </td><td>No</td><td>Nature</td><td>Yes,Land - Forest</td><td>Yes</td><td>Blighted</td><td>Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="TreeStrike">Tree Strike</a></h4><a class="internal-link" name="TreeStrike"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 tree<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a vial of water)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You cause a tree to grasp at a creature within 10 feet of it with its branches, pulling and constricting that creature. The target must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, be pulled to the tree, and become restrained. At the start of each of its turns, the restrained creature takes 2d8 bludgeoning damage. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spells saving throw DC. On a success, the creature is no longer restrained.</td><td>4</td><td>Nature, Yes,Land - Forest, Blighted, Blackthorn Grove, Forester, Sprig, </td><td>No</td><td>Nature</td><td>Yes,Land - Forest</td><td>No</td><td>Blighted</td><td>Blackthorn Grove</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Tremorsense">Tremorsense</a></h4><a class="internal-link" name="Tremorsense"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You gain tremorsense, enabling you to detect moving creatures that are in contact with the ground (or other solid or liquid surroundings) within 30 feet of your location. You must be on the ground (or in contact with the same liquid or solid) for the ability to work. Creatures detected this way can be "seen" as clearly as if you were using your eyes.</td><td>2</td><td>Desert,Balanced scale of Abadar, Yes,Land - Mountain,Land - Underdark, Arachnid,Blighted,Draconic,Dune child,Oozemaster,Stone, Ancient Dragon,Ancient Toad,Blackthorn Grove,Dispater,Eternal Citadel,Hesperia,Jubilex,Monstrosity, Beyond, Oread, </td><td>No</td><td>Desert,Balanced scale of Abadar</td><td>Yes,Land - Mountain,Land - Underdark</td><td>Yes</td><td>Arachnid,Blighted,Draconic,Dune child,Oozemaster,Stone</td><td>Ancient Dragon,Ancient Toad,Blackthorn Grove,Dispater,Eternal Citadel,Hesperia,Jubilex,Monstrosity</td><td>Yes</td><td>No</td><td>Beyond</td><td>Oread</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="TrueResurrection">True Resurrection</a></h4><a class="internal-link" name="TrueResurrection"><i>Level: 9</i><br><b>Casting time: </b>1 hour<br><b>Target: </b>1 dead creature<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)<br><b>Duration: </b>Instantaneous</a></td><td>You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.<br> This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.<br> The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.</td><td>9</td><td>Divine soul,Phoenix,Wishcrafter, </td><td>No</td><td>Yes</td><td>Yes</td><td>No</td><td>Divine soul,Phoenix,Wishcrafter</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Tsunami">Tsunami</a></h4><a class="internal-link" name="Tsunami"><i>Level: 8</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>Area of Effect<br><b>Range: </b>sight<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 6 rounds</a></td><td>A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.<br> When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.<br> At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.<br> A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.</td><td>8</td><td>Nature,Ocean,Tempest, Oceanic, Dagon, Nereid, </td><td>No</td><td>Nature,Ocean,Tempest</td><td>Yes</td><td>No</td><td>Oceanic</td><td>Dagon</td><td>No</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Unburn">Unburn</a></h4><a class="internal-link" name="Unburn"><i>Level: 7</i><br><b>Casting time: </b>Action<br><b>Target: </b>Something that has burnt within 24 hours<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a small vial of water)<br><b>Duration: </b>Permanent</a></td><td>You cast this spell on anything that has been burned within the last 24 hours. It conjures of a hand-sized black flame that radiates cold and shadow, which proceeds to “unburn” the burnt material, taking it back to its pre-fire state. Anyone who touches this flame will take 1 point of cold damage. It will not reverse burn damage to living creatures and will not restore hit points lost to fire damage. If a living creature died due to fire damage, this spell will remove the burns from the corpse, but will not restore the creature to life.<br> Like normal fire, this black flame spreads and grows, consuming all burnt items until 24 hours have passed or it runs out of burnt material to consume.<br> If the original fire reduced an object to ashes, and some of those ashes have blown away, then this spell will restore the item with gaps.</td><td>7</td><td>Calligraphy,Lore,Pathfinder chronicler,Secrets,Whispers, Forge,Knowledge,Time,Balanced scale of Abadar, Ashen,Phoenix,Time thief, Abraxas,Ashen Wolf,Keeper of Depths, Candlemaker, </td><td>Calligraphy,Lore,Pathfinder chronicler,Secrets,Whispers</td><td>Forge,Knowledge,Time,Balanced scale of Abadar</td><td>Yes</td><td>No</td><td>Ashen,Phoenix,Time thief</td><td>Abraxas,Ashen Wolf,Keeper of Depths</td><td>Yes</td><td>Candlemaker</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="VeilofPrivacy">Veil of Privacy</a></h4><a class="internal-link" name="VeilofPrivacy"><i>Level: 3 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 40 ft<br><b>Range: </b>Self<br><b>Components: </b>V, S, M (a black veil)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You draw a veil of privacy around an enclosed area, such as a room, tent or yurt, that you are inside of and that is no larger than a 40' cube.<br> While the spell remains in effect, any attempt to eavesdrop on the room fail, and scrying sensors in the room cannot produce sound, only images.</td><td>3</td><td>Beguiler,Secrets, Charm,Trickery, Land - Grassland, Abraxas,Crone,Emergent Mind,Eternal Citadel,Ghost,Hesperia,Keeper of Depths,Seducer,Weaver of Lies, Diplomat, Sylph, </td><td>Beguiler,Secrets</td><td>Charm,Trickery</td><td>Land - Grassland</td><td>No</td><td>Yes</td><td>Abraxas,Crone,Emergent Mind,Eternal Citadel,Ghost,Hesperia,Keeper of Depths,Seducer,Weaver of Lies</td><td>Yes</td><td>Diplomat</td><td>Yes</td><td>Sylph</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="VenomStrike">Venom Strike</a></h4><a class="internal-link" name="VenomStrike"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>Self<br><b>Range: </b>Self<br><b>Components: </b>S<br><b>Duration: </b>Instantaneous</a></td><td>Your teeth or fingernails sharpen, ready to deliver a venomous attack. Make a melee spell (or unarmed) attack against one creature. On a hit, the target takes 1d4 slashing damage and 1d8 poison damage. After you make the attack, your teeth or fingernails return to normal. The spell’s poison damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</td><td>0</td><td>Aberrant,Arachnid,Draconic,Fiendish, Crone,Fiend,Hesperia,Monstrosity,Weaver of Lies, Demonic,Lycanthropic, </td><td>No</td><td>No</td><td>Yes</td><td>No</td><td>Aberrant,Arachnid,Draconic,Fiendish</td><td>Crone,Fiend,Hesperia,Monstrosity,Weaver of Lies</td><td>Yes</td><td>No</td><td>Demonic,Lycanthropic</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="Vigor">Vigor</a></h4><a class="internal-link" name="Vigor"><i>Level: 1</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 target<br><b>Range: </b>30 ft<br><b>Components: </b>V,S<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>When you cast this spell, choose one creature in range. As long as it has at least 1 hit point, at the start of its turn it regains 2 hit points.<br> <b>At Higher Levels: </b>When you cast this spell using a slot of 2nd or higher level, the number of hit points the subject regains at the start of its turn increases by 1 for each slot level above 1st.</td><td>1</td><td>Time, Monstrosity,Vampire, Lycanthropic, </td><td>No</td><td>Time</td><td>Yes</td><td>Yes</td><td>No</td><td>Monstrosity,Vampire</td><td>No</td><td>No</td><td>Lycanthropic</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="WallofFire">Wall of Fire</a></h4><a class="internal-link" name="WallofFire"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (a small piece of phosphorus)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.<br> When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.<br> One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.</td><td>4</td><td>Forge,Light, Ashen,Dune child,Fiendish,Phoenix,Wishcrafter, Ashen Wolf,Pharaoh, Candlemaker,Cook, </td><td>No</td><td>Forge,Light</td><td>Yes</td><td>No</td><td>Ashen,Dune child,Fiendish,Phoenix,Wishcrafter</td><td>Ashen Wolf,Pharaoh</td><td>Yes</td><td>Candlemaker,Cook</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="WallofLight">Wall of Light</a></h4><a class="internal-link" name="WallofLight"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (a hand mirror)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>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><b>At Higher Levels</b>. 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. </td><td>5</td><td>Colors, Light, Land - Desert,Sands, Dune child,Star touched, Fallen Exile, Candlemaker, </td><td>Colors</td><td>Light</td><td>Land - Desert,Sands</td><td>No</td><td>Dune child,Star touched</td><td>Fallen Exile</td><td>Yes</td><td>Candlemaker</td><td>No</td><td>No</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="WallofSand">Wall of Sand</a></h4><a class="internal-link" name="WallofSand"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>90 ft<br><b>Components: </b>V, S, M (a handful of sand)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.</td><td>3</td><td>Desert, Land - Desert,Sands, Dune child,Oozemaster,Stone,Wishcrafter, Pharaoh, </td><td>No</td><td>Desert</td><td>Land - Desert,Sands</td><td>No</td><td>Dune child,Oozemaster,Stone,Wishcrafter</td><td>Pharaoh</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="WallofThorns">Wall of Thorns</a></h4><a class="internal-link" name="WallofThorns"><i>Level: 6</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>120 ft<br><b>Components: </b>V, S, M (a handful of thorns)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.<br> When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.<br> A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.<br> <b>At Higher Levels. </b>When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.</td><td>6</td><td>Nature, Autumnal,Blighted, Archfey,Blackthorn Grove, Sprig, </td><td>No</td><td>Nature</td><td>Yes</td><td>No</td><td>Autumnal,Blighted</td><td>Archfey,Blackthorn Grove</td><td>No</td><td>No</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="WallofWater">Wall of Water</a></h4><a class="internal-link" name="WallofWater"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>In range<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a drop of water)<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The water vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. As a bonus action, you can end the spell and make the water to crash down on either side of the wall. Each creature within 10 ft of that side must make a Dexterity saving throw. On a failure, it takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames within 30 feet.</td><td>3</td><td>Yes,Land - Coast,Land - Swamp,Tides, Oceanic, Ancient Toad,Dagon,Keeper of Depths, Nereid, </td><td>No</td><td>No</td><td>Yes,Land - Coast,Land - Swamp,Tides</td><td>No</td><td>Oceanic</td><td>Ancient Toad,Dagon,Keeper of Depths</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="WaterBreathing">Water Breathing</a></h4><a class="internal-link" name="WaterBreathing"><i>Level: 3 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Up to 10 creatures<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a short reed or piece of straw)<br><b>Duration: </b>1 day</a></td><td>This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. You can also give up to ten willing water breathing creatures the ability to breathe air. Affected creatures also retain their normal mode of respiration. </td><td>3</td><td>Shanties, Ocean, Yes,Land - Coast,Land - Swamp,Tides, Aberrant,Draconic,Oceanic,Oozemaster,Wishcrafter, Ancient Toad,Dagon,Jubilex,Keeper of Depths,Monstrosity, Archaeologist, Nereid, </td><td>Shanties</td><td>Ocean</td><td>Yes,Land - Coast,Land - Swamp,Tides</td><td>Yes</td><td>Aberrant,Draconic,Oceanic,Oozemaster,Wishcrafter</td><td>Ancient Toad,Dagon,Jubilex,Keeper of Depths,Monstrosity</td><td>Yes</td><td>Archaeologist</td><td>No</td><td>Nereid</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="WaterJet">Water Jet</a></h4><a class="internal-link" name="WaterJet"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature<br><b>Range: </b>60 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Instantaneous</a></td><td>You project a blast of water from your hand at one creature you can see. Make a ranged spell attack against that creature. If it hits, the creature takes 4d10 bludgeoning damage, is knocked prone, and shoved 30 feet away from you.<br> <b>At Higher Levels.</b> For each spell slot used higher than 3rd level, the attack does an additional 1d10 damage.</td><td>3</td><td>Yes,Land - Coast,Tides, Oceanic, Ancient Toad,Dagon,Keeper of Depths, Nereid, </td><td>No</td><td>No</td><td>Yes,Land - Coast,Tides</td><td>No</td><td>Oceanic</td><td>Ancient Toad,Dagon,Keeper of Depths</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="WaterWalk">Water Walk</a></h4><a class="internal-link" name="WaterWalk"><i>Level: 3 (ritual)</i><br><b>Casting time: </b>Action<br><b>Target: </b>Up to 10 creatures<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (a piece of cork)<br><b>Duration: </b>1 hour</a></td><td>This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.<br> If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.</td><td>3</td><td>Shanties,Pied piper, Nature,Ocean, Yes,Land - Coast,Land - Swamp,Tides, Frozen heart,Oceanic, Ancient Dragon,Ancient Toad,Crone,Dagon,Hive,Keeper of Depths,Oberon, </td><td>Shanties,Pied piper</td><td>Nature,Ocean</td><td>Yes,Land - Coast,Land - Swamp,Tides</td><td>Yes</td><td>Frozen heart,Oceanic</td><td>Ancient Dragon,Ancient Toad,Crone,Dagon,Hive,Keeper of Depths,Oberon</td><td>No</td><td>No</td><td>No</td><td>No</td><td>Yes</td></tr><tr class="even"><td><h4><a class="internal-link" name="Waterproof">Waterproof</a></h4><a class="internal-link" name="Waterproof"><i>Cantrip</i><br><b>Casting time: </b>Action<br><b>Target: </b>One creature or object<br><b>Range: </b>Touch<br><b>Components: </b>V, S M (a drop of water)<br><b>Duration: </b>1 hour</a></td><td>You touch a creature or object of Large size or smaller. For the duration, it is immune to getting wet from natural water, such as rainfall. If already wet, target completely dries. This spell offers no protection from water-based attacks or spells. If cast on a creature made of water, or an aquatic creature, the creature must succeed on a Constitution saving throw or take 1d12 necrotic damage and then the spell ends.<br> The duration of the spell increases at 5th level (3 hours), 11th level (8 hours), and 17th level (24 hours).<br> In addition, the spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).</td><td>0</td><td>Ocean, Oceanic, Ancient Toad,Abraxas,Keeper of Depths, Archaeologist, Alchemical, Nereid, </td><td>Yes</td><td>Ocean</td><td>Yes</td><td>No</td><td>Oceanic</td><td>Ancient Toad,Abraxas,Keeper of Depths</td><td>Yes</td><td>Archaeologist</td><td>Alchemical</td><td>Nereid</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="WaterySphere">Watery Sphere</a></h4><a class="internal-link" name="WaterySphere"><i>Level: 4</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 5 ft<br><b>Range: </b>90 ft<br><b>Components: </b>V, S, M (a droplet of water)<br><b>Duration: </b>Concentration, up to 1 minute</a></td><td>You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.<br> Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.<br> The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.<br> As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.<br> When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.</td><td>4</td><td>Yes,Tides, Oceanic, Dagon,Keeper of Depths, Nereid, </td><td>No</td><td>No</td><td>Yes,Tides</td><td>No</td><td>Oceanic</td><td>Dagon,Keeper of Depths</td><td>Yes</td><td>No</td><td>No</td><td>Nereid</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="Web">Web</a></h4><a class="internal-link" name="Web"><i>Level: 2</i><br><b>Casting time: </b>Action<br><b>Target: </b>Radius 20 ft<br><b>Range: </b>60 ft<br><b>Components: </b>V, S, M (a bit o f spiderweb)<br><b>Duration: </b>Concentration, up to 1 hour</a></td><td>You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.<br> If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.<br> Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.<br> A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.<br> The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.</td><td>2</td><td>Land - Underdark, Arachnid,Wishcrafter, Dispater,Fiend,Jubilex,Monstrosity,Oberon, </td><td>No</td><td>No</td><td>Land - Underdark</td><td>No</td><td>Arachnid,Wishcrafter</td><td>Dispater,Fiend,Jubilex,Monstrosity,Oberon</td><td>Yes</td><td>No</td><td>No</td><td>No</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="WindWalk">Wind Walk</a></h4><a class="internal-link" name="WindWalk"><i>Level: 6</i><br><b>Casting time: </b>1 minute<br><b>Target: </b>Up to 10 creatures<br><b>Range: </b>30 ft<br><b>Components: </b>V, S, M (fire and holy water)<br><b>Duration: </b>8 hours</a></td><td>You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.<br> If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.</td><td>6</td><td>Desert,Fortune,Hunting,Nature,Survival,Tempest, Autumnal,Dune child,Pandemonic,Storm,Wishcrafter, Oberon,Pharaoh,Storm Lord, </td><td>No</td><td>Desert,Fortune,Hunting,Nature,Survival,Tempest</td><td>Yes</td><td>No</td><td>Autumnal,Dune child,Pandemonic,Storm,Wishcrafter</td><td>Oberon,Pharaoh,Storm Lord</td><td>No</td><td>No</td><td>No</td><td>Yes</td><td>No</td></tr><tr class="even"><td><h4><a class="internal-link" name="WoodShape">Wood Shape</a></h4><a class="internal-link" name="WoodShape"><i>Level: 3</i><br><b>Casting time: </b>Action<br><b>Target: </b>1 wooden object<br><b>Range: </b>Touch<br><b>Components: </b>V, S, M (a piece of softwood)<br><b>Duration: </b>Instantaneous</a></td><td>You touch a wooden object of Medium size or smaller or a section of wood no more than 5' in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a hollow into a tree, cause a door or wall to split open, warp the wooden haft of a weapon to render it useless, and so on. However, you cannot create finer mechanical details, such as hinges.</td><td>3</td><td>Agriculture,Survival, Yes,Land - Forest, Autumnal,Blighted, Blackthorn Grove,Crone, Forester, Sprig, </td><td>No</td><td>Agriculture,Survival</td><td>Yes,Land - Forest</td><td>No</td><td>Autumnal,Blighted</td><td>Blackthorn Grove,Crone</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr><tr class="odd"><td><h4><a class="internal-link" name="WrathofNature">Wrath of Nature</a></h4><a class="internal-link" name="WrathofNature"><i>Level: 5</i><br><b>Casting time: </b>Action<br><b>Target: </b>Cube 60 ft<br><b>Range: </b>120 ft<br><b>Components: </b>V, S<br><b>Duration: </b>Concentration, up to 10 minutes</a></td><td>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><b>Grasses and Undergrowth</b>. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. <br><b>Trees</b>. 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><b>Roots and Vines.</b> 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><b>Rocks</b>. 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. </td><td>5</td><td>Nature, Yes,Land - Forest, Blighted, Ancient Toad,Crone, Forester, Sprig, </td><td>No</td><td>Nature</td><td>Yes,Land - Forest</td><td>Yes</td><td>Blighted</td><td>Ancient Toad,Crone</td><td>No</td><td>Forester</td><td>No</td><td>Sprig</td><td>No</td></tr></tbody></table>
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