[{"version":"3.1.5"},{"db":"14"},{"data":[ {"id":0, "name":"Absolute Command","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Touch","components":"V, S, M (a pair of small gloves fitted with a conduit and worth 100 gp)","duration":"10 minutes","description":"

You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body.

The construct uses the caster’s Proficiency bonus (modified by the construct’s Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct’s Strength and Dexterity modifiers when using skills based on those particular abilities.

Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster’s mind returns to his or her body.

","description_high":"When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct’s range also increases by 10 feet for each slot level.","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Accelerate","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M (a toy top)","duration":"1 minute","description":"Choose up to three willing creatures within range, which may include you. Until the end of the spell, the target's movement speed doubles. The target can also take a bonus action on each of its turns. This bonus action can only be used to take the Dash action. In addition, the creature has advantage on Dexterity saving throws while under the effect of this spell.","description_high":"When you cast this spell using a spell slot of 4th level or higher, you can affect an additional creature for each slot level above 3rd.","book":"DM:T","note":"","classes":"Bard,Cleric,Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Acid Gate","school":"7th-level conjuration","level":7,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a vial of acid and a polished silver mirror worth 125 gp)","duration":"1 minute","description":"

You create a portal of swirling, green, acidic vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard's tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn't form.

Any creature other than those selected by you when the spell was cast that tries to move through the gate takes 10d6 acid damage and is teleported d100 x 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.

","description_high":"When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.","book":"DM:Al","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Acid Rain","school":"5th-level conjuration","level":5,"casting_time":"1 action","range":"150 feet","components":"V, S, M (a drop of acid)","duration":"1 minute","description":"You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half damage with a successful Dexterity saving throw. A creature takes half damage from the acid (as if it had made a successful saving throw) automatically at the start of its first turn after leaving the affected area.","description_high":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every slot level above 5th.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Adjust Positioning","school":"1st-level transmutation","level":1,"casting_time":"1 bonus action","range":"30 feet","components":"V","duration":"Instantaneous","description":"You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door) between them.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.","book":"HH","note":"","classes":"Bard,Cleric,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Afflict Line","school":"9th-level necromancy","level":9,"casting_time":"1 hour","range":"1 mile","components":"V, S, M (a statuette carved in the likeness of the victim worth 1,250 gp)","duration":"Permanent; one generation","description":"

You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. Your target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. The victim has disadvantage on ability checks and saving throws made with the ability score that you choose when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. The firstborn is allowed a saving throw of their own if they currently live, or they make one upon their birth if they’re not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to their next oldest offspring.

Ritual Focus. If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Agonizing Mark","school":"1st-level evocation","level":1,"casting_time":"1 action","range":"90 feet","components":"S","duration":"1 minute","description":"You choose a creature you can see within range to mark as your prey, and a jagged ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.","description_high":"-","book":"ToOM:PH","note":"","classes":"Bard,Cleric,Druid,Ranger,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Alchemical Form","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"Self","components":"V, S, M (a vial of acid, poison, or alchemist's fire)","duration":"1 minute","description":"You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form,
* you are immune to acid and poison damage and to the poisoned and stunned conditions;
* you have resistance to nonmagical fire, piercing, and slashing damage;
* you can’t speak, cast spells, use items or weapons, or manipulate objects;
* your gear melds into your body and reappears when the spell ends;
* you don't need to breathe;
* your speed is 20 feet;
* your size doesn’t change but you can move through and between obstructions as if you were two size categories smaller;
* you gain the following Melee Weapon Attack: (spellcasting ability modifier + proficiency) to hit, range 5 ft., one target; Hit: 14 (4d6) acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Alone","school":"3rd-level enchantment","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"You cause the target creature to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. If it succeeds, the spell's effects end.","description_high":"-","book":"MWB","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Alter Arrow’s Fortune","school":"1st-level divination","level":1,"casting_time":"1 reaction, when an enemy makes a ranged attack that hits","range":"100 feet","components":"S","duration":"Instantaneous","description":"You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy's aim. When an enemy makes a ranged attack (weapon or spell) that hits one of your allies, this spell causes the enemy to repeat the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ambush","school":"1st-level illusion","level":1,"casting_time":"1 action","range":"Self","components":"S, M (a raven’s feather or a bit of panther fur)","duration":"1 hour","description":"The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell.","description_high":"When you cast this spell using a spell slot of 2nd-level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any target of this spell attacks or casts a spell.","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Amplify Ley Field","school":"5th-level evocation","level":5,"casting_time":"1 action","range":"Self (10-foot-radius sphere)","components":"V, S","duration":"10 minutes","description":"

You create a faintly shimmering field of charged energy around yourself. Within that area, the intensity of ley lines you’re able to draw on increases from weak to strong, or from strong to titanic.

If no ley lines are near enough for you to draw on, you can treat the area of the spell itself as an unlocked, weak ley line.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Analyze Device","school":"1st-level divination","level":1,"casting_time":"1 hour","range":"Touch","components":"V, S, M (a complete set of clockworker’s tools)","duration":"Instantaneous","description":"You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.","description_high":"-","book":"HH","note":"","classes":"Bard,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ancient Shade","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"10 feet","components":"V, S, M (burning candles of planar origin, 500 gp)","duration":"10 minutes","description":"

You grant the semblance of life and intelligence to a pile of bones or even bone dust of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead such as skeletons and zombies (intelligent undead are not affected). It can have died centuries ago, though the older the spirit called, the less it remembers of its mortal life.

Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions within ten years, three questions within one hundred years, two questions within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade 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.

","description_high":"-","book":"W8","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Angelic Guardian","school":"1st-level conjuration","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"

You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing figure resembling a human head and shoulders hovers within 5 feet of the target for the duration. The figure moves to interpose itself between the target and any incoming attacks, granting the target +2 to AC.

If the target fails a Dexterity saving throw while the spell is active, it can use its reaction to roll a new save. The spell then ends.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Paladin,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Animate Construct","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a construct body of appropriate size)","duration":"10 minutes","description":"

This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn’t severely damaged or destroyed.

If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct’s hit points are halved.

An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct’s size as follows.

Size HP AC Attack STR DEX Spell Slot
Tiny 15 12 +3, 1d4+4 4 16 1st
Small 25 13 +4, 1d8+2 6 14 2nd
Medium 40 14 +5, 2d6+1 10 12 3rd
Large 50 15 +6, 2d10+2 14 10 4th
Huge 80 16 +8, 2d12+4 18 8 5th
Gargantuan 100 17 +10, 4d8+6 20 6 6th

","description_high":"Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Animate Ghoul","school":"2nd-level necromancy","level":2,"casting_time":"1 action","range":"Touch","components":"V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)","duration":"Instantaneous","description":"You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.","description_high":"When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Anomalous Object","school":"7th-level conjuration","level":7,"casting_time":"1 action","range":"Touch","components":"V, S, M (an hourglass)","duration":"1 minute","description":"By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.","description_high":"-","book":"DM:T","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Anticipate Arcana","school":"3rd-level divination","level":3,"casting_time":"1 reaction, when an enemy you can see casts a spell","range":"Self","components":"V, S","duration":"Instantaneous","description":"Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.","description_high":"-","book":"DM:CD","note":"","classes":"Cleric,Paladin,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Anticipate Attack","school":"2nd-level divination","level":2,"casting_time":"1 reaction, when you are attacked but before the attack roll is made","range":"Self","components":"V, S","duration":"Instantaneous","description":"In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without triggering opportunity attacks. The attack still occurs but misses automatically if you are no longer within the attack's range, are impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those apply but the situation has changed—you’ve moved into a position with cover, for example—then the attack is made under those new conditions.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Anticipate Weakness","school":"1st-level divination","level":1,"casting_time":"1 bonus action","range":"Self","components":"V, S","duration":"Instantaneous","description":"With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense and then you strike. Upon casting anticipate weakness, you have advantage on attack rolls until the end of your turn.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Arcane Sight","school":"8th-level divination","level":8,"casting_time":"1 action","range":"Touch","components":"V, S, M (a piece of clear quartz)","duration":"1 hour","description":"The recipient of this spell gains the benefits of both true seeing and detect magic for 1 hour, and also knows the name and effect of every spell he or she witnesses during arcane sight's duration.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Armored Heart","school":"1st-level conjuration","level":1,"casting_time":"1 bonus action","range":"Touch","components":"V,S,M (5 gp worth of mithral dust sprinkled on the target’s skin)","duration":"1 round","description":"The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Armored Shell","school":"1st-level conjuration","level":1,"casting_time":"1 action","range":"Self","components":"V, S, M (a rivet)","duration":"1 hour.","description":"This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.","description_high":"Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"As You Were","school":"2nd-level necromancy","level":2,"casting_time":"10 minutes","range":"Touch","components":"V, S, M (a piece of flesh from a creature of the target’s race)","duration":"Up to 24 hours","description":"

When cast on a dead or undead body, as you were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails automatically if the target is normally noncorporeal (banshee, ghost, wraith, et al.).

If as you were is cast on a corpse, its effect is identical to gentle repose except that the corpse's appearance is restored to that of a healthy, uninjured (albeit dead) person.

If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can talk) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious (knowing the person should be dead is sufficient reason). Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.

This spell doesn't confer speech on undead that normally can't speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before. Any amount of radiant, necrotic, or Constitution damage immediately ends this spell.

If this spell is cast on an undead creature that isn't your ally or under your control, it makes a Charisma saving throw to resist the effect.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Aspect of the Dragon","school":"7th-level transmutation","level":7,"casting_time":"1 action","range":"Self","components":"V, S, M (a dragon scale)","duration":"1 minute","description":"

By tapping into your very blood, this spell draws out the ancient nature inside, demonstrating to the world you are not like the rest; you are descended from dragons. This spell allows you to assume the form of any dragon-type creature of challenge 10 or less.

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.

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 speak only if the dragon can normally speak.

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 normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Auspicious Warning","school":"1st-level divination","level":1,"casting_time":"1 reaction, which you take when an ally rolls an attack, ability check, or saving throw","range":"30 feet","components":"V","duration":"Instantaneous","description":"Just in time, you call out a fortunate warning to a creature. The target rolls a d4 and adds the number rolled to one attack roll, ability check, or saving throw that they have just made and uses the new result for determining success or failure.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Avert Evil Eye","school":"1st-level abjuration","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a blue bead)","duration":"1 hour","description":"The evil eye takes many forms. Any incident of bad luck can be blamed on it, especially if a character recently displayed arrogance or selfishness. When avert evil eye is cast, the recipient has a small degree of protection against the evil eye for up to 1 hour. While the spell lasts, the target of the spell has advantage on saving throws against being blinded, charmed, cursed, and frightened. During the spell’s duration, the target can also cancel disadvantage on one d20 roll the target is about to make, but doing so ends the spell’s effect.","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Avoid Grievous Injury","school":"2nd-level divination","level":2,"casting_time":"1 reaction, when you are struck by a critical hit","range":"Self","components":"V, S","duration":"Instantaneous","description":"You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Bad Timing","school":"2nd-level divination","level":2,"casting_time":"1 action","range":"60 feet","components":"V","duration":"Instantaneous","description":"You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target fails a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Banshee Wail","school":"6th-level necromancy","level":6,"casting_time":"1 action","range":"Self (30-foot cone)","components":"V, S, M (a swatch from a death shroud)","duration":"Instantaneous","description":"You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Battle Chant","school":"2nd-level enchantment","level":2,"casting_time":"1 minute","range":"60 feet","components":"V, S, M (a swinging censer of incense)","duration":"5 minutes","description":"

You bless up all allied creatures of your choice within range. Whenever a target lands a successful hit before the spell ends, the target can add 1 to the damage roll.

When cast by multiple casters chanting in unison, the same increases to 2 points added to the damage roll.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, you can extend the range by 10 feet for each slot level above 2nd.","book":"W12","note":"","classes":"","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Become Nightwing","school":"6th-level enchantment","level":6,"casting_time":"1 action","range":"Self","components":"V, S, M (a crow’s eye)","duration":"1 minute","description":"

By channeling the essence of the Shadow Realm into yourself, this spell imbues you with wings of shadow. For the duration of the spell, you gain a fly speed of 60 feet and a new attack action: nightwing breath.

Nightwing Breath (recharge 4–6). You exhale shadow-substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half damage with a successful Dexterity saving throw.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Beguiling Gift","school":"1st-level enchantment","level":1,"casting_time":"1 action","range":"Touch","components":"S","duration":"Instantaneous","description":"You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Benediction","school":"Abjuration cantrip","level":-1,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 minute","description":"You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it can roll 1d4 and reduce the damage by the result. The spell then ends.","description_high":"-","book":"HH","note":"","classes":"Cleric,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Bestial Fury","school":"2nd-level enchantment","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"

You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.

This spell has no effect on undead or constructs.

","description_high":"When you cast this spell using a spell slot of 3nd level or higher, you can target one additional creature for each slot level above 2nd.","book":"ToOM:PH","note":"","classes":"Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Binding Oath","school":"4th-level necromancy","level":4,"casting_time":"10 minutes","range":"30 feet","components":"V, S, M","duration":"Until dispelled","description":"

You seal an agreement between two or more willing creatures with an oath in the name of Tyr, using ritual blessings and toasts of the symbel, during which both the oath and the consequences are clearly set out. If any of the sworn break this solemn vow, they are struck by a curse. The caster can choose either an effect appropriate for bestow curse or another penalty, subject to the GM’s approval. Binding oath can’t be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath.

When the oath is broken or the effect removed from one of the participants, all targets are immediately aware that this has occurred, but no other details. Depending on the nature of the oath, this may or may not invalidate the oath for the other targets. If so, the spell ends for all other affected creatures, but curse effects already bestowed remain until dispelled.

","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Paladin","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Bitter Chains","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Touch","components":"V, S, M (a spiked metal ring)","duration":"1 minute","description":"

The spiked ring in your hand multiplies itself into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.

The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Black Goat’s Blessing","school":"Enchantment cantrip","level":-1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 round","description":"You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All‐Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Black Hand","school":"4th-level necromancy","level":4,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"You gather the powers of darkness into your fist and fling paralyzing, dark flame at a target within 30 feet. With a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage and you have advantage on attacks, ability checks, and saving throws made with Strength, Dexterity, and Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect with a success.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Black Ribbons","school":"1st-level conjuration","level":1,"casting_time":"1 action","range":"40 feet","components":"V, S, M (a piece of ribbon)","duration":"1 minute","description":"You pull pieces of the Shadow Realm into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the shadow ribbons until the end of its next turn unless it makes a successful Dexterity saving throw. Once a creature makes this saving throw successfully, it can’t be restrained again by these black ribbons, but it’s still affected by the difficult terrain.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Black Swan Storm","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a feather from a black swan)","duration":"1 minute","description":"You call forth a whirlwind of black feathers that fills a cube 5 feet on each side. The feathers deal 2d8 force damage to creatures inside the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, from dim light to darkness). Creatures that make a successful Dexterity saving throw suffer only half damage but are still affected by the change in light.","description_high":"

When you cast this spell using a spell slot of 3rd level or higher, the feathers do an additional 1d8 force damage for each slot level above 2nd.

Ritual Focus. If you expend your ritual focus, then you can move the whirlwind up to 15 feet by using a bonus action on your turn. If the whirlwind moves more than 30 feet from you, the spell ends.

","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Black Well","school":"6th-level necromancy","level":6,"casting_time":"1 action","range":"300 feet","components":"V, S","duration":"1 minute","description":"You summon a seething sphere of dark energy 5 feet in diameter. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and reduces the stun to incapacitation. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failure or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions that turn. Creatures take damage only upon entering the well—they take no additional damage for remaining in it—but if they leave the well and are pulled back in again, they take damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s upper‐dimensional space at one time. When the well’s duration ends, all creatures inside it tumble out in a heap, landing prone.","description_high":"When you cast this spell using a spell slot of 7th level or higher, the damage done by the well increases by 1d8 and the well pulls creatures an additional 5 feet for each slot level above 6th.","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Blade of my Brother","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Touch","components":"V, S, M (melee weapon owned by a dead ally of the target)","duration":"4 rounds","description":"You touch a melee weapon that was used by an ally who’s now dead, and it animates and flies into combat. The weapon leaps into the air and flies to another ally (chosen by you and within 15 feet of you), where it enters that ally’s space and never leaves their side as they move. If the weapon is forced to move more than 5 feet from the chosen ally, the spell ends. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds, at which point it falls to the ground.","description_high":"-","book":"HH","note":"","classes":"Cleric,Paladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Blade of Wrath","school":"3rd-level evocation","level":3,"casting_time":"1 bonus action","range":"Self","components":"V, S, M (a rebuke of evil, written in Celestial)","duration":"10 minutes","description":"

You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade it disappears, but you can call it forth again as a bonus action.

You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.

The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.","book":"HH","note":"","classes":"Cleric,Paladin,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Blazing Chariot","school":"5th-level Conjuration","level":5,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a small golden wheel worth 250 gp)","duration":"1 hour","description":"

Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature who touches the chariot or hits it or a creature riding in it with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot is AC 18, has 50 hit points, is immune to fire, poison, psychic, and radiant damage, and is resistant to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it’s reduced to 0 hit points, and any creature riding it falls. The chariot has a speed of 50 feet and a fly speed of 40 feet.

On your turn, you can guide the chariot in place of your own movement. You can direct it to Dash, Disengage, or Dodge by using your bonus action. As an action, you can cause the chariot to overrun creatures in its path. For the remainder of the turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it touched the chariot and must make a successful Strength saving throw or be knocked prone.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Paladin,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Bleating Call","school":"2nd-level enchantment","level":2,"casting_time":"1 action","range":"90 feet","components":"S, M (a bit of fur or hair from a young beast or humanoid)","duration":"1 minute","description":"

You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.

Creatures that can’t be charmed are immune to this spell.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Bard,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Bleed","school":"1st-level necromancy","level":1,"casting_time":"1 bonus action","range":"Self","components":"V, S, M (a drop of blood)","duration":"1 minute","description":"

Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a target with the weapon, the weapon deals an extra 1d4 necrotic damage and the target must succeed on a Constitution saving throw. On a failed save, the target suffers a bleeding wound. Each time you hit a target with this weapon while the target suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the target with this weapon (to a maximum of 10 necrotic damage).

Any creature can take an action to stanch the bleeding wound with a successful Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Ranger,Warlock","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Bless the Dead","school":"Abjuration cantrip","level":-1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"You grant a blessing to one deceased creature, allowing it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can't become undead. The spell has no effect on either the living or the undead.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Blessed Halo","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 minute","description":"

A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of lost hit points to one creature within the spell’s bright light that you can see.

Additionally, you have advantage on Charisma checks made against good creatures within the blessed halo's light.

If any of this spell’s area overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing increases by 5 points for each spell slot above 2nd and this spell dispels darkness spells of a level equal to the slot used in casting blessed halo.","book":"HH","note":"","classes":"Cleric,Paladin,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Blizzard","school":"7th-level conjuration","level":7,"casting_time":"1 action","range":"100 feet","components":"V, S","duration":"1 minute","description":"A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Blood and Steel","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Touch","components":"V,S","duration":"1 minute","description":"

When you cast this spell, you cut your hand and take 1d4 slashing damage that can't be healed until you take a long rest. Then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm can be affected by this spell.

While the construct 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 the ghouls,” “block the bridge,” or “fetch that bucket.” If the construct completes the order and doesn't receive further direction from you, it defends itself.

You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven't ordered it to do. During this time, you can also cause the construct to use a reaction, but this requires you to use your own reaction as well.

Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell's duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.

","description_high":"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.","book":"DM:B&D","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Blood Armor","school":"3rd-level necromancy","level":3,"casting_time":"1 bonus action","range":"Self","components":"V, S (you must have just struck a foe with a melee weapon)","duration":"1 hour","description":"

When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; targets that don't bleed don't satisfy the requirement for blood armor. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you armor class 18 + your Dexterity modifer for the spell’s duration. Blood armor has no Strength requirement, doesn't hinder spellcasting, and doesn't incur disadvantage on Dexterity (Stealth) checks.

If the creature you struck was celestial, blood armor also grants you advantage on Charisma saving throws.

","description_high":"-","book":"DM:B&D","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Blood Lure","school":"2nd-level enchantment","level":2,"casting_time":"1 action","range":"10 ft.","components":"V, S, M (blood pool)","duration":"1 minute","description":"

You point at any open liquid (a jar, a bowl, even a puddle) that contains at least a quart of blood. It flashes momentarily with sparkling light before regaining its former hue. Predators and creatures that feed on blood, including undead such as vampires, within 60 feet must make Charisma saving throws. Creatures with Keen Smell or any similar scent‐boosting ability have disadvantage on the saving throw, while undead that feed on blood have advantage on the saving throw. Those that fail are drawn toward the blood; they must move toward it unless impeded.

Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the complete consumption of the blood, which requires just 1 action by an affected creature.

","description_high":"-","book":"DM:B&D","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Blood Offering","school":"3rd-level necromancy","level":3,"casting_time":"1 minute","range":"Touch","components":"V, S, M (at least 1 cubic inch of flesh from the target corpse, which the spell consumes)","duration":"Instantaneous","description":"

You touch the corpse of a target creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. The creature can be restored to life only by means of a true resurrection or a wish spell.

You regain 1d4 hit points per CR of the target creature (minimum of 1d4).

","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Blood Spoor","school":"4th-level divination","level":4,"casting_time":"1 action","range":"Self","components":"V, S, M (a drop of the quarry’s blood)","duration":"10 minutes","description":"

By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow its trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground or through the air if you have means to fly.

If your quarry moves magically (such as through a dimension door or via a teleport spell), you sense its trail as a straight path from where the magical movement started to where it ended. Such a vector may lead through lethal or impassable barriers. This spell even reveals the path of those using pass without trace, but it fails to locate creatures protected by nondetection or by other effects that prevent scrying or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster shifts to the same plane as the quarry before the spell expires.

","description_high":"-","book":"DM:B&D","note":"","classes":"Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Blood Strike","school":"5th-level necromancy","level":5,"casting_time":"10 minutes","range":"Self","components":"V, S, M (a blood relative of the target)","duration":"Special (see below)","description":"

By performing this ritual, you can cast a spell on one nearby creature and have it affect a different, more distant creature. Both targets must be related by blood (no more distantly than first cousins). Neither of them needs to be a willing target.

The blood strike ritual is completed first, taking 10 minutes to cast on yourself. Then the spell to be transferred is immediately cast by you on the initial target, which must be close enough to touch no matter what the spell's normal range is. The secondary target must be within 1 mile and on the same plane of existence as you. If the second spell allows a saving throw, it's made by the secondary target, not the initial target. If the saving throw succeeds, any portion of the spell that's avoided or negated by the secondary target affects the initial target instead.

A creature can be the secondary target of blood strike only once every 24 hours; subsequent attempts during that time take full effect against the initial target with no chance to affect the secondary target.

Only spells that have a single target can be transferred via blood stike. For example, a fireball spell can't be cast through blood strike, but magic missile or gaseous form can be.

Alternatively, you can choose one affliction (anything that could be cured by greater restoration or lesser restoration) currently affecting the initial creature and transfer it to the secondary creature, which then makes any applicable saving throw against the effect. If the saving throw fails or there is no saving throw, the affliction transfers completely and no longer affects the initial target. If the saving throw succeeds, the initial creature is still afflicted and also suffers anew any damage or conditions associated with first exposure to the affliction.

","description_high":"-","book":"DC&SS","note":"","classes":"","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Blood Tide","school":"Necromancy cantrip","level":-1,"casting_time":"1 action","range":"25 ft.","components":"V","duration":"4 rounds","description":"

When you cast this spell, the targeted creature must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding causes no damage but imposes a –2 penalty on the creature's Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs.

A bleeding creature might also attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.

A cure wounds spell stops the bleeding before the spell's duration expires, as does a successful DC 10 Wisdom (Medicine) check.

The duration increases to 2 minutes at 5th level, 10 minutes at 11th level, and 1 hour at 17th level.

","description_high":"-","book":"DM:B&D","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Blood to Acid","school":"9th-level transmutation","level":9,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"

When you cast this spell, you convert all of a creature's blood into virulent acid. Unless the creature makes a successful Constitution saving throw, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. All creatures have disadvantage on this saving throw.

Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to acid is cast on a creature composed mainly of blood (such as a blood elemental or blood zombie), the creature is slain by the spell if its saving throw fails.

","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Bloodhound","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a drop of ammonia)","duration":"8 hours","description":"You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks.","description_high":"When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration. The target can’t use its blindsight while unable to smell, and it has disadvantage on saving throws related to strong smells such as a ghast’s Stench trait.","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Bloodshot","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"40 feet","components":"V, S","duration":"Instantaneous","description":"You launch a jet of boiling blood from your eyes at a target within 40 feet of you. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.","book":"DM:B&D","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Bloody Hands","school":"1st-level necromancy","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"

You cause the hands of the target to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls using its hands (or other appropriate body part such as claws or tentacles) for the duration of the spell.

Casting any spell with somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw; failure means the spell can be attempted again in the next round, rather than lost.

","description_high":"-","book":"MWB","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Bloody Smite","school":"1st-level necromancy","level":1,"casting_time":"1 bonus action","range":"Self","components":"V","duration":"1 minute","description":"The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon pulses with a dull, red light and the attack deals an extra 1d6 necrotic damage to the target. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can't speak intelligibly or cast spells with a verbal component. On a successful save, the spell ends. lf the target or an ally within 5 feet of it uses an action to tend the wound with a successful Wisdom (Medicine) check against your spell save DC or the target receives magical healing, the spell ends.","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Bloom","school":"8th-level conjuration","level":8,"casting_time":"1 hour","range":"1 mile","components":"V, S, M (a silver acorn worth 500 gp, which is consumed in the casting)","duration":"1 year","description":"

You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area of effect grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.

Choose one of the following effects, which appears and grows immediately:

Living creatures that take a short rest within the area of a bloom receive the maximum hit points for hit dice expended. Bloom counters the effects of a desolation spell.

Ritual Focus. If you expend your ritual focus, the duration becomes permanent.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Boiling Oil","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a vial of oil)","duration":"1 minute","description":"You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don’t fall prone.","description_high":"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.","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Boreas’s Breath","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"

You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.

Creatures that are partially submerged in the water when it freezes become restrained. While restrained this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.

Creatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.

The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, increase the size of the cube by 10 feet for each slot level above 2nd.","book":"HH","note":"","classes":"Cleric,Druid,Ranger,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Borrowing","school":"3rd-level necromancy","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M (a polished vampire’s fang)","duration":"1 minute","description":"By touching a target, you gain one sense, movement type and speed, feat, language, immunity, or extraordinary ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that's been dead no longer than 1 minute; a corpse makes no saving throw. You can possess only one borrowed power at a time.","description_high":"When you cast this spell using a spell slot of 5th level, its duration increases to 1 hour. Additionally, the target loses the stolen power for the duration of the spell.","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Bottled Arcana","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"Touch","components":"V, S, M (an empty glass container)","duration":"Special","description":"

By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within one round of casting bottled arcana and it must be intentionally cast into the container. The container can hold one spell of up to 3rd level. The spell is held in the container until it’s released or 24 hours have passed. After 24 hours, the container reverts to a mundane vessel and any magic still inside it dissipates harmlessly.

As an action, any creature can unstop the container, thereby releasing the spell within. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the contained spell's description. If a creature opens the container unwittingly (it doesn't know the container holds a spell), the spell targets the creature opening the container or is centered on its space (whichever is more appropriate) instead. Dispel magic cast on the container targets bottled arcana, not the spell inside. If bottled arcana is dispelled, the container becomes inert and the spell inside dissipates harmlessly.

Until the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster can regain the use of that slot normally.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Bottomless Stomach","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Self","components":"V","duration":"1 hour","description":"

When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn't give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.

The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don't mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.

At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.

When you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains simply cease to exist.

","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Breathtaking Wind","school":"1st-level evocation","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.","description_high":"-","book":"DM:W","note":"","classes":"Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Breeze Compass","school":"3rd-level divination","level":3,"casting_time":"1 action","range":"Self","components":"V, S, M (a magnetized needle)","duration":"1 hour","description":"When you cast breeze compass, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a tunnel, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. The spell ends if the Intelligence check fails. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Brimstone Infusion","school":"Transmutation cantrip","level":-1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a flask of alchemist's fire and 5 gp worth of brimstone)","duration":"24 hours","description":"You infuse an ordinary flask of alchemist's fire with magical brimstone. While so enchanted, the alchemist's fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist's fire returns to its normal properties after 24 hours.","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Brittling","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Touch","components":"V, S, M","duration":"Instantaneous","description":"This spell uses biting cold to make a metal or stone item brittle and easy to shatter. The item’s hit points are permanently reduced by a number equal to your spellcasting level, and Strength checks to shatter or break the item within 1 minute of the spell’s casting are made with advantage. If the item isn’t shattered, it can be repaired as normal.","description_high":"-","book":"HH","note":"","classes":"Druid,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Broken Charge","school":"1st-level enchantment","level":1,"casting_time":"1 reaction, which you take when an enemy approaches to within 6 feet of you","range":"10 feet","components":"V","duration":"Instantaneous","description":"When an enemy that you can see tries to approach to within 6 feet of you, you utter a perplexing word that alters the foe’s path. The foe must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing. A foe that makes the saving throw successfully is unaffected.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.","book":"HH","note":"","classes":"Bard,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"By the Light of the Moon","school":"2nd-level divination","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"You create a shaft of moonlight that fills a circular area 30 feet in diameter. The moonlight highlights that which is hidden or holds a useful clue. Wisdom (Perception) and Intelligence (Investigation) checks are made with advantage within the area or while searching that area.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Ranger,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"By the Light of the Watchful Moon","school":"4th-level divination","level":4,"casting_time":"1 action","range":"90 feet","components":"V, S","duration":"1 minute","description":"

Regardless of the time of day or location of your battle, you command the watchful gaze of the moon to illuminate threats to your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all threats within range, whether they’re enemies seen or unseen, or traps or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s soft glow.

The glow does not make invisible creatures visible, but it does mark the invisible creature’s general location (somewhere within the 5-foot beam). The light moves with targets while the effect lasts, but targets that move out of the spell’s range are no longer illuminated. New threats are not revealed as they enter the range or as you move; only those that were within 90 feet of you when the spell was cast are illuminated.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Paladin,Ranger,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Call Shadow Mastiff","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a dog’s tooth)","duration":"1 minute","description":"

You conjure a shadow mastiff from the Shadow Realm. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature.

The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you (giving a command takes no action on your part), within its ability to act.

The mastiff disappears when it drops to 0 hit points or when the spell ends.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Call the Hunter","school":"8th-level conjuration","level":8,"casting_time":"1 minute","range":"90 feet","components":"V, S","duration":"10 minutes","description":"You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or after you.","description_high":"-","book":"DM:Cw","note":"","classes":"Cleric","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Calm of the Storm","school":"3rd-level abjuration","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M (an amethyst worth 250 gp which the spell consumes)","duration":"Instantaneous","description":"While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.","description_high":"When you cast this spell using a spell slot of 4th level or higher, the time since the wild surge can be 1 minute longer for each slot level above 3rd.","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Candle’s Insight","school":"1st-level divination","level":1,"casting_time":"1 action","range":"10 feet","components":"V, S, M (a blessed candle)","duration":"10 minutes","description":"

Candle’s insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, if the target believes it’s true.

Candle’s insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.

","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Catapult","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"400 feet","components":"V, S, M (a small platinum lever and fulcrum worth 400 gp)","duration":"Instantaneous","description":"You magically hurl an object or creature weighing 500 lb. or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.","description_high":"When you cast this spell using a higher level spell slot, each additional level increases the damage by 1d10, the distance thrown by 10 feet, and the weight thrown by 100 lb.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Catch the Breath","school":"3rd-level transmutation","level":3,"casting_time":"1 reaction, which you take when you make a saving throw against a breath attack","range":"Self","components":"V","duration":"Instantaneous","description":"

You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.

Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.","book":"HH","note":"","classes":"Bard,Cleric,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Caustic Blood","school":"2nd-level transmutation","level":2,"casting_time":"1 reaction","range":"Self","components":"V, S","duration":"special","description":"Your blood becomes caustic when exposed to the air. When you take damage, you can use your reaction to select up to three targets within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by 1 for each slot level above 2nd.","book":"DM:B&D","note":"","classes":"Antipaladin,Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Caustic Torrent","school":"8th-level conjuration","level":8,"casting_time":"1 action","range":"Self (60-foot line)","components":"V, S, M (a chip of bone pitted by acid)","duration":"Instantaneous","description":"A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half damage with a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature repeats the Constitution saving throw at the end of its turn, ending the effect on itself on a success.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Celebration","school":"7th-level enchantment","level":7,"casting_time":"1 action","range":"90 feet","components":"V, S, M (a small party favor)","duration":"1 hour","description":"You create a 30-foot-radius area around a point that you choose within range. Intelligent creatures that enter the area or begin their turn there and fail a Wisdom saving throw engage in revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell expires, preferring to enjoy the festivities. Affected creatures forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking extends regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than serve, guards abandon their posts. The effect ends on creatures that are attacked, that take damage, or that are forced to leave the area. Those whose saving throw succeeds can enter or leave the area without danger of being enchanted. A creature that failed the saving throw and is removed from the area must repeat the saving throw if they return to the area.","description_high":"

When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.

Ritual Focus. If you expend your ritual focus, unaffected intelligent creatures must make a new saving throw every time they begin their turn in the area of effect, even if they’ve previously saved against the spell.

","book":"HH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Chains of the Goddess","school":"5th-level enchantment","level":5,"casting_time":"1 action","range":"90 feet","components":"V, S, M (1 foot of iron chain)","duration":"1 minute.","description":"Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. While restrained this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.","description_high":"-","book":"HH","note":"","classes":"Cleric","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Chaotic Form","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"10 minutes","description":"You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size category smaller than itself. The target’s movement is halved while it’s affected by chaotic form.","description_high":"When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Chaotic Vitality","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"

Make a melee spell attack against a creature with a number of hit dice no greater than your level and at least 1 hp. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, you and the creature’s current hit point totals change. Roll d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result to both yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round/caster level.

For example, assume a 3rd-level spellcaster who currently has 17 of her maximum 30 hp casts chaotic vitality on a creature with 58 hp and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of (17 + 54 =) 71 hp. A result of 75 indicates that both creatures get 50% of the total, so the spellcaster and the target end up with 35 hp each. In the spellcaster’s case, 5 of those hp are temporary and will last 3 rounds.

","description_high":"

When you cast this spell using a spell slot of 3rd level or higher, the maximum hit dice of the affected creature increases by 2 for each slot level above 2nd.

Hit Point Flux


d% Each Creatures’ Current Hit Points =
01-09 0
10-39 1
40-69 25% of combined total
70-84 50% of combined total
85-94 75% of combined total
95-99 100% of combined total
100 200% of combined total and both creatures gain the effect of a haste spell

","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Chaotic World","school":"6th-level Illusion","level":6,"casting_time":"1 action","range":"60 feet","components":"V, M (seven irregular pieces of colored cloth that you throw into the air)","duration":"1 minute","description":"You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. All enemies within the cube must make successful Intelligence saving throws or be blinded, deafened, and fall prone. They cannot stand up or recover from this blindness or deafness while within the area of effect, but the conditions and the restriction on standing end immediately for a creature who leaves the spell’s area of effect.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Child of Light and Darkness","school":"8th-level transmutation","level":8,"casting_time":"1 action","range":"Self","components":"V, S, M (a pebble from the Shadow Realm that has been left in the sun)","duration":"1 minute","description":"

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in each form:

Light Form. You shed bright light in a 60‐foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn, as a bonus action, you can teleport to a space you can see within the light you shed.

Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn, as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.

","description_high":"-","book":"W:SR","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Chilling Words","school":"3rd-level enchantment","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a frozen strip of paper with any writing on it)","duration":"8 hours","description":"

You choose a phrase that freezes the blood of a target creature. The target must make a successful Wisdom saving throw when chilling words is cast. On a successful saving throw, the spell has no effect. On a failed saving throw, the target is susceptible to the phrase for the duration of the spell.

When a susceptible target hears the phrase, it must make a successful Constitution saving throw or take 1d6 cold damage and become restrained for 1 round. Whether the Constitution saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward. Once a creature utters the phrase to the target, that creature can’t affect the target with the phrase for the spell’s duration.

You also have the option to make a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing the final utterance, the target takes 4d6 cold damage and is restrained for 1 minute; or, with a successful Constitution saving throw, it takes half damage and is restrained for 1 round. After this final utterance, the spell ends.

","description_high":"-","book":"DM:W","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Chronal Lance","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a gear spring)","duration":"1 minute","description":"You send glowing lances of temporal energy streaking toward three separate targets. Each target must make a successful Wisdom saving throw or its speed is halved and it has disadvantage on Dexterity ability checks (but not saving throws). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, you can create an additional lance to target one additional creature for each slot level above 1st.","book":"DM:T","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Circle of Devestation","school":"9th-level evocation","level":9,"casting_time":"1 action","range":"1 mile","components":"V, S, M (a metal ring)","duration":"1 minute","description":"

You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Creatures and objects that touch the ring, that are inside it when it’s created, or that end their turn inside the ring take 6d6 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash.

At the start of each of your subsequent turns, the ring’s radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Circle of Wind","school":"1st-level abjuration","level":1,"casting_time":"1 action","range":"Self","components":"V, S, M (a crystal ring)","duration":"8 hours","description":"Light wind encircles you, leaving you in the center of a mild vortex. You gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Clash of Glaciers","school":"5th-level evocation","level":5,"casting_time":"1 action","range":"Self (100-foot line)","components":"V, S, M (a piece of cracked glass)","duration":"Instantaneous","description":"Ice streaks from your fingers and forms two long blocks that smash together, crushing creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half damage with a successful Dexterity saving throw.","description_high":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die does bludgeoning or cold damage.","book":"DM:W","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Claws of Darkness","school":"Evocation cantrip","level":-1,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 minute","description":"You shape shadows into claws that grow from your fingers and drip inky blackness. You can make melee spell attacks with these claws that deal 1d10 cold damage, and the claws have a reach of 10 feet.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Claws of the Earth Dragon","school":"5th-level evocation","level":5,"casting_time":"1 action","range":"60 feet","components":"V","duration":"Instantaneous","description":"You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.","description_high":"When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Clearing the Field","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"40 feet","components":"V, S","duration":"1 hour","description":"With a harsh word and a vicious chopping motion, every tree, shrub, and stump within 40 feet of you sinks into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life rises from the ground instantly when the spell ends or is dispelled. Plant creatures are not affected by clearing the field.","description_high":"

When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.

Ritual Focus. If you expend your ritual focus, plant creatures within the area of effect must make a successful Constitution saving throw or be affected as though a by a reduce spell.

","book":"HH","note":"","classes":"Druid,Ranger,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Cloak of Shadow","school":"1st-level illusion","level":1,"casting_time":"1 bonus action","range":"Self","components":"V","duration":"1 minute","description":"You draw upon the endless night to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Cloying Darkness","school":"1st-level necromancy","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 round","description":"You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it’s one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).","description_high":"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.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Cobra Fangs","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a drop of snake venom or a patch of snakeskin)","duration":"1 minute","description":"

The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage.

If the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4.

When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","book":"ToOM:PH","note":"","classes":"Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Commander’s Pavilion","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M (a tassel from a tent and a strip of cloth matching the commander’s banner or uniform)","duration":"24 hours","description":"

Creates a command tent 30 feet by 30 feet with a peak height of 20 feet. It is filled with items a military commander might require of a headquarters tent on a campaign, such as maps of the area, a spyglass, a sandglass, materials for correspondence, references for coding and decoding messages, books on history and strategy relevant to the area, banners, spare uniforms, and badges of rank. Such minor mundane items dissipate once the spell’s effect ends.

Recasting the spell on subsequent days maintains the existing tent for another 24 hours.

","description_high":"-","book":"W10","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Compelling Fate","school":"3rd-level divination","level":3,"casting_time":"1 action","range":"30 feet","components":"V, M (a sprinkling of silver dust worth 200 gp)","duration":"1 round","description":"

You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:

","description_high":"When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Confound Senses","school":"3rd-level enchantment","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a broken compass)","duration":"10 minutes","description":"

This spell befuddles the minds of up to six targets that you can see within 30 feet of you with images of shifting terrain. Creatures that fail an Intelligence saving throw are reduced to half speed by confusion over their surroundings. In addition, targets that fail their saving throw make ranged attack rolls with disadvantage.

Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost and can’t remember where they’ve been in the last 10 minutes, in relation to where they are now. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which path or direction it came from. When the spell ends, affected creatures are lost unless they’re in an area they know well.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Conjure Fey Hound","school":"5th-level conjuration","level":5,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a wooden or metal whistle)","duration":"1 hour","description":"

You summon a fey hound to fight by your side. A hound of the night appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends.

The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, 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 hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.

","description_high":"When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Conjure Forest Defender","school":"6th-level conjuration","level":6,"casting_time":"1 hour","range":"30 feet","components":"V, S, M (one humanoid body, which the spell consumes)","duration":"Until destroyed","description":"When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender, which uses the statistics of a vine golem (Tales of the Old Margreve, p. 189). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within the forest defender’s line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.","description_high":"When you cast this spell using a 9th level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.","book":"ToOM:PH","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Conjure Manabane Swarm","school":"4th-level conjuration","level":4,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a square of red cloth)","duration":"1 minute","description":"You summon a swarm of manabane scarabs that has just 40 hit points. The swarm appears at a spot you choose within 60 feet and attacks the closest enemy. You can conjure the swarm to appear in an enemy's space. If you prefer, you can summon two full-strength, standard swarms of insects (including beetles, centipedes, spiders, or wasps) instead.","description_high":"-","book":"DC&SS","note":"","classes":"","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Conjure Minor Voidborn","school":"5th-level void magic","level":5,"casting_time":"1 minute","range":"90 feet","components":"V, S","duration":"1 hour","description":"

You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options for what appears:

Summoned creatures disappear when they drop to 0 hit points or when the spell ends.

The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands for that turn, and you take 1d6 psychic damage at the end of the turn.

If your concentration is broken, the creatures don’t disappear. Instead, you can no longer command them and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. The creatures can’t be dismissed by you, but they disappear 1 hour after being summoned.

","description_high":"When you cast this spell using a 7th- or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.","book":"DM:V","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Conjure Scarab Swarm","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a beetle carapace)","duration":"10 minutes","description":"

You summon swarms of scarab beetles to attack your foes. Two swarms of beetles appear in unoccupied spaces that you can see within range.

Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey 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.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Conjure Shadow Titan","school":"7th-level conjuration","level":7,"casting_time":"1 minute","range":"90 feet","components":"V, S","duration":"1 hour","description":"

You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan’s statistics are identical to a stone giant’s, with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage.

The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions.

The shadow titan disappears when it drops to 0 hit points or when the spell ends.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Conjure Undead","school":"3rd-level conjuration","level":3,"casting_time":"1 minute","range":"30 feet","components":"V, S, M (a humanoid skull)","duration":"1 hour","description":"You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, 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 creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.","description_high":"When you cast this spell using a spell slot of 4th level, you can choose to summon a wight or a shadow. When you cast this spell with a spell slot of 5th level, you can choose to summon a ghost, a shadow, or a wight.","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Conjure Voidborn","school":"7th-level void magic","level":7,"casting_time":"1 action","range":"90 feet","components":"V, S","duration":"1 hour","description":"

You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in void speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn.

If your concentration is broken, the creature doesn’t disappear. Instead you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears it would mean its own death. The creature can’t be dismissed by you, but it disappears 1 hour after you summoned it.

","description_high":"When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.","book":"DM:V","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Converse With Dragon","school":"1st-level divination","level":1,"casting_time":"1 action","range":"Self","components":"V","duration":"10 minutes","description":"

You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.

This spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.

","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Ranger,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Cosmic Alignment","school":"9th-level conjuration","level":9,"casting_time":"1 hour","range":"Self","components":"V, S, M (a piece of quartz)","duration":"24 hours","description":"

You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; listed after the spell). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell.

","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Costly Victory","school":"8th-level evocation","level":8,"casting_time":"1 action","range":"90 feet","components":"V, S","duration":"1 hour","description":"You target ten enemies you can see that are within range. Each targeted enemy must make a Wisdom saving throw. If it fails, that creature is cursed to burst into flames if it reduces one of your allies to 0 hit points while this spell is in effect. The affected creature takes 6d8 fire damage and 6d8 radiant damage immediately when it bursts into flame. If the affected creature is wearing (or is made of) flammable material, it also catches on fire and continues burning; it takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the burning creature or one of its allies within 5 feet of it uses an action to extinguish the fire.","description_high":"-","book":"HH","note":"","classes":"Cleric","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Create Ring Servant","school":"8th-level transmutation","level":8,"casting_time":"1 minute","range":"Touch","components":"V, S, M (two metal rings)","duration":"1 hour","description":"

You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a ring servant. The ring servant appears adjacent to you. It reverts to the rings used to cast the spell when it drops to 0 hit points or when the spell ends.

The ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on 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 ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Create Thunderstaff","school":"7th-level transmutation","level":7,"casting_time":"10 minutes (ritual)","range":"Touch","components":"V, S, M (a quarterstaff)","duration":"Until depleted","description":"

When you cast create thunderstaff on a normal quarterstaff, it becomes like a sponge for loud, harsh sounds. The staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During those 60 days, the staff absorbs ambient sound, which has the pleasant effect of reducing what would normally be raucous, discordant noise into a background rumble that, while still noticeable, is not at all unpleasant or distracting. The staff doesn’t detract from anyone’s ability to converse or to be heard, it just makes unwanted noise easy to ignore.

After 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a thunderstaff, a magic quarterstaff that grants a +1 bonus to melee attack and damage rolls made with it. In addition, the staff has 10 charges. When you hit with a melee attack with the staff and expend 1 charge, the target takes an additional 1d8 thunder damage. You can cast thunderwave from the staff as a bonus action by expending 2 charges. The staff doesn’t recharge.

","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Creeping Ice","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 minute","description":"

You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain.

A creature in the area when you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by inflicting at least 20 fire damage on the ice. The restrained creature takes half damage from fire attacks against the ice.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 fire damage is needed to melt it. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and a total of 60 fire damage is needed to melt it.","book":"DM:W","note":"","classes":"Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Cruor of Visions","school":"5th-level divination","level":5,"casting_time":"1 minute","range":"Self","components":"V, S, M (a bone needle and catchbasin)","duration":"5 minutes","description":"

You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying.

If you place a drop (or dried flakes) of another creature's blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the Fifth Edition rules).

I When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).

","description_high":"-","book":"DM:B&D","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Crushing Curse","school":"Void magic cantrip","level":-1,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"

You speak a word of void speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success. A creature deafened in this way can still hear Void Speech.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","description_high":"-","book":"DM:V","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Crushing Trample","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 turn","description":"

Upon casting this spell, you are filled with a desire to overrun and trample your foes. You immediately move up to twice your speed in a straight line, trampling every foe of your size or smaller in your path. If you try to move through an enemy that is larger than your size, your movement ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage.

You pass through foes whether or not they succeed on their Strength saving throw. You do not provoke opportunity attacks while moving under the effect of crushing trample.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Ranger,Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Cure Beast","school":"1st-level evocation","level":1,"casting_time":"1 bonus action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.","book":"ToOM:PH","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Curse of Boreas","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"100 feet","components":"V, S, M","duration":"Permanent","description":"If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming a physically inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease and signs of life are detectable; the creature still breathes and its heart continues to beat, though both happen so slowly as to be almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. Dispel magic can’t end this spell, but it can allow the target to speak (but not move or cast spells) for 1 round per the spell slot used. Greater restoration or more potent magic is needed to free a creature from the ice. Boreas and certain of his followers can use scrying to spy through the target’s senses, and the target receives no saving throw against this effect. Those touching a frozen target can request an audience with Boreas, and if they make a successful DC 15 Charisma check, he’ll respond to their request through the ice.","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Curse of Dust","school":"7th-level necromancy","level":7,"casting_time":"10 minutes","range":"500 feet","components":"V, S, M (a piece of spoiled food)","duration":"1 week","description":"You cast a curse on a creature that you're familiar with, causing them to be unsatiated by food no matter how much they eat. This isn't merely an issue of perception; the target physically can't draw sustenance from food and is in real danger of starving to death. Within minutes after the spell is cast, the target feels constant hunger no matter how much food is consumed. The target must make a Constitution saving throw against the spell after every 24 hours during the spell's duration. Each time the saving throw fails, the target gains one level of exhaustion. The effect ends after 1 week or when the target's Constitution saving throw succeeds for a second day in a row.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Curse of Formlessness","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"Touch","components":"V, S, M (a drop of quicksilver)","duration":"Permanent","description":"

A creature you touch must make a successful Constitution saving throw or be cursed with a shifting, amorphous form. Spells that change the target creature’s shape (such as polymorph) do not end the curse, but they do hold the creature in a stable form, temporarily mitigating it until the end of that particular spell’s duration; shapechange and stoneskin have similar effects.

While under the effect of the curse of formlessness, the target creature is resistant to slashing and piercing damage and ignores the additional damage done by critical hits, but it can neither hold nor use any item, nor can it cast spells or activate magic items. Its movement is halved, and winged flight becomes impossible. Any armor, clothing, helmet, or ring becomes useless. Large items that are carried or worn, such as armor, backpacks, or clothing, become hindrances, so the target has disadvantage on Dexterity checks and saving throws while such items are in place.

A creature under the effect of a curse of formlessness can try to hold itself together through force of will. The afflicted creature uses its action to repeat the saving throw; if it succeeds, the afflicted creature negates the penalties from the spell until the start of its next turn.

","description_high":"-","book":"DC&SS","note":"","classes":"Druid,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Curse of Incompetence","school":"3rd-level necromancy","level":3,"casting_time":"1 action","range":"120 feet","components":"V, S","duration":"1 minute","description":"With mocking gestures, you leave the target incapable of performing at or even near its best. If the target fails an Intelligence saving throw, then for the spell’s duration, it has disadvantage on Intelligence, Wisdom, and Charisma checks made to direct a battle, determine tactics, or give directions or orders to other creatures. Additionally, each time the target gives commands, directions, or orders to other creatures, those creatures must roll a d4 and subtract the result from their Initiative as they struggle to comprehend and implement the confusing new directions. This applies to command abilities such as the orc war chief ’s Battle Cry and the hobgoblin warlord’s Leadership.","description_high":"When you cast this spell using a spell slot of 4th level or higher, the maximum duration increases by 1 minute for each slot level above 3rd.","book":"HH","note":"","classes":"Bard,Cleric,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Curse of Yig","school":"5th-level transmutation","level":5,"casting_time":"1 minute","range":"60 feet","components":"V, S, M (a drop of snake venom)","duration":"1 hour","description":"

This spell transforms a Small, Medium, or Large creature that you can see within range into a servant of Yig. An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success.

The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s stats, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature becomes Neutral Evil, and it’s both friendly to you and reverent toward the Father of Serpents. Only its equipment is unchanged. The transformed creature can opt to make a Wisdom saving throw at the end of its turn. If it succeeds, the creature’s alignment and personality return to normal for the duration and it regains its former attitude toward you and toward Yig.

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.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Curse Ring","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"Touch","components":"V, S, M (250 gp worth of diamond dust, which the spell consumes)","duration":"Permanent until discharged","description":"You lay a curse upon a ring that isn’t being worn or carried. When you cast this spell, select one of the possible effects of bestow curse. The next creature who willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that put it on until the curse is removed or dispelled. An identify spell cast on the cursed ring reveals the fact that it is cursed.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Cursed Gift","school":"4th-level abjuration","level":4,"casting_time":"1 action","range":"Touch","components":"V, S, M (an object worth at least 75 gp)","duration":"1 day","description":"

Cursed gift imbues an object with a curse or other unwanted, harmful magical effect that the caster or another creature in physical contact with the caster is currently suffering from. If this item is given to someone who freely accepts it during the duration of the spell, then the curse temporarily transfers to them. A successful Charisma saving throw negates the transfer. If the saving throw fails, the original target of the curse no longer suffers from the affliction, which transfers to the recipient of the item for the duration of the spell. Returning, destroying, or giving away the item a second time has no effect. Remove curse and comparable magic can relieve the person who received the item, but the curse still returns to the original victim when the spell expires.

Cursed gift can also be cast on a cursed object. This allows the object to be given away to someone who freely accepts it, but it returns to the previous owner when the spell expires.

","description_high":"When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 day for each slot level beyond 4th.","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Cynophobia","school":"3rd-level enchantment","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a dog’s tooth)","duration":"8 hours","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.","description_high":"When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, , the duration is 1 month. When you use a spell slot of 8th level or higher, the spell lasts until it is dispelled.","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Daggerhawk","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Self","components":"V, S, M (a dagger)","duration":"1 minute","description":"When daggerhawk is cast on a mundane dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and doing 1d4 + (your spellcasting ability modifier) piercing damage on a successful hit. On your following turns, you can use a bonus action to cause the daggerhawk to attack the same target. Once a target is selected for the daggerhawk, it can’t switch to any other. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that does bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Dark Dementing","school":"5th-level illusion","level":5,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a moonstone)","duration":"10 minutes","description":"A dark shadow creeps across the target's mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. The target creature must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature repeats the saving throw each time it takes damage, ending the effect on a success. While frightened this way, the creature will not willingly enter or attack into a space that isn't brightly lit. If it's in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a light spell, etc.).","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Dark Path","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a lodestone)","duration":"1 minute","description":"You conjure a shadowy road between points to create a bridge or path where there was none before. This can bridge a chasm or create a smooth path through difficult terrain to speed movement. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Darkbolt","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"You say a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits does 1d10 cold damage. A target that was hit by any number of rays must make a successful Constitution saving throw or be unable to use a reaction until the start of its next turn.","description_high":"When you cast this spell at 3rd level or higher, you create one additional ray for each level above 2nd.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Deadly Sting","school":"8th-level transmutation","level":8,"casting_time":"1 action","range":"Self","components":"V, S, M (a thorn)","duration":"1 minute","description":"You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Decelerate","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a toy top)","duration":"1 minute","description":"You slow the flow of time around a creature. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment). Until the effect ends, the creature’s speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet, then to 5 feet on the following round. Decelerate can’t reduce a creature’s speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 3rd.","book":"DM:T","note":"","classes":"Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Deep Breath","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V","duration":"2 hours","description":"The recipient of this spell can breathe and function normally in thin oxygen, suffering no ill effect at altitudes up to 30,000 feet. If more than one creature is touched during casting, the duration is divided evenly among all creatures touched.","description_high":"When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 2 hours for each slot level beyond 4th.","book":"HH","note":"","classes":"Cleric,Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Delay Passing","school":"1st-level necromancy","level":1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"

You draw forth the ebbing life force of a creature and question it. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you temporarily prevent its spirit from passing into the next realm. You are able to hear the spirit, though the spirit doesn't appear to any creature without the ability to see invisible creatures. The spirit communicates directly with your psyche and cannot see or hear anything but what you tell it.

You can ask the spirit a number of questions equal to your proficiency bonus. Questions must be asked directly; a delay of more than 10 seconds between the spirit answering one question and you asking another allows the spirit to escape into the afterlife. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. The spirit cannot lie to you, but it can refuse to answer a question that would harm its living family or friends, or truthfully answer that it doesn't know. Once the spirit answers your allotment of questions, it passes on.

","description_high":"-","book":"DC&SS","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Delay Potion","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 hour (see below)","description":"

Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting delay potion; otherwise the spell has no effect. At any point during delay potion’s duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally.

You can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.

","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Desiccating Breath","school":"4th-level evocation","level":4,"casting_time":"1 action","range":"Self (30-foot cone)","components":"V, S, M (a clump of dried clay)","duration":"Instantaneous","description":"You spew a cloud of black dust that draws all moisture from a 30-foot cone. Animals in the cone take 22 (4d10) necrotic damage, or half damage with a successful Constitution saving throw. The damage is 33 (6d10) against plants and plant creatures, halved with a successful Constitution saving throw.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Desolation","school":"8th-level necromancy","level":8,"casting_time":"1 hour","range":"1 mile","components":"V, S, M (an obsidian acorn worth 500 gp, which is consumed in the casting)","duration":"1 year","description":"

You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes unfertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster’s spellcasting ability against your spell save DC. If the check succeeds, the spell functions normally; if the check fails, the spell is countered by desolation.

After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.

Living creatures that take a short rest within the area of a desolation halve the result of any hit dice they expend. Desolation counters the effects of a bloom spell.

Ritual Focus. If you expend your ritual focus, the duration becomes permanent.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Destructive Resonance","school":"2nd-level void magic","level":2,"casting_time":"1 action","range":"Self (15-foot cone)","components":"V, S","duration":"Instantaneous","description":"You shout a scathing string of void speech that assaults the minds of any creatures who hear it. Each creature in a 15-foot cone who can hear you takes 4d6 psychic damage, or half damage with a successful Wisdom saving throw. Creatures damaged by this spell can’t take reactions until the start of their next turn.","description_high":"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.","book":"DM:V","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Detect Dragons","school":"2nd-level divination","level":2,"casting_time":"1 action","range":"Self","components":"V, S","duration":"10 minutes","description":"You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn it's cast unless you have the means to take a second action that turn.","description_high":"-","book":"HH","note":"","classes":"Bard,Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Deva’s Wings","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Touch","components":"V, S, M (a wing feather from any bird marked with an angelic symbol)","duration":"10 minutes","description":"You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet (hover) for the duration. When the creature takes the attack action, it can use a bonus action to make a melee weapon attack with the wings with a reach of 10 feet. If the wing attack hits, the target takes 1d6 plus your spellcasting ability modifier in bludgeoning damage and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear and target falls if it was aloft.","description_high":"When you cast this spell using a spell slot of 5th level or higher, you can choose one additional target for each slot level above 4th.","book":"HH","note":"","classes":"Cleric,Paladin,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Dimensional Shove","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"This spell pushes your target through a dimensional portal, causing it to disappear, then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet farther away from you, along a direct line from you. This travel can take it through walls, creatures, or other solid surfaces, but the creature can’t reappear inside a solid object or not on solid ground; instead, it appears in the nearest safe, open space along the path of travel.","description_high":"When you cast this spell using a spell slot of 4th level or higher, the target is pushed an additional 30 feet for each slot level above 3rd.","book":"HH","note":"","classes":"Bard,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Disruptive Aura","school":"8th-level evocation","level":8,"casting_time":"1 action","range":"150 feet","components":"V, S","duration":"1 minute","description":"Warping, prismatic auras surround and outline each creature inside a 10-foot cube within range. The auras shed dim light to 10 feet, and the outlines reveal hidden and invisible creatures. If an affected creature casts a spell or activates a magic item, it must make a Wisdom saving throw. On a success, the spell or magic item functions normally. On a failure, the magic effect is suppressed for the duration of the aura. Time spent suppressed counts fully against the duration of the spell or magic item effect.","description_high":"When you cast this spell using a spell slot of 9th level, the size of the cube increases to 20 feet per side.","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Distracting Divination","school":"2nd-level divination","level":2,"casting_time":"1 reaction, when an enemy attempts to cast a spell","range":"Touch","components":"V, S","duration":"Instantaneous","description":"Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy attempts to cast a spell, make a melee spell attack against that enemy. If it hits, the enemy's spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Distraction Cascade","school":"2nd-level divination","level":2,"casting_time":"1 reaction, when an ally declares an attack against an enemy you can see","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"With a flash of foresight, you throw a foe off balance. Target one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Doom of Ancient Decrepitude","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 minute","description":"

You generate an entropic field that rapidly ages every creature in the area of effect. The field covers a sphere with a 20-foot radius centered on you. Every creature inside the sphere when it's created, including you, must make a successful Constitution saving throw or gain 2 levels of exhaustion from sudden, traumatic aging. A creature that ends its turn in the field must repeat the saving throw, gaining 1 level of exhaustion per subsequent failure. You have advantage on these saving throws.

An affected creature sheds 1 level of exhaustion at the end of its turn, if it started the turn outside the spell's area of effect (or the spell has ended). Only 1 level of exhaustion can be removed this way; all remaining levels are removed when the creature completes a short or long rest. A creature that died from gaining 6 levels of exhaustion, however, remains dead.

","description_high":"-","book":"DC&SS","note":"","classes":"","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Doom of Blue Crystal","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"Self","components":"V, S, M (a blue crystal)","duration":"3 rounds","description":"

You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you (including yourself) must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you turn to crystal, the energy field ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell effect ends, but petrification is permanent.

Crystal creatures can see, hear, and smell normally, but they don't need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster's spell save DC or be killed. If a crystal statue is broken or damaged, the subject has similar damage when its petrification ends.

Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Doom of Consuming Fire","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"Self","components":"V, S, M (a dead coal or a fistful of ashes)","duration":"1 minute","description":"This spell wreathes you in cold, purple fire that damages creatures near you. You take 3 (1d6) cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell, and at the start of your turns while the spell is in effect, take 4 (1d8) cold damage.","description_high":"When you cast this spell using a slot of 3rd level, the radius of the spell extends to 10 feet, damage to you is 4 (1d8) cold damage, and damage to other creatures is 5 (1d10 )cold damage. When you cast this spell using a slot of 4th level, the radius of the spell extends to 15 feet, damage to you is 5 (1d10) cold damage, and damage to other creatures is 6 (1d12) cold damage. When you cast this spell using a slot of 5th level, the radius of the spell extends to 20 feet, damage to you is 6 (1d12) cold damage, and damage to other creatures is 10 (1d20) cold damage.","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Doom of Dancing Blades","school":"3rd-level illusion","level":3,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 hour","description":"

When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll was within 3 of your armor class, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can't parry (the attack roll succeeds by 4 or more), you take only half damage from the attack and an illusory weapon is destroyed. Spells and effects that don't require an attack roll or that affect an area affect you normally and don't destroy any illusory weapons.

If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory dancing blades also strike the target and do 1d8 bludgeoning, piercing, or slashing damage (your choice) each.

An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness, or on blind creatures.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Doom of Disenchantment","school":"3rd-level abjuration","level":3,"casting_time":"1 action","range":"Self","components":"V, S","duration":"5 rounds","description":"

When you cast doom of disenchantment, your armor and shield glow with unholy light. When a creature hits you with an attack, the spell counters any augmenting magic granting the attack a bonus to hit (but not advantage) or bonus damage. For example, a +1 weapon would still be considered magical but it gets neither +1 to hit nor damage against a target under a doom of disenchantment.

The doom also momentarily suppresses other magical abilities or spell-like abilities of the attack. A sword of wounding, for example, can't cause ongoing wounds on you and you recover hit points normally. If the attack was a spell or spell-like ability, it's affected as if you'd cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Doom of Serpent Coils","school":"4th-level necromancy","level":4,"casting_time":"1 action","range":"Self","components":"V, S, M (vial of poison)","duration":"Instantaneous","description":"

You drink a dose of venom or other poison and through the unholy power of your dark god, you spread the effect to other living things around you. If the poison normally allows a saving throw, you fail it automatically. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, creatures around you make a Constitution saving throw against the spell. A target whose saving throw succeeds suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. Targets that fail the saving throw don't take the poison's usual effect; instead, they take 14 (4d6) poison damage and are poisoned. While poisoned this way, a creature repeats the saving throw at the end of its turn. On a failure, it takes 14 (4d6) poison damage and is still poisoned. On a success, it's no longer poisoned and it's immune to further castings of doom of serpent coils for 24 hours.

Multiple castings of doom of serpent coils have no additional effect against creatures that are already poisoned by it. The effect can also be ended by protection from poison or comparable magic.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Doom of the Cracked Shield","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Until expended","description":"Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target's nonmagical shield or damages nonmagical armor, in addition to the normal effects of the attack. If the foe is using a nonmagical shield, it crumbles into sawdust and rust. If the foe doesn't use a shield, its nonmagical armor is permanently reduced in effectiveness by 2 points. If the target doesn't use armor or a shield, the spell is expended with no effect.","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Doom of the Earthen Maw","school":"4th-level evocation","level":4,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"10 rounds","description":"

The ground within 30 feet of the point you designate turns into filthy and slippery muck, so that those in the area sink down to a watery death. This spell affects sand, earth, mud, or ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. Creatures that free themselves or that enter the area after the spell was cast are affected by the difficult terrain but don't become restrained.

Each round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes completely submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren't holding their breath. Creatures that are still submerged when the spell expires are sealed beneath the newly-solid ground. At that point, they can escape only if someone else digs them out or they have a burrowing speed.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Doom of the Slippery Rogue","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"40 feet","components":"V, S, M (bacon fat)","duration":"1 minute","description":"A doom of the slippery rogue spell covers a 20-foot‐by‐20‐foot area of wall or floor with a thin coating of bacon fat or similar grease. Climbers must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless they're held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Movement through the affected area is done at half speed (this is cumulative with the usual halving for climbing), and any movement must be accompanied by a Dexterity (walking) or Strength (climbing) saving throw. If the saving throw fails, the moving creature falls.","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Doom of Voracity","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"120 feet","components":"V, S, M (dust from the ruins of an ancient kingdom)","duration":"1 minute","description":"

You create a ripple of dark energy that destroys everything it touches. You create a 10-foot-radius, 10-foot-deep cylindrical extra-dimensional hole on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.

Any creature standing in the original conjured space, or on an expanded space as it grows, must succeed on a Dexterity saving throw to avoid falling in. The sloped pit edges crumble continuously, and any creature adjacent to the pit when it expands must succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures who fall into the pit take falling damage as normal. The pit's radius expands 10 feet each round for the duration.

The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the beginning of their turns. If you fall into your own pit, you take damage, then the spell ends and you are incapacitated for 2 rounds. When the spell ends, creatures within the pit must make a Constitution saving throw. Those who succeed rise up with the bottom of the pit until they are standing on the original surface. Those who fail also rise up but are stunned for 2 rounds.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, increase the depth of the pit by 10 feet for each slot level above 3rd.","book":"MWB","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Douse Light","school":"Transmutation cantrip","level":-1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"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.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Draconic Smite","school":"1st-level evocation","level":1,"casting_time":"1 bonus action","range":"Self","components":"V","duration":"1 minute","description":"The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon momentarily takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage done to the secondary creatures increases by 1d6 for each slot.","book":"HH","note":"","classes":"Druid,Paladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Dragon Breath","school":"5th-level evocation","level":5,"casting_time":"1 action","range":"Self (15-foot cone or 30-foot line)","components":"V, S, M (a piece of a dragon’s tooth)","duration":"1 minute","description":"

You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.

When you cast the spell, choose one of the dragon types listed below. Your choice determines the range and damage of the breath attack for the spell’s duration.

Dragon Type Breath Weapon Range Breath Weapon Damage
Black 30-foot line, 5 feet wide 6d6 acid damage
Blue 30-foot line, 5 feet wide 6d6 lightning damage
Green 15-foot cone 6d6 poison damage
Red 15-foot cone 6d6 fire damage
White 15-foot cone 6d6 cold damage

","description_high":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Dragon Roar","school":"Evocation cantrip","level":-1,"casting_time":"1 action","range":"30 feet","components":"V","duration":"Instantaneous","description":"

Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened of you until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Drown","school":"6th-level conjuration","level":6,"casting_time":"1 action","range":"30 feet","components":"V, S, M (water from the lungs of a drowned creature)","duration":"1 minute","description":"

Water swirls up in a sphere around a creature you can see within range, forcing itself into the creature’s mouth and nose. The creature must make a Strength saving throw. On a failed save, it is stunned until the start of its next turn by the water entering its lungs. On a successful save, the creature isn’t affected.

An affected creature can’t speak and begins to suffocate. As an action, the creature can try to cough the water out of its lungs by repeating the saving throw. On a success, the spell ends.

A creature that can breathe water isn’t affected by drown.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Earthskimmer","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Self","components":"V, S, M (a piece of shale or slate)","duration":"1 minute","description":"

You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or another solid surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.

When you take the Dash action, until the end of your turn you can enter the space of a creature up to one size larger than yourself, and the creature must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save and is knocked prone, or half as much damage and isn’t knocked prone on a successful one.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Ectoplasm","school":"2nd-level necromancy","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a pinch of bone dust)","duration":"1 minute","description":"

You call forth a Medium-sized ectoplasmic manifestation that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half damage with a successful Wisdom saving throw.

As a bonus action, you can move the manifestation up to 30 feet. It can move through one creature’s space but can’t remain in the same space as that creature. If the ectoplasm enters a creature’s space, that creature takes 2d6 psychic damage, or half damage with a successful Wisdom saving throw. If the saving throwfails, the creature also has disadvantage on Dexterity checks until the end of its next turn.

When you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn’t illuminate the surroundings but does glow dimly enough to show the manifestation’s path. The residue dissipates one round later.

","description_high":"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.","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Eidetic Memory","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"Self","components":"V, S, M (a string tied in a knot)","duration":"1 hour","description":"When you cast this spell, you remember everything you've ever read or heard in the past. This grants you a +10 bonus when making Intelligence checks for the duration.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Druid,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Eldritch Communion","school":"5th-level divination","level":5,"casting_time":"1 minute","range":"Self","components":"V, S, M (corvid entrails, a dried opium poppy, and a glass dagger)","duration":"1 minute","description":"

You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance the answer contains a falsehood or is misleading in some way (the GM determines this secretly).

Great Old Ones have vast knowledge but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry “I don’t know.”

This contact also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you.

If you cast eldritch communion two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short- term madness.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Elemental Horns","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"Touch","components":"V, S, M (a torch)","duration":"1 minute","description":"The target of this spell must be a creature with horns or the spell fails. Elemental horns causes the target’s horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally does.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.","book":"HH","note":"","classes":"Druid,Ranger,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Emanation of Yoth","school":"4th-level necromancy","level":4,"casting_time":"1 minute","range":"90 feet","components":"V, S, M (a fistful of grave earth and a vial of child’s blood)","duration":"1 hour","description":"

You call forth a ghost that takes the form of a spectral serpentfolk assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 hit points or when the spell ends.

The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions.

You are immune to the ghost’s horrifying visage but can willingly become the target of the ghost’s possession. You can end this possession as a bonus action.

","description_high":"When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Enchant Ring","school":"6th-level enchantment","level":6,"casting_time":"1 action","range":"Touch","components":"V, S, M (500 gp worth of diamond dust, which the spell consumes)","duration":"Permanent until discharged","description":"

You enchant a ring that isn’t being worn or carried. The next creature who willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or your ally. If the creature dons the ring while directly threatened by you or your ally, the spell fails.

The charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize its feeling toward you changed (potentially vastly) in a short time. How the creature reacts and regards you in the future is up to the GM.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Encroaching Shadows","school":"6th-level illusion","level":6,"casting_time":"1 hour","range":"150 feet","components":"V, S, M (a drop of blood smeared on a silver rod worth 100 gp)","duration":"12 hours","description":"You cause menacing shadows to invade an area 200 feet on a side and 50 feet high. Illumination in the area drops one step (from bright light to dim, from dim light to darkness). Any spell that creates light in the area that’s cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and spells that create light don’t function in the area if they are of a lower spell slot level. Nonmagical effects can’t increase the level of illumination in the affected area. Spells with “shadow” in their names and spells that create darkness or shadow take effect in the area as if a one-level-higher spell slot was used casting them.","description_high":"

When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.

Ritual Focus. If you expend your ritual focus, the spell’s duration increases by 12 hours and it cannot be dispelled by spells that create light, even if they are cast with a higher-level spell slot.

","book":"HH","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Encrypt / Decrypt","school":"Transmutation cantrip","level":-1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"By touching a written message or book, you can hide its contents. All creatures who try to read it see the page markings as nothing but gibberish. The effect ends when encrypt/decrypt is cast on the material again or when dispel magic is cast on the affected script.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Energy Absorption","school":"5th-level abjuration","level":5,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 minute","description":"

For the duration, a willing creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage.

If the spell is used against an unwilling creature, you must make a melee spell attack with a range of 5 feet. If it hits, then for the duration of the spell, the affected creature must make a saving throw with its spellcasting ability whenever it casts a spell that causes one of the listed damage types. If the saving throw fails, the spell fails and its slot is wasted; if the saving throw succeeds, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, etc.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Energy Foreknowledge","school":"4th-level divination","level":4,"casting_time":"1 reaction, when you are the target of a spell that does cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage","range":"Self","components":"V, S","duration":"Instantaneous","description":"When you cast energy foreknowledge, you gain resistance to every type of energy listed above that’s done by the spell hitting you. This resistance lasts until the end of your next turn.","description_high":"When energy foreknowledge is cast with a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Enhance Greed","school":"2nd-level divination","level":2,"casting_time":"1 action","range":"Self","components":"V, S","duration":"10 minutes","description":"

You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.

Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes and another 30 feet can be added to its range for each slot level above 2nd.","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Entomb","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"90 feet","components":"V, S, M (a chip of granite)","duration":"8 hours","description":"

You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.

The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Entropic Damage Field","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a silver wire)","duration":"1 minute","description":"By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who fail a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures are allowed a fresh saving throw against this spell each time you take damage, and a success ends the spell’s effect on that creature. Creatures that approach to within 60 feet of you after the spell was cast are affected.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Essence Instability","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"120 feet","components":"V, S","duration":"1 minute","description":"

You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.

Creatures affected by the aura must succeed on a Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells.

The aura does not detect as magic or poison, is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). Protection from poison negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as mage armor or wall of force will block it.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.","book":"MWB","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Evercold","school":"4th-level necromancy","level":4,"casting_time":"1 action","range":"30 feet","components":"V, S, M (an insect that froze to death)","duration":"Until dispelled","description":"

You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of evercold, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration.

The spell can be ended by its caster or by dispel magic or remove curse.

","description_high":"-","book":"DM:W","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Exsanguinate","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"30 feet","components":"V, S, M (the desiccated heart of a horse)","duration":"1 minute","description":"

You cause a creature’s body to become engorged with blood or ichor. You target one creature that you can see within range. The target must make a Constitution saving throw. If it succeeds, it takes 2d6 bludgeoning damage and the spell ends. If it fails, the creature takes 4d6 bludgeoning damage and its hit point maximum is reduced by an amount equal to the damage taken. In addition, the creature is incapacitated and cannot breathe as it vomits up torrents of blood or ichor. An affected creature repeats the saving throw at the start of its turn. On a success, the spell ends; on a failure, the creature takes another 4d6 bludgeoning damage, its hit point maximum is reduced by the amount of damage taken, and it remains incapacitated and unable to breathe.

The reduction in the creature’s hit point maximum lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, one additional creature can be targeted for each spell slot level above 5th.","book":"HH","note":"","classes":"Cleric,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Exsanguinating Cloud","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"100 feet","components":"V, S","duration":"5 minutes","description":"

When you cast this spell, a rose-colored mist billows up from the spot you indicate within range, obscuring sight and draining blood from living creatures. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. Its area is heavily obscured.

This cloud leeches the blood or similar fluid from creatures in the area. It doesn't affect undead or constructs. Any creature in the cloud when it's created or at the start of your turn takes 21 (6d6) necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents gaining exhaustion.

","description_high":"-","book":"DM:B&D","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Extract Foyson","school":"1st-level transmutation","level":1,"casting_time":"1 minute","range":"30 feet","components":"V, S, M (a wooden bowl)","duration":"Permanent","description":"

You extract the goodness in food, pulling all the nutrition out of three days’ worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed.

The original food appears unchanged and though it’s still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.

","description_high":"

When you cast this spell using a spell slot of 2nd level or higher, an additional three meals’ worth of food can be extracted for each slot level above 1st.

Ritual Focus. If you expend your ritual focus, you can choose to have each day’s worth of foyson take the form of a slice of delicious elven bread.

","book":"HH","note":"","classes":"Bard,Druid,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Extract Knowledge","school":"6th-level necromancy","level":6,"casting_time":"1 action","range":"Touch","components":"V, S, M (a blank page)","duration":"Instantaneous","description":"By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than a sentence—and very specific to the framed question. The corpse doesn't need a functioning mouth to speak its answer; you receive the information telepathically. It doesn't matter whether the creature was your friend or enemy; the spell compels it to answer in any case.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Fault Line","school":"6th-level evocation","level":6,"casting_time":"1 reaction","range":"Self (60-foot line)","components":"V, S","duration":"Permanent","description":"The ground thrusts sharply upward along a 60‐foot line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected space are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half damage and are not knocked prone. This spell doesn’t damage permanent structures.","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Feather Field","school":"1st-level abjuration","level":1,"casting_time":"1 reaction, which you take when you are hit by a ranged attack by a magical weapon or targeted by an Elvish Veteran Archer’s Volley","range":"Self","components":"V, S, M (fletching from an arrow)","duration":"1 round","description":"A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magical weapons or weapons whose ranged attacks are considered magical, such as volley attacks by elvish veteran archers or deathsworn elves.","description_high":"When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each level.","book":"W10","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Feather Travel","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Touch","components":"V, M (a feather)","duration":"1 hour","description":"The target of feather travel transforms into a feather (along with their clothing and other gear) and drifts on the wind. The drifting creature has a limited ability to control their travel. They can move only in the direction the wind is blowing and at the speed of the wind. They can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing them to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.","description_high":"When you cast feather travel using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.","book":"W7","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Feed the Worms","school":"1st-level necromancy","level":1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Until destroyed","description":"You draw forth the ebbing life force of a creature and use it to feed the worms. Upon casting this spell, you touch a creature that dropped to 0 hit points since your last turn. If it fails a Constitution saving throw, its body is completely consumed by worms in moments, leaving no remains. In its place is a swarm of worms (treat as a standard swarm of insects) that considers all other creatures except you as enemies. The swarm remains until it's killed.","description_high":"-","book":"DC&SS","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Find Kin","school":"1st-level divination","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a freshly dug up tree root that is consumed by the spell)","duration":"Instantaneous","description":"Touch one willing creature or make a melee spell attack on an unwilling creature. If the target fails a Wisdom saving throw, you learn the identity, appearance, and general location (such as "5 miles north" or "in the city of Tyre") of one random living blood relative of the target. A creature may choose to automatically fail this save.","description_high":"-","book":"HH","note":"","classes":"Cleric,Paladin","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Find the Flaw","school":"1st-level divination","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a broken gear)","duration":"Instantaneous","description":"You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Fire Darts","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"20 feet","components":"V, S, M (a fire the size of a small campfire or larger)","duration":"Instantaneous","description":"When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward targets within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart does 4d6 fire damage or half damage with a successful Dexterity saving throw.","description_high":"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.","book":"W7","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Fire Under the Tongue","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"5 feet","components":"V","duration":"24 hours","description":"You have mastered the skraeling art of keeping fire under your tongue. You can consume a nonmagical fire up to the size of a normal campfire. The fire is stored harmlessly in your mouth and dissipates if not used before the end of the spell’s duration. You can vomit forth the stored fire as an action. If you’re trying to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames cause 1d6 fire damage, while torch-sized flames cause 1 point of fire damage. Once you’ve spit it out, the fire burns normally. It goes out immediately unless it hits inflammable material and sets it alight.","description_high":"-","book":"HH","note":"","classes":"Druid,Ranger,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Firewalk","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"10 minutes","description":"The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no surface to walk on, the creature can walk along the tops of the flames themselves.","description_high":"When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.","book":"W7","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Fist of Iron","school":"Transmutation cantrip","level":-1,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 minute.","description":"You transform your naked hand to iron. Your unarmed attacks do 1d6 points of bludgeoning damage and are considered magical.","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Flame Wave","school":"4th-level evocation","level":4,"casting_time":"1 action","range":"Self (40-foot cone)","components":"V, S, M (a drop of tar, pitch, or oil)","duration":"Instantaneous","description":"A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area takes 6d8 fire damage and is pushed 20 feet away from you; with a successful Dexterity saving throw, the creature takes half damage and isn’t pushed.","description_high":"When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Flickering Fate","school":"4th-level divination","level":4,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 round","description":"You or a target that you touch can see the flickering shadows of fate a few seconds into the future. When the spell is cast, all other creatures within range make Wisdom saving throws. Those that fail must declare, in initiative order, what their next action will be. The subject of the spell declares his or her action last, after hearing what all other creatures will do. Creatures that declared an action must follow their declarations as closely as possible when their turn comes. For the duration of the spell, its recipient has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their action have disadvantage on attacks against the target.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Fluctuating Alignment","school":"4th-level enchantment","level":4,"casting_time":"1 action","range":"120 feet","components":"V, S","duration":"10 minutes","description":"

You channel the force of chaos to taint your target’s mind. A target that fails to make a successful Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll anew every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not, in and of themselves, make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.

Alignment Fluctuation


d20 Alignment
1-2 Chaotic good
3-4 Chaotic neutral
5-7 Chaotic evil
8-9 Neutral evil
10-11 Lawful evil
12-14 Lawful good
15-16 Lawful neutral
17-18 Neutral good
19-20 Neutral

","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Flurry","school":"1st-level transmutation","level":1,"casting_time":"1 bonus action","range":"Self","components":"V, S, M","duration":"1 round","description":"A flurry of snow surrounds you in a 5-foot radius. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks. The same penalty applies to attack rolls into, out of, or through the area.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Ranger,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Forest Native","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a clump of soil taken from the forest)","duration":"1 hour","description":"While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the forest. For the duration of the spell, if the creature is within the forest, difficult terrain composed of natural, nonmagical vegetation doesn’t cost it extra movement. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Forest Sanctuary","school":"9th-level abjuration","level":9,"casting_time":"1 minute","range":"300 feet","components":"V, S, M (a bowl of fresh rainwater and a tree branch from the target forest)","duration":"24 hours","description":"

While in a forest, you create a protective, 200-foot cube on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, meteor swarm, or ley storm. Such spells can’t be cast while the spellcaster is within the cube. An elemental creature with storm-like traits (such as an elemental lord’s Tempest trait) has those traits suppressed while within the area.

You can create a permanently protected area by casting this spell at the same location every day for one year.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Foretell Distraction","school":"1st-level divination","level":1,"casting_time":"1 bonus action","range":"Self","components":"S","duration":"Instantaneous","description":"Thanks to your foreknowledge, you know just when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is accessible within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed less than 10 for any other reason). This doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Form of the Gods","school":"9th-level transmutation","level":9,"casting_time":"1 action","range":"Self","components":"V, S, M (a holy symbol)","duration":"1 hour","description":"

By drawing on the energy of the gods, you can temporarily assume the form of your patron's avatar. Form of the gods transforms you into an entirely new shape and makes the following changes (summarized below and in the avatar form stat block).

You remain in this form until you stop concentrating on it or until you drop to 0 hit points, at which time you revert to your natural form.

Avatar Form


Large
Armor Class 17
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 18 (+4) 16 (+3) 20 (+5)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons, plus one additional type
Senses darkvision 60 ft., passive Perception 13
Languages Speaks all languages known in previous form
Challenge 18 (20,000 XP)

Awesome Presence. Each creature of your choice within 60 feet of you must succeed on a DC 17 Wisdom saving throw or become frightened of you for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. Once a creature makes a successful saving throw, that creature is immune to your Awesome Presence for 24 hours.

Actions

Multiattack. You make two slam attacks and one bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage.

","description_high":"-","book":"HH","note":"","classes":"Cleric","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Freeze Blood","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 minute","description":"When you cast freeze blood as a successful melee spell attack against a living creature with a circulatory system, the creature’s blood freezes. For the spell’s duration, the affected creature’s speed is halved and it takes 4d10 cold damage at the beginning of your turns. If the creature takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice. An affected creature repeats the saving throw at the end of its turn, ending the effect on a success.","description_high":"-","book":"DM:W","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Freeze Potion","school":"1st-level transmutation","level":1,"casting_time":"1 reaction, which you take when you see a creature within range of the spell about to use a potion","range":"25 feet","components":"V,S","duration":"Instantaneous","description":"A blue spark flies from your hand into a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The contents melt normally and are not otherwise harmed, but it’s not possible to consume them while they’re frozen (they won’t come out of the container).","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for every spell slot beyond 1st level.","book":"HH","note":"","classes":"Cleric,Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Freezing Fog","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"100 feet","components":"V, S","duration":"5 minutes","description":"The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and its area of effect is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses it in one round. The fog is freezing cold, so any creature that ends its turn in the fog takes 2d6 cold damage and gains a level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.","description_high":"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.","book":"HH","note":"","classes":"Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Frenzied Bolt","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"120 feet","components":"V, S","duration":"Instantaneous","description":"You direct a bolt of rainbow colors toward a creature of your choice within range. If it hits, the target takes 3d8 damage of a random type (determined by rolling on the Damage Type table). If your attack roll was odd (the roll itself, not the adjusted result), the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack, miss a target, or run out of potential targets. All targets must be within range from you. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky.","description_high":"

When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by the spell, not once per bolt.

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Frostbite","school":"5th-level evocation","level":5,"casting_time":"1 action","range":"90 feet","components":"V, S, M (a strip of dried flesh that has been frozen at least once)","duration":"1 minute","description":"

Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. If it succeeds, the spell has no further effect. If the saving throw fails, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns.

An affected creature repeats the saving throw at the start of its turn. The effect ends when the creature makes its third successful save.

Creatures that are immune to cold damage are unaffected by frostbite.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for every slot level above 5th.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Frostbitten Fingers","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a patch of frostbitten skin)","duration":"1 hour","description":"

You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target’s hands to lose sensation. When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity and Strength checks that require the use of both hands.

After every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.

","description_high":"-","book":"DM:W","note":"","classes":"Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Frozen Razors","school":"3rd-level evocation","level":3,"casting_time":"1 action","range":"90 feet","components":"V, S, M (water from a melted icicle)","duration":"1 minute","description":"Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half damage with a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.","description_high":"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.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Furious Hooves","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Touch","components":"V, S, M (a nail)","duration":"1 minute","description":"You enhance the hooves of a target creature, imbuing it with power and swiftness. The target increases its base speed by 30 feet (to a maximum of twice its base speed). In addition to any attacks the creature can normally make, this spell grants two additional hoof attacks that each does 1d6 bludgeoning damage plus the target’s Strength modifier (the damage is 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically does hoof damage to the target of a successful shove attack.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Fusillade of Ice","school":"4th-level evocation","level":4,"casting_time":"1 action","range":"Self (30-foot cone)","components":"V, S, M (a dagger shaped like an icicle)","duration":"Instantaneous","description":"You unleash a spray of razor-sharp ice shards. Creatures in the 30-foot cone take 4d6 cold damage and 3d6 piercing damage, or half damage with a successful Dexterity saving throw.","description_high":"When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.","book":"DM:W","note":"","classes":"Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Gear Barrage","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"Self (60-foot cone)","components":"V, S, M (a handful of gears and sprockets worth 5gp)","duration":"Instantaneous","description":"You create a burst of magically-propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Gear Shield","school":"1st-level abjuration","level":1,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a small handful of gears and sprockets worth 5gp)","duration":"10 minutes","description":"You cause a handful of gears to orbit the target’s body. These shield the spell’s target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject’s movement, vision, or outgoing attacks.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Gift of Azathoth","school":"2nd-level enchantment","level":2,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"24 hours or until the target attempts a third death saving throw","description":"A willing creature you touch is imbued with the persistence of ultimate Chaos. Until the spell ends, the target has advantage on the first three death saving throws it attempts.","description_high":"When you cast this spell using a spell slot of 5th, 6th, or 7th level, the duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the duration increases to 72 hours.","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Glacial Cascade","school":"8th-level evocation","level":8,"casting_time":"1 action","range":"Self (60-foot sphere)","components":"V, S, M (a piece of alexandrite)","duration":"Instantaneous","description":"By harnessing the power of ice and frost, you cause pure cold to emanate from yourself, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half damage with a successful Constitution saving throw. A creature killed by this spell is transformed into pure ice, leaving behind no trace of its original body.","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Glacial Fog","school":"7th-level evocation","level":7,"casting_time":"1 action","range":"100 feet (30-foot sphere)","components":"V, S, M (crystalline statue of a polar bear worth at least 25g)","duration":"1 minute","description":"Upon your final utterance, the target area is covered in a glacial fog which generates a limb numbing cold that causes 12d6 points of cold damage and inflicts one level of exhaustion. Creatures within the area have disadvantage on Perception checks. A successful Constitution saving throw halves the cold damage and negates the other effects. This damage is instantaneous and occurs only on the first round of the spell. While you maintain concentration on this spell, any creature within the area of effect that attempts any action requiring manual dexterity such as loading a crossbow, drawing a weapon, picking a lock, retrieving a stored item, or manipulating a material spell component must succeed on a DC 10 Dexterity saving throw to do so. A failed check means the creature drops the item it is attempting to manipulate. The area inside the spell’s area of effect is considered difficult terrain. Any creature beginning or ending a move within the spell’s area of effect must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.","description_high":"When you cast this spell using a spell slot of 8th or higher, the damage increases by 1d6 for each slot level above 7th.","book":"MWB","note":"","classes":"Cleric,Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Gliding Step","school":"1st-level abjuration","level":1,"casting_time":"1 action","range":"Self","components":"V, S","duration":"10 minutes","description":"Provided you’re not carrying more than a normal heavy load, you can walk on the surface of snow rather than wading through it, and ignore its effect on movement. Ice also supports your weight no matter how thin it is, and you can travel on it as if you’re wearing ice skates. You still leave tracks normally under these effects.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for every slot above 1st.","book":"HH","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Glimpse of the Void","school":"8th-level void magic","level":8,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a scrap of parchment with void glyph scrawlings)","duration":"1 minute","description":"Muttering void speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.","description_high":"-","book":"DM:V","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Gloomwrought Barrier","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"100 feet","components":"V, S, M (a piece of obsidian)","duration":"1 minute","description":"When you cast this spell, you erect a barrier of energy from the realm of death and shadow. This creates a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall lightly obscures vision through it from one side of your choice but is transparent from the other side. A creature that tries to move through the wall must make a successful Wisdom saving throw or become frightened of the wall until the start of the creature's next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it's immune to being frightened of this gloomwrought barrier.","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Gluey Globule","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a drop of glue)","duration":"1 minute or 1 hour","description":"

You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by doing 20 acid damage to the target. The glue dissolves when the creature breaks free or at the end of 1 minute.

Alternatively, gluey globule can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of sovereign glue and lasts for 1 hour.

","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Goat's Hoof Charm","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a goat’s hoof)","duration":"1 minute","description":"The target creature traverses craggy slopes with the surefootedness of a mountain goat. When climbing slopes and inclines (but not vertical surfaces) that normally reduce speed by half, the target moves at three-quarters normal speed instead. The target also gains a +2 bonus on checks to prevent falls, to catch a ledge or otherwise stop themselves when falling, and on Dexterity checks to move along narrow ledges.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for every slot above 1st.","book":"HH","note":"","classes":"Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Going in Circles","school":"3rd-level illusion","level":3,"casting_time":"10 minutes","range":"Sight","components":"V, S, M (a piece of the target terrain)","duration":"24 hours","description":"

You make natural terrain in a 1 mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn’t changed, only the perception of those inside it. A creature who succeeds on two Wisdom (Survival) checks while within the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that re-enters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain.

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area automatically sees the illusion and is unaffected by the spell.

If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Grasp of the Tupilak","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"Self","components":"V, S, M (tupilak idol)","duration":"1 hour or until triggered","description":"

This spell is infamous for its use among feuding wizards and witches, because it lets the caster steal one or more spell slots from the target. Grasp of the tupilak remains effective for 1 hour or until it’s triggered. When you make a successful melee attack, besides doing normal melee damage, the target takes an additional 2d4 necrotic damage and one or more of the defender’s spell slots are transferred to you, for you to use as your own. Roll 1d6; the result equals the total levels of the slots transferred. Spell slots of the highest level possible are transferred before lower-level slots.

For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you receive a 3rd-level slot plus a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. You can steal either arcane or divine spell slots, at your preference. Crucially, however, spell slots can be stolen only from casters who prepare spells in advance. If the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all its 1st and 2nd-level spell slots—then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is higher than you’re able to use, treat it as your highest-level slot.

A spellcaster who’s been affected by grasp of the tupilak can’t recover stolen spell slots until the stolen slot is used, you take a long rest, or they receive remove curse, greater restoration, or comparable magic. Unused stolen spell slots disappear from your inventory when you take a long rest or when the creature you stole them from receives restorative magic.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Greater Ley Protection","school":"7th-level abjuration","level":7,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 minute","description":"You create a 20-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 7 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 7 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 7 can’t extend into the cube. If the cube overlaps an area of ley line magic, such as greater ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.","description_high":"When you cast this spell using a spell slot of 9th level or higher, its duration is concentration, up to 1 hour.","book":"ToOM:PH","note":"","classes":"Druid","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Greater Ley Pulse","school":"7th-level transmutation","level":7,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 minute","description":"You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.","description_high":"When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Maze, Greater","school":"9th-level conjuration","level":9,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"10 minutes","description":"

This spell functions as maze, but the target takes 4d6 psychic damage from traps and other hazards each time it starts its turn in the maze. The damage is halved if the target makes a successful Dexterity saving throw, repeated each round.

Escaping this maze is difficult. The target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Greater Seal of Sanctuary","school":"9th-level abjuration","level":9,"casting_time":"10 minutes","range":"Touch","components":"V, S, M (incense and special inks worth 500 gp, which the spell consumes)","duration":"24 hours","description":"

You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 100 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a deadly barrier. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 15d8 radiant damage, it’s repelled to 5 feet outside the boundary, and it can’t target anything on the opposite side of the boundary with attacks, spells, or abilities. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed instead of taking damage. On a successful save, the creature takes half as much radiant damage and can cross the boundary.

While within 100 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws, and each takes 4d8 radiant damage at the start of its turn. All of these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel.

Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal.

The seal has 75 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Green Decay","school":"4th-level necromancy","level":4,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 hour","description":"

Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.

You lose Concentration on this spell if you can’t see the target at the end of your turn.

Green Decay. The creature’s flesh is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it is vulnerable to acid, fire, and necrotic damage. The affected creature must make a Constitution saving throw at the end of each of its turns. If the saving throw fails, the creature takes 1d6 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature succeeds at three of these saving throws before it fails at three of them, the disease ends immediately (but damage and maximum hit point reductions remain in effect). If the creature fails at three of these saving throws before succeeding at three of them, the disease lasts for the duration of the spell with no further saving throws against it needed or allowed.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Gremlins","school":"4th-level conjuration","level":4,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a single gear)","duration":"1 minute","description":"You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.","description_high":"When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Grinding Gears","school":"4th-level evocation","level":4,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a single gear)","duration":"1 minute","description":"You designate a spot within range, and massive gears emerge from the ground at that spot, creating difficult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws after every 10 feet of movement or when they stand up. Failure indicates that the creature falls prone and takes 1d8 points of bludgeoning damage.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Grudge Match","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"100 feet","components":"V, S","duration":"1 round","description":"You reveal how the Norns have entwined the fate of nearby allies and enemies. For every ally targeted by this spell, you must also target an enemy within range. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, every target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made against targets also affected by the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above checks against a non-subject, it has a ­­–2 penalty on that check.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the duration is increased by 1 round for every slot above 2nd.","book":"HH","note":"","classes":"Ranger,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Guest of Honor","school":"1st-level enchantment","level":1,"casting_time":"1 action","range":"Touch","components":"V, M (a signet ring worth 25 gp)","duration":"10 minutes","description":"You whisper words of encouragement, and a target that you touch gains confidence along with approval from strangers. For the spell’s duration, the subject puts their best foot forward and strangers associate the target with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others and gains a +2 bonus to their status score (if used).","description_high":"

When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.

Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.

","book":"HH","note":"","classes":"Bard,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Guiding Star","school":"1st-level divination","level":1,"casting_time":"10 minutes","range":"Self","components":"V, S","duration":"8 hours","description":"By observing the stars or the position of the sun, you are able to determine the cardinal directions, and the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain ahead.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Hamstring","school":"Evocation cantrip","level":-1,"casting_time":"1 action","range":"60 feet","components":"S","duration":"Instantaneous","description":"

You create a barbed arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","description_high":"-","book":"ToOM:PH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Harry","school":"4th-level enchantment","level":4,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a bit of fur from a game animal)","duration":"1 hour","description":"

You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

","description_high":"When you cast this spell with a 6th-level spell slot, the duration is concentration, up to 8 hours and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.","book":"ToOM:PH","note":"","classes":"Bard,Cleric,Corcerer,Druid,Ranger,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Harrying Hounds","school":"5th-level enchantment","level":5,"casting_time":"1 action","range":"180 feet","components":"V, S, M (a tuft of fur from a hunting dog)","duration":"8 hours","description":"

When you cast this spell, choose a direction (north, south, northeast, etc.). Each creature in a 20-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.

When an affected creature travels, it travels at a fast pace in the opposite direction of the direction you chose as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success.

An affected creature moves along the safest available route, unless it has nowhere to move such as if it arrives to the edge of a cliff. When an affected creature can’t safely move in the opposite direction of your chosen direction, it cowers in place, defending itself from hostile creatures but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, allowing it to move as necessary to face hostile creatures.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Rocerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Harsh Light of Summer’s Glare","school":"8th-level enchantment","level":8,"casting_time":"1 action","range":"90 feet","components":"V, S","duration":"1 round","description":"

Your visage radiates the wrath of the shadow fey, which bears down oppressively upon your targets in a burst of brilliant light. Only creatures that can see you are affected. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.

Ritual Focus. If you expend your ritual focus, affected creatures without darkvision are charmed instead of blinded.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Heart-Seeking Arrow","school":"4th-level transmutation","level":4,"casting_time":"1 bonus action","range":"Self","components":"V","duration":"1 minute","description":"The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs.","description_high":"When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.","book":"ToOM:PH","note":"","classes":"Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Heartache","school":"2nd-level enchantment","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a silver locket)","duration":"Instantaneous","description":"You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature suffers 5d6 psychic damage a failed Charisma saving, or half damage on with a successful saving throw.","description_high":"

When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.

Ritual Focus. If you expend your ritual focus, the target is also incapacitated for 1 round, if it fails the saving throw.

","book":"HH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hearth Charm","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"25 feet","components":"V, S","duration":"24 hours","description":"This spell makes flammable material burn twice as long as normal.","description_high":"-","book":"HH","note":"","classes":"Druid,Ranger,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Heartstop","school":"2nd-level necromancy","level":2,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"10 minutes.","description":"You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Heartstrike","school":"2nd-level divination","level":2,"casting_time":"1 bonus action","range":"Self","components":"V, S, M (an arrow, bolt, or other missile)","duration":"Instantaneous","description":"The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for half cover, three-quarters cover, and light obscuration when making those attacks.","description_high":"-","book":"DM:CD","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Heavenly Crown","school":"6th-level enchantment","level":6,"casting_time":"1 action","range":"Self (30-foot sphere)","components":"V, S, M (a small golden crown worth 50 gp)","duration":"1 minute","description":"A glowing golden crown appears on your head and sheds dim light in a 30-foot radius, invoking the majesty of the heavenly planes. When you cast the spell and as a bonus action on subsequent turns, you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.","description_high":"-","book":"HH","note":"","classes":"Cleric,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Hedgehog Dozen","school":"3rd-level illusion","level":3,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 minute","description":"

Eleven illusory duplicates of the touched creature appear in its space. A creature affected by hedgehog dozen seems to have a dozen arms, shields, and weapons—a swarm of partially overlapping, identical creatures. Until the spell ends, these duplicates move with the target and mimic its actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

While surrounded by duplicates, a creature gains advantage against any opponent because of the bewildering number of weapons and movements.

Each time a creature targets you with an attack during the spell’s duration, roll a d8 to determine whether the attack instead targets one of your duplicates. On a roll of 1, it strikes you. On any other roll it removes one of your duplicates; when you have only five duplicates remaining, the spell ends.

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.

","description_high":"-","book":"W12","note":"","classes":"","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hellforging","school":"7th-level necromancy","level":7,"casting_time":"1 hour (see below)","range":"Touch","components":"V, S, M (a complete mechanical body worth 10,000 gp inscribed with demonic runes and containing a ready soul gem)","duration":"Instantaneous","description":"

You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled.

If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearforged traits except as follows:

Vulnerability: Hellforged are vulnerable to radiant damage.
Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior.
Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill.
Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal

Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Hero's Steel","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M","duration":"1 minute","description":"You infuse the metal of a melee weapon with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidate) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on the saving throw is immune to this effect on the same weapon for 24 hours.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Paladin,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hirvsth’s Call","school":"4th-level conjuration","level":4,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"

You summon a spectral herd of ponies to drag off a creature that you can see in range. The target must be no bigger than Large and must make a Dexterity saving throw. On a successful save, the spell has no effect. On a failed save, a spectral rope wraps around the target and pulls it 60 feet in a direction of your choosing as the herd races off. The ponies continue running in the chosen direction for the duration of the spell but will alter course to avoid impassable obstacles. Once you choose the direction, you cannot change it. The ponies ignore difficult terrain and are immune to damage.

The target is prone and immobilized but can use its action to make a Strength or Dexterity check against your spell DC to escape the spectral bindings. The target takes 1d6 bludgeoning damage for every 20 feet it is dragged by the ponies. The herd moves 60 feet each round at the beginning of your turn.

","description_high":"When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.","book":"HH","note":"","classes":"Cleric,Paladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hoarfrost","school":"Evocation cantrip","level":-1,"casting_time":"1 bonus action","range":"Touch","components":"V, S, M (an iron ring that has been subjected to freezing temperature for at least 24 hours)","duration":"1 minute","description":"

A melee weapon you are holding is imbued with deep cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature of the surrounding area is above freezing. The weapon becomes magical and deals an additional 1d4 cold damage on a successful hit. The spell ends if you cast it again or if you let go of the weapon.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hobble Mount","school":"1st-level necromancy","level":1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 hour","description":"

When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.

This spell has no effect on a creature that your GM deems to not be a mount.

","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.","book":"HH","note":"","classes":"Antipaladin,Cleric,Druid,Paladin,Ranger,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Hobble","school":"Evocation cantrip","level":-1,"casting_time":"1 bonus action","range":"30 feet","components":"V, S, M (a broken rabbit’s foot)","duration":"Instantaneous","description":"You create an ethereal trap in the space of a target you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.","description_high":"-","book":"ToOM:PH","note":"","classes":"Bard,Cleric,Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hod's Gift","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"Touch","components":"V, S, M","duration":"1 hour","description":"The target gains blindsight to a range of 60 feet.","description_high":"When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.","book":"HH","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Holy Ground","school":"5th-level evocation","level":5,"casting_time":"1 action","range":"Self","components":"V, S, M (a vial of holy water that is consumed in the casting)","duration":"10 minutes","description":"You invoke the divine powers to bless the ground within 60 feet of you. Creatures slain in the area of effect cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.","description_high":"When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.","book":"HH","note":"","classes":"Cleric,Paladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Hone Blade","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a small whetstone or lodestone chip)","duration":"Until expended","description":"You magically sharpen the edge of any bladed weapon or object. The target weapon gets +1 to damage on its next successful hit.","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hunger of Leng","school":"4th-level enchantment","level":4,"casting_time":"1 action","range":"90 feet","components":"V, S, M (a pinch of salt and a drop of the caster’s blood)","duration":"1 minute","description":"

You curse one creature that you can see within range with an insatiable ghoulish appetite. If the target has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures.

The affected creature gains the two traits described below: a bite attack and blood frenzy. On its turns, the creature must use the bite attack against the closest living creature it can see. If no living creature is within its line of sight, the creature inflicts 2d4 + (its Strength modifier) piercing damage on itself with an automatic critical hit from the bite attack.

An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. If this saving throw is failed twice before succeeding once, hunger of Leng lasts its full duration with no further saving throws.

Bite. Melee Weapon Attack: (Strength modifier + proficiency bonus) to hit, reach 5 ft., one creature. Hit: 1d4 + (Strength modifier) piercing damage. If the affected creature is larger than Medium, add an additional 1d4 damage per size category above Medium.

Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hunter’s Endurance","school":"1st-level enchantment","level":1,"casting_time":"1 minute","range":"Self","components":"V, S, M (a fingernail, lock of hair, bit of fur, or drop of blood from the target, if unfamiliar)","duration":"24 hours","description":"

You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell.

Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Ranger,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Hunting Stand","school":"4th-level conjuration","level":4,"casting_time":"1 minute","range":"120 feet","components":"V, S, M (a crude model of the stand)","duration":"8 hours","description":"You make a 10-foot-cube camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter can hold as many as twelve Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants. A creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ice Fortress","school":"5th-level conjuration","level":5,"casting_time":"1 minute","range":"60 feet","components":"V, S, M (a miniature keep carved from ice or glass that is consumed in the casting)","duration":"Until dispelled or destroyed","description":"

A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.

Each wall has two arrow slits. One wall also includes an ice door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the arcane lock is dispelled).

The fortress catches and reflects light so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress, if it’s in an area of bright sunlight.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.","book":"DM:W","note":"","classes":"Cheric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ice Hammer","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"Self","components":"V, S, M (a miniature hammer carved from ice or glass)","duration":"1 hour","description":"

When you cast ice hammer, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an additional 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.

The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, you create one additional ice warhammer for each slot level above 2nd. Alternatively, you can create half as many warhammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Creatures that aren’t proficient with warhammers have disadvantage on attack rolls with these oversized weapons.","book":"DM:W","note":"","classes":"Cleric,Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Ice Soldiers","school":"7th-level conjuration","level":7,"casting_time":"1 action","range":"30 feet","components":"V, M (vial of water)","duration":"1 minute","description":"You pour water from the vial and cause two ice soldiers to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves further than 30 feet from you, it immediately melts. Ice soldiers have the statistics shown below.","description_high":"

When you cast this spell using a spell slot of 8th or higher, you create one additional ice soldier.

Ice Soldier


Medium construct, unaligned
Armor Class 13
Hit Points 72 (16d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 10 (+0) 7 (-2) 12 (+1) 7 (-2)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities cold
Condition Immunities charmed, exhaustion, frightened
Senses passive Perception 13
Languages None
Challenge 2 (450 XP)

Heavy Blows: Creatures struck by two slam attacks from an ice soldier in the same round must make a DC 13 Strength save or be knocked prone.

Actions

Multiattack. The ice soldier makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target, Hit: 10 (2d6+5) cold damage.

","book":"MWB","note":"","classes":"Cleric,Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Icicle Daggers","school":"1st-level conjuration","level":1,"casting_time":"1 action","range":"Self","components":"V, S, M (a miniature dagger shaped like an icicle)","duration":"Instantaneous or special","description":"

When you cast this spell, six icicles appear in your hand. Each icicle has the same properties as a dagger but deals an additional 1d4 cold damage on a hit.

The icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. Provided the surrounding temperature is at or below freezing, the daggers last for as long as you hold them. If the temperature is above freezing, the daggers melt after an hour. They also melt instantly if they or you accumulate 10 or more fire damage.

","description_high":"If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.","book":"DM:W","note":"","classes":"Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Icy Grasp of the Void","school":"7th-level evocation","level":7,"casting_time":"1 action","range":"120 feet","components":"V, S","duration":"1 minute","description":"You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained; a successful Constitution saving throw halves the damage and prevents restraint. A restrained creature gains one level of exhaustion at the start of its turn from frigid cold and lack of air. Creatures immune to cold and that do not breathe gain no exhaustion. A restrained creature repeats the saving throw at the end of its turn, breaking free from the darkness and ending the spell with a success.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Icy Manipulation","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a piece of ice preserved from the plane of elemental ice)","duration":"1 minute","description":"

One creature you can see within range must make a Constitution saving throw. If it fails, the creature is petrified (frozen solid). A petrified creature repeats the saving throw at the end of its turn, ending the effect on its second success. If the saving throw fails twice (not counting the original failure that caused petrification) before it succeeds twice, the petrification becomes permenant.

Petrification also becomes permanent if you maintain concentration on icy manipulation for a full minute. A permanently-petrified/frozen creature can be restored to normal with greater restoration or comparable magic, or by casting icy manipulation on the creature again and maintaining concentration for a full minute.

If the frozen creature is broken before it recovers from being petrified, the same injury carries over to its normal state.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Ill-Fated Word","school":"1st-level divination","level":1,"casting_time":"1 reaction, which you take when an enemy rolls an attack, ability check, or saving throw","range":"30 feet","components":"V","duration":"Instantaneous","description":"You call out a distracting curse to a creature, altering its chance to succeed at whatever it’s currently doing. You roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target creature just made; the target uses the lowered result to determine the outcome of its roll.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Illuminate Spoor","school":"1st-level divination","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a firefly)","duration":"1 hour","description":"

You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.

If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.","book":"ToOM:PH","note":"","classes":"Druid,Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Imbue Spell","school":"5th-level transmutation","level":5,"casting_time":"1 hour","range":"Touch","components":"V, S, M (a specially designed gear worth 100 gp per spell level—see below)","duration":"Instantaneous","description":"You imbue a spell of 1st thru 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it effects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.","description_high":"You can perform this ritual as a 7th-level spell to imbue a spell of 4th or 5th level.","book":"HH","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Incantation of Lies Made Truth","school":"9th-level enchantment","level":9,"casting_time":"9 hours","range":"1,000 feet","components":"V, S, M (celestial blood, demon ichor, mockingbird feather quills, powdered gold and silver, and rare inks worth 25,000 gp)","duration":"Permanent","description":"

This ritual must be cast during a solar eclipse. It can target a person, an organization (including a city), or a kingdom. If targeting an organization or a kingdom, the incantation requires an object epitomizing the entity as part of the material component, such as a crown, mayoral seal, standard, or primary relic. If targeting a person, the primary performer must hold a vial of the person’s blood.

Over the course of the incantation, the components are mixed and the primary caster inscribes a false history and a sum of knowledge concerning the target into the book using the mockingbird quills.

When the incantation is completed, whatever the caster wrote in the book becomes known and accepted as truth by the target. The target can attempt a Wisdom saving throw to negate this effect. If the target was a city or a kingdom, the saving throw is made with advantage by its current leader or ruler. If the saving throw fails, all citizens or members of the target organization or kingdom believe the account written in the book to be fact. Any information contrary to what was written in the book is forgotten within an hour, but individuals who make a sustained study of such information can attempt a Wisdom saving throw to retain the contradictory knowledge. Books containing contradictory information are considered obsolete or purposely misleading. Permanent structures such as statues of heroes who've been written out of existence are believed to be purely artistic endeavors or so old that no one remembers their identities anymore.

The effects of this ritual can be reversed by washing the written words from the book using universal solvent and then burning the book to ashes in a magical fire.

Incantation of lies made truth is intended to be a villainous motivator in a campaign, with the player characters fighting to uncover the truth and reverse the spell's effect. The GM should take care not to remove too much player agency with this ritual. The creatures affected should be predominantly NPCs, with PCs and even select NPCs able to resist it. Reversing the effect of the ritual can be the entire basis of a campaign.

","description_high":"-","book":"DC&SS","note":"","classes":"","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Innocuous Aspect","school":"3rd-level illusion","level":3,"casting_time":"1 action","range":"Self","components":"V, S, M (a paper ring)","duration":"10 minutes","description":"

A ring of false vision encircles all creatures within 20 feet of you. You and every creature within the area that you choose to affect take on the appearance of a single type of harmless creature or object chosen by you. Each image is identical, and only vision is affected. Sounds, movement, or physical inspection can give the ruse away.

A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Insightful Maneuver","school":"1st-level divination","level":1,"casting_time":"1 bonus action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.","description_high":"-","book":"DM:CD","note":"","classes":"Cleric,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Inspiring Speech","school":"4th-level enchantment","level":4,"casting_time":"10 minutes","range":"60 feet","components":"V","duration":"1 hour","description":"The verbal component of this spell is a 10-minute‐long, rousing speech by you. At the end of the speech, all your allies within the area of effect who heard the speech gain a +1 bonus on attack rolls and have advantage on saving throws against charm and fear effects for 1 hour. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one inspiring speech at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Paladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Instant Fortification","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a stone statuette of a keep worth 250 gp which is consumed in the casting)","duration":"Permanent","description":"

Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof). The walls are made of stone (AC 15), have 120 hit points each, and are immune to necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse.

Each wall has two arrow slits. One wall also includes a metal door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 20 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Instant Siege Weapon","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"60 feet","components":"V, S, M (raw materials with value in gp equal to the hit points of the siege weapon to be created)","duration":"Permanent","description":"Through this spell, you instantly transform raw materials into a siege engine (see the Dungeon Master’s Guide for details). You can collect the raw materials before casting this spell, or you can target other creatures that have the raw materials in their possession, as long as everything needed is within the spell’s range. The raw materials for the spell don’t need to be the actual material a siege weapon is normally built from; they just need to be remotely like that and have a value in gold at least equal to the weapon’s hit points. (For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw material worth at least 100 gp into a mangonel, whether that’s a small house, three wagons, or two heavy crossbows.) The siege weapon is limited to a maximum size of Large (no siege towers or trebuchets). The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.","description_high":"When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Instant Snare","school":"2nd-level abjuration","level":2,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a loop of twine)","duration":"24 hours","description":"

You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Larger or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.

When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.

This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 3rd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.","book":"ToOM:PH","note":"","classes":"Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ire of the Mountain","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a piece of coal partially burnt in the shadow of a demon infested mountain)","duration":"Instantaneous","description":"Target one metal object you can see within range. Tendrils of blistering air writhe towards their intended victim. Any creature holding or wearing the object must make a Dexterity saving throw. If it succeeds, the target takes 1d8 fire damage and the spell has no further effect. If the creature fails, the targeted object melts, destroying it. When the object melts, the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not held or worn by a creature, it automatically fails the Dexterity saving throw. This spell cannot target magical objects.","description_high":"When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Jeweled Fissure","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"100 feet","components":"V, S, M (a shard of jasper)","duration":"Instantaneous","description":"

With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell’s range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage.

A creature that fails the saving throw is impaled by a chunk of crystal that halves the creature’s speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Jotun's Jest","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"25 feet","components":"V, S","duration":"1 minute","description":"Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Killing Fields","school":"5th-level transmutation","level":5,"casting_time":"10 minutes","range":"300 feet","components":"V, S, M (a game animal, which must be sacrificed as part of casting the spell)","duration":"24 hours","description":"

You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can’t include manufactured structures and if such a structure exists in the area, the spell ends.

While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.

When you cast this spell, you can specify individuals that are helped by the area’s effects. All other creatures in the area are hindered by the area’s effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area’s effects.

Killing fields creates the following effects within the area.
Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn’t incapacitated.
Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the same type dealt by its weapon to a hindered creature.
Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.

You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don’t end the spell.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Kiss of the Succubus","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"Touch","components":"S","duration":"Instantaneous","description":"You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person or Lustful Gaze (see the Lust domain). The target must succeed on a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","description_high":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each spell slot level above 5th.","book":"MWB","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Kobold’s Fury","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a kobold scale)","duration":"1 round","description":"Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Labyrinth Mastery","school":"4th-level divination","level":4,"casting_time":"1 action","range":"Self","components":"V, S, M (a piece of blank parchment)","duration":"1 hour","description":"

Upon completing this spell, you immediately gain a sense of your surroundings. If you are in a maze or any structure with multiple paths and dead ends, this spell guides you to the nearest exit from the structure, although not necessarily along the fastest or shortest route. If your route takes you closer to a different exit, the spell begins guiding you toward that exit instead.

In addition, while the spell is guiding you out of such a structure, you also have advantage on skill checks to avoid being surprised and on initiative checks.

Finally, this spell grants you a perfect memory of all portions of the maze you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment.

While under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.

","description_high":"-","book":"HH","note":"","classes":"Bard,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Labyrinthine Howl","school":"5th-level illusion","level":5,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a dead mouse)","duration":"1 round","description":"You let loose the howl of a ravenous beast, causing all enemies within 60 feet that can hear you to make a Wisdom saving throw. Those that fail believe they’ve been transported into the Maze and are under attack by savage beasts. An affected creature must choose to either face the beasts, or curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage and then the spell ends on it. Those that curl into a ball fall prone and are stunned until the end of your next turn.","description_high":"When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Lair Sense","school":"2nd-level divination","level":2,"casting_time":"1 minute","range":"120 feet","components":"V, S, M (treasure worth at least 500 gp, which is not consumed in casting)","duration":"24 hours","description":"

You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.

This awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Land Bond","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (soil taken from a ley- influenced area)","duration":"1 hour","description":"You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Last Rays of the Dying Sun","school":"7th-level evocation","level":7,"casting_time":"1 action","range":"40 feet","components":"V, S","duration":"Instantaneous","description":"A burst of searing heat explodes from you, doing 6d6 fire damage to all enemies within 40 feet of you. Immediately afterward, a wave of frigid cold rolls across the same area, doing 6d6 cold damage to enemies. A successful Dexterity saving throw halves all the damage.","description_high":"When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increase by 1d6 for each slot level above 7th.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Lava Stone","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Touch","components":"V, M (a sling stone)","duration":"Instantaneous","description":"When you cast lava stone on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage, plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, beginning at 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by spending an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Legend Killer","school":"7th-level divination","level":7,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a silver scroll describing the spell’s target worth at least 1,000 gp, which the spell consumes)","duration":"1 minute","description":"You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target creature must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature repeats the saving throw at the end of its turn, regaining 1 legendary action on a success. It continues repeating the saving throw until the spell ends or it regains all its legendary actions.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Legion of Rabid Squirrels","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S, M (an acorn or nut)","duration":"1 minute","description":"

While in a forest, you call a legion of rabid squirrels from the nearby trees on a point you can see within range. The squirrels form into a swarm that uses the statistics of a swarm of poisonous snakes, except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures, but otherwise takes no actions. If you command it to move further than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets that are not the legion of rabid squirrels while the swarm is within 60 feet of the canid. When the spell ends, the squirrels disperse back into the forest.

The GM has the creature’s statistics.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.","book":"ToOM:PH","note":"","classes":"Bard,Druid,Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Legion","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a toy soldier)","duration":"1 minute","description":"You call down a legion of shadowy soldiers in a 10‐foot cube. They are conjured from the Shadow Realm, and their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube, within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell modifier; if it hits, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Lesser Ley Protection","school":"5th-level abjuration","level":5,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"You create a 10-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 5 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 5 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 5 can’t extend into the cube. If the cube overlaps an area of ley line magic, such as lesser ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.","description_high":"When you cast this spell using a spell slot of 7th level or higher, its duration is concentration, up to 1 hour.","book":"ToOM:PH","note":"","classes":"Druid","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Lesser Ley Pulse","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell.","description_high":"When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Maze, Lesser","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"This spell functions as maze, but the target can resist being sent to the extra-dimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Ley Disruption","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"50 feet","components":"V, S, M (a chip of broken crystal infused with ley energy)","duration":"1 minute","description":"

You create a 15-foot-radius sphere filled with disruptive ley energy. The sphere is centered around a point you can see within range. Surfaces inside the sphere shift erratically, becoming difficult terrain for the duration. Any creature in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed on a Dexterity saving throw or fall prone. If you cast this spell in an area within the influence of a ley line, creatures have disadvantage on their saving throws against its effect.

Special. A geomancer with a bound ley line is “within the influence of a ley line” for purposes of ley disruption as long as he or she is on the same plane as the bound line.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ley Disturbance","school":"3rd-level divination","level":3,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 hour","description":"While in your bound forest, you tune your senses to any disturbances of ley energy flowing through it. For the duration, you are aware of any ley line manipulation or ley spell casting within 5 miles of you. You know the approximate distance and general direction to each disturbance within that range, but you don’t know its exact location. This doesn’t allow you to locate the ley lines themselves, just any use or modification of them.","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ley Energy Bolt","school":"3rd-level evocation","level":3,"casting_time":"1 action","range":"Self (100-foot line)","components":"S, M (a ley-infused pebble)","duration":"Instantaneous","description":"

You transform ambient ley power into a crackling bolt of energy 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half damage with a successful Dexterity saving throw.

The bolt passes through the first inanimate object in its path, and creatures on the other side of the obstacle receive no bonus to their saving throw from cover. The bolt stops if it strikes a second object.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, the bolt’s damage increases by 1d8 for each slot level above 3rd.","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ley Leech","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"

You channel destructive ley energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.

This spell has no effect against constructs or undead.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, the spell’s damage increases by 1d10 for each slot level above 5th.","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ley Sense","school":"3rd-level divination","level":3,"casting_time":"1 action","range":"Self","components":"V, S","duration":"10 minutes","description":"You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Ley Storm","school":"9th-level conjuration","level":9,"casting_time":"1 action","range":"Sight","components":"V, S","duration":"1 minute","description":"

A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it’s created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is deafened for 5 minutes; a successful Constitution saving throw negates both effects.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Round 2. Ley-infused pebbles rain from the cloud, causing 1d6 bludgeoning damage to everything beneath it (no saving throw).

Round 3. Up to six bolts of ley energy leap from the cloud to strike creatures or objects of your choice beneath the cloud. No creature or object can be struck by more than one bolt. A creature struck takes 8d8 force damage, or half damage with a successful Dexterity saving throw.

Round 4. A burst of prismatic light fills a 20-foot sphere centered on a point beneath the cloud. All creatures in the sphere are affected as if targeted by a disruptive aura spell.

Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw).

Special. A geomancer who casts this spell regains 4d10 hit points.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Ley Surge","school":"9th-level evocation","level":9,"casting_time":"1 action","range":"150 feet","components":"V, S","duration":"Instantaneous","description":"

You unleash the power of a ley line within 5 miles, releasing a spark that flares into a 30-foot sphere centered around a point within 150 feet of you. Each creature in the sphere takes 14d6 force damage and is stunned for 1 minute; a successful Constitution saving throw halves the damage and negates the stun. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as
the bound line.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ley Whip","school":"6th-level evocation","level":6,"casting_time":"1 bonus action","range":"Self","components":"V, S","duration":"1 minute","description":"

You channel the power of a ley line within 1 mile into a crackling tendril of multicolored ley energy. The tendril extends from your hand but doesn’t interfere with your ability to hold or manipulate objects. When you cast the spell and as a bonus action on subsequent turns, you can direct the tendril to strike a target within 50 feet of you. Make a melee spell attack; on a hit, the tendril does 3d8 force damage and the target must make a Strength saving throw. If the saving throw fails, you can push the target away or pull it closer, up to 10 feet in either direction.

Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Life Drain","school":"6th-level void magic","level":6,"casting_time":"1 action","range":"90 feet","components":"V, S","duration":"Instantaneous","description":"With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you rolled.","description_high":"When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.","book":"DM:V","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Life Hack","school":"8th-level necromancy","level":8,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a ruby worth 500 gp, which is consumed during the casting)","duration":"1 hour","description":"

Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell's duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed.

A creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including from life hack.

","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Litany of Sure Hands","school":"1st-level divination","level":1,"casting_time":"1 bonus action","range":"30 feet","components":"V, S","duration":"1 minute","description":"This litany allows the recipient to perform clumsy tasks with speed and alacrity. The target of the litany ignores the loading property of weapons and can drink a potion as a bonus action for the duration of the spell.","description_high":"-","book":"DM:CD","note":"","classes":"Paladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Living Shadows","school":"5th-level void magic","level":5,"casting_time":"1 action","range":"120 feet","components":"V, S","duration":"1 minute","description":"

You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.

A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

","description_high":"-","book":"DM:V","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Locate Red Portal","school":"3rd-level divination","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"10 minutes.","description":"For the duration, you can sense the presence of any dimensional portals within range and whether they are one-way or two-way. If you sense a portal using this spell, you can use your action to peer through the portal to determine its destination. You gain a glimpse of the area at the other end of the shadow road. If the destination is not somewhere you have previously visited, you can make a DC 25 Intelligence (Arcana, History or Nature—whichever is most relevant) check to determine to where and when the portal leads.","description_high":"-","book":"MWB","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Lock Armor","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a pinch of rust and metal shavings)","duration":"1 minute","description":"You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. If the saving throw fails, the spell makes metal cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are completely paralyzed. An affected creature or construct repeats the saving throw at the end of each of its turns, ending the effect on itself with a success, though constructs make this saving throw with disadvantage. A grease spell dispels lock armor on everything in its area of effect.","description_high":"When casting this spell using a 3rd level slot or higher, you may target 1 additional creature or item per level.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Loki's Gift","school":"1st-level enchantment","level":1,"casting_time":"1 action","range":"Self","components":"V","duration":"1 minute","description":"Loki’s gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you’re currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Looping Trail","school":"4th-level transmutation","level":4,"casting_time":"1 minute","range":"Touch","components":"V, S, M (a piece of rope twisted into a loop)","duration":"8 hours","description":"You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice the trail is leading it in a closed loop.","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Lovesick","school":"4th-level enchantment","level":4,"casting_time":"1 action","range":"90 feet","components":"V, S, M (a handful of red rose petals)","duration":"1 minute","description":"

This spell affects creatures’ minds causing them to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. 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.

An affected target can’t take reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn.
d10 Behavior
1-3 The creature spends its turn moping like a lovelorn teenager – it doesn’t move or take actions.
4-5 The creature bursts into tears, takes the Dash action, and uses all of its movement to run off in a random direction. To determine the direction, roll 1d8 and assign a direction to each die face.
6 The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1.
7-8 The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action.
9 The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature.
10 The creature can act and move normally.

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.

","description_high":"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.","book":"MWB","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Machine Sacrifice","school":"8th-level necromancy","level":8,"casting_time":"1 action","range":"Touch","components":"V, S, M (a construct with at least 3 HD, which is consumed in the casting)","duration":"1 minute","description":"You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Machine Speech","school":"1st-level transmutation","level":1,"casting_time":"1 bonus action","range":"Self","components":"V, S","duration":"1 round","description":"Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Machine's Load","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a 1-lb weight)","duration":"1 minute.","description":"You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you’re using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.","description_high":"When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.","book":"HH","note":"","classes":"Cleric,Paladin,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Maddening Whispers","school":"2nd-level void magic","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"You whisper a string of Void Speech toward a target that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0 and it can’t benefit from increases to its speed. To maintain the effect, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.","description_high":"-","book":"DM:V","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Maim","school":"5th-level necromancy","level":5,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"

Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:
Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.
Lower Limb. The target’s speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.
Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn’t have resistance to the chosen damage type, it is vulnerable to that damage type instead.

The effect is permanent until removed by remove curse, greater restoration, or similar magic.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Bard,Cleric,Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Malevolent Waves","school":"8th-level abjuration","level":8,"casting_time":"1 action","range":"Self","components":"V, S, M (a profane object that has been bathed in blood)","duration":"1 minute","description":"You create an invisible miasma that fills the area within 30 feet of you. All of your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all of your enemies are poisoned while within that radius.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Mammon’s Due","school":"9th-level conjuration","level":9,"casting_time":"1 hour","range":"500 feet","components":"V, S, M (11 gilded human skulls worth 150 gp each, which are consumed by the spell)","duration":"1 minute","description":"

You summon a 20-foot-radius, 20-foot-deep cylinder of burning ash and molten arms at a point on the ground that you can see within range. The ash is difficult terrain. In addition, the area is full of molten arms that seek to pull creatures deeper below the surface. If a creature enters or begins its turn in the area, it takes 10d6 fire damage and must make a Strength or Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the area, or until it breaks free. A creature restrained by the molten arms can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. If it succeeds, it is no longer restrained.

At the beginning of your turn, the molten arms attempt to pull any creatures in the area below the surface. Any creature in the ash with the restrained condition must make a Strength saving throw or be pulled 5 feet deeper into the ash. Any creature below the surface is blinded, deafened, and cannot breath.

The ash pit grows 50 feet in radius each round for the duration. The ash remains after the spell ends.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"March of the Dead","school":"3rd-level necromancy","level":3,"casting_time":"1 minute","range":"50 feet","components":"V, S, M (a prayer scroll with names of the fallen)","duration":"Instantaneous","description":"

This spell animates the recently dead to remove them from a battlefield. Choose one corpse of a Medium or Small humanoid per level of the caster (within range). Your spell imbues the targets with an animating spirit, raising them as construct creatures similar in appearance to flesh golems, though with the strength and abilities of zombies. Dwarves use this to return the bodies of the fallen to clan tombs and to deny the corpses the foul attention of ghouls, necromancers, and similar foes.

On each of your turns, you can use a bonus action to mentally command all the creatures you made with this spell if the creatures are within 60 feet of you. You decide what action the creatures will take and where they will move during the next day; you cannot command them to guard. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order and direction of march, the creatures continue to follow it until they arrive at the destination you named or until 24 hours have elapsed when the spell ends and the corpses fall lifeless once more.

To tell creatures to move for another 24 hours, you must cast this spell on the creatures again before the current 24-hour period ends. This use of the spell reasserts your control over up to 50 creatures you have animated with this spell rather than animating a new one.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional construct creatures for each slot level above 3rd (two creatures/level at 4th, three creatures/level at 5th). Each of the creatures must come from a different corpse.","book":"W12","note":"","classes":"","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Mark Prey","school":"2nd-level divination","level":2,"casting_time":"1 bonus action","range":"120 feet","components":"V","duration":"1 hour","description":"You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can’t benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.","description_high":"When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.","book":"ToOM:PH","note":"","classes":"Druid,Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Mass Blade Ward","school":"2nd-level abjuration","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 round","description":"You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.","description_high":"-","book":"HH","note":"","classes":"Paladin,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Mass Hobble Mount","school":"3rd-level necromancy","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 hour","description":"

When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.

This spell has no effect on a creature that your GM deems to not be a mount.

","description_high":"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.","book":"HH","note":"","classes":"Cleric,Druid,Paladin,Ranger,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Mass Repair Metal","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"Self (60-foot radius)","components":"V, S","duration":"Instantaneous","description":"As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.","description_high":"Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.","book":"HH","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Mass Surge Dampener","school":"5th-level abjuration","level":5,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute, until expended","description":"Using your strength of will, you protect up to three creatures other than yourself from a chaos magic surge. The protected creatures gain a DC13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or they get advantage on a normally allowed saving throw. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell's effect ends for that creature.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Mechanical Union","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a tiny hammer and adamantine spike worth 100 gp)","duration":"1 hour.","description":"You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Memento Mori","school":"1st-level necromancy","level":1,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 round","description":"

You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. All creatures that see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.

A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Mephitic Croak","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"Self (15-foot cone)","components":"V, S, M (a dead toad and a dram of arsenic worth 10 gp)","duration":"Instantaneous","description":"You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Mind Exchange","school":"3rd-level transmutation","level":3,"casting_time":"1 minute","range":"60 feet","components":"V, S, M (a labradorite prism and a silver talisman or coin)","duration":"8 hours","description":"

One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target's statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.

The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a dispel magic or dispel evil and good spell (the latter spell defeats mind exchange even though possession by a humanoid isn’t usually affected by that spell). When the mind exchange ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.

The effects of the exchange can be made permanent with a wish spell or comparable magic.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Mire","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"100 feet","components":"V, S, M (a vial of sand mixed with water)","duration":"1 hour","description":"When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that's in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts exactly as quicksand (see the GM's rules), but the DC for Strength checks to escape from the quicksand is your spell save DC. A character outside the mire trying to pull another creature free receives a +5 bonus on their Strength check against that DC.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Misstep","school":"Enchantment cantrip","level":-1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"You gesture to a target that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke Opportunity Attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, bonfire, or off the edge of a cliff, or if the target has already used its reaction.","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Molech's Blessing","school":"7th-level transmutation","level":7,"casting_time":"1 hour","range":"Touch","components":"V, S, M (a sentient being and a branding iron with Molech’s symbol)","duration":"Instantaneous","description":"

You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity’s symbol onto the victim’s forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control.

The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences:

This transformation lasts for 24 hours. At the end of that time, the subject returns to its normal state and takes 77 (14d10) fire damage, or half damage with a successful DC 15 Constitution saving throw.

","description_high":"-","book":"DM:Cw","note":"","classes":"Cleric","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Monstrous Empathy","school":"3rd-level enchantment","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a morsel of food)","duration":"24 hours","description":"This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity 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 spell ends.","description_high":"When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.","book":"ToOM:PH","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Moon Trap","school":"4th-level abjuration","level":4,"casting_time":"1 hour","range":"Touch","components":"V, S, M (powdered silver worth 250 gp)","duration":"Up to 8 hours","description":"

While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot square area on a flat, stationary surface such as a floor or wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light of its own in darkness.

Any creature, except those you designate during the casting of the spell, that touches the glyph must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.

The glyph lasts until the next sunrise, at which time it flares with bright light and anyone trapped inside returns to the space they last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe space.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Moon's Respite","school":"5th-level abjuration","level":5,"casting_time":"1 hour","range":"Touch","components":"V, S, M (pure water and a silver nugget worth at least 350 gp, which the spell consumes)","duration":"Instantaneous","description":"

You touch a creature who must be present for the entire casting. A beam of moonlight shines down from above, bathing the target in radiant light. The spell fails if you can’t see the open sky.

If the target has any levels of shadow corruption, the moonlight burns away some of the Shadow tainting it. The creature must make a Constitution saving throw against a DC of 10 + the number of shadow corruption levels it has. The creature takes 2d10 radiant damage per level of shadow corruption and removes 1 level of shadow corruption on a failed saving throw, or half as much damage and removes 2 levels of shadow corruption on a success.

","description_high":"-","book":"MWB","note":"","classes":"","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Morphic Flux","school":"7th-level transmutation","level":7,"casting_time":"1 action","range":"Self","components":"V, S, M (a piece of clay and a drop of quicksilver)","duration":"1 minute","description":"

When you cast this spell, your body becomes highly mutable, your flesh constantly shifting and quivering, occasionally growing extra parts—limbs and eyes—only to reabsorb them soon afterward.

While under the effect of this spell, you have resistance to slashing and piercing damage and ignore the additional damage done by critical hits. You can squeeze through Tiny spaces without penalty.

In addition, once per round, as a bonus action, you can make an unarmed attack with a newly- grown limb. Treat it as a standard unarmed attack, but you choose whether it does bludgeoning, piercing, or slashing damage.

","description_high":"-","book":"DC&SS","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Mosquito Bane","school":"1st-level necromancy","level":1,"casting_time":"1 action","range":"Self","components":"V, S","duration":"Instantaneous","description":"This spell kills any insect or swarm with fewer than 25 hit points within 50 feet of you.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for every slot above 1st; thus, a 2nd-level slot kills up to 40 hit points of insects, a 3rd-level slot kills 55, etc., up to a maximum of 85 hit points for a 6th-level slot.","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Move the Cosmic Wheel","school":"8th-level conjuration","level":8,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a music box worth at least 250 gp attuned to a particular plane of existence)","duration":"24 hours","description":"

You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that’s inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with.

There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don’t fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs.

Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours.

Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it’s also advisable to discuss your interest in this spell with your GM before adding it to your character’s repertoire.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Mud Pack","school":"1st-level conjuration","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a clump of mud)","duration":"1 hour","description":"

This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.

If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Negative Image","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a piece of reflective obsidian)","duration":"Instantaneous","description":"You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. If the save succeeds, the spell has no effect.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Nether Weapon","school":"4th-level void magic","level":4,"casting_time":"1 action","range":"Touch","components":"V, S, M (ink, chalk, or some other writing medium)","duration":"1 hour","description":"You whisper in void speech and touch a weapon. Until the spell ends, the weapon turns pitch black, becomes magical if it wasn’t before, and it does 2d6 necrotic damage in addition to its normal damage on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn.","description_high":"When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.","book":"DM:V","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Night Terrors","school":"4th-level illusion","level":4,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a crow’s eye)","duration":"1 minute","description":"You amplify the fear of darkness that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened of you until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. Creatures immune to being frightened are not affected by night terrors.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Nightfall","school":"3rd-level evocation","level":3,"casting_time":"1 action","range":"100 feet","components":"V, S","duration":"10 minutes","description":"You call upon night to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of night centered on a point within range. The area inside the cylinder is normal darkness, heavily obscuring sight. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally. The darkness stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Nip at the Heels","school":"2nd-level illusion","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a dog’s tooth)","duration":"1 minute","description":"You create an illusory pack of wild dogs that bark and nip at a target. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target has disadvantage on ability checks and attack rolls for the duration, as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends. A target that is at least 10 feet off the ground (in a tree, flying, etc.) has advantage on the saving throw, staying just out of range of the jumping and barking dogs.","description_high":"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.","book":"ToOM:PH","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Not This Day!","school":"5th-level abjuration","level":5,"casting_time":"1 action","range":"Touch","components":"V, S, M","duration":"24 hours","description":"You mark the target’s body with a unique rune that represents their fate. The rune protects against death from either a specific damage type (slashing, poison, fire, radiant, etc.) or a category of creature (giant, beast, elemental, monstrosity, etc.) that must be named when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or creature, including death saving throws if the attack that dropped the target to 0 hit points is covered by this spell. A character can be under the effect of only a single not this day! rune at one time; a second casting on the same target cancels the preexisting protection.","description_high":"-","book":"HH","note":"","classes":"Cleric,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Obfuscate Object","school":"Illusion cantrip","level":-1,"casting_time":"1 bonus action","range":"10 feet","components":"S","duration":"1 minute","description":"

While you are in dim light, you cause an object in range to become unobtrusively obscured from the sight of other creatures. For the duration, you have advantage on Dexterity (Sleight of Hand) checks to hide the object. The object can’t be larger than a shortsword, and it must be on your person, held in your hand, or otherwise unattended.

You can affect two objects when you reach 5th level, three objects at 11th level, and four objects at 17th level.

","description_high":"-","book":"W:SR","note":"","classes":"Bard,Warlock","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Open Red Portal","school":"9th-level transmutation","level":9,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a platinum ankh worth 1,000 gp)","duration":"10 minutes","description":"

You must tap the power of a titanic or strong ley line to cast this spell (see the Ley Initiate feat). You open a new two-way Red Portal on the shadow road, leading to a precise location of your choosing on any plane of existence. If located on the Prime Material Plane, this destination can be in the present day or up to 1,000 years in the past. The portal lasts for the duration.

Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains.

","description_high":"-","book":"MWB","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Orb of Light","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 round","description":"An orb of pure light the size of your hand shoots from your fingertips toward the target, which takes 3d8 radiant damage and is blinded for 1 round. A successful Dexterity saving throw halves the damage and prevents the blindness.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the attack increases by 1d8 for each slot level above 2nd.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Order of Revenge","school":"3rd-level enchantment","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M (a broken knife)","duration":"1 hour/caster level","description":"You touch a weapon or a bundle of 30 ammunition, imbuing them with spell energy. Any creature damaged by a touched, affected weapon leaves an invisibly glowing trail of their path until the spell expires. The caster may see this trail by casting revenge’s eye or see invisible. Any other caster may see the trail by casting see invisible. Casting dispel magic on an affected creature causes that creature to stop generating a trail, and the trail fades over the next hour.","description_high":"When you cast the spell using a slot of 4th level or higher, you can target one additional weapon or bundle of ammunition for each slot level above fourth.","book":"W3","note":"","classes":"","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Outflanking Boon","school":"3rd-level illusion","level":3,"casting_time":"1 Action","range":"30 feet","components":"V, S","duration":"1 minute","description":"This spell targets one enemy, who must make a Wisdom saving throw. If it fails, you gain an illusory ally that appears to make melee attacks against the targeted enemy. Your allies get advantage on melee attacks against the target thanks to the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on a success.","description_high":"When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.","book":"HH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Overclock","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a clock key)","duration":"1 minute","description":"You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can’t cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and its turn ends; it can’t perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork’s speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Paragon of Chaos","school":"8th-level transmutation","level":8,"casting_time":"1 action","range":"Self","components":"V","duration":"1 minute","description":"

You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.

Each round as a bonus action, you can invoke a chaos magic surge, choosing yourself or another creature as the caster for resolving the effect. You must choose the target before rolling for the chaos magic surge. The DC of any required saving throw is determined as if you were the caster.

","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Pendulum","school":"1st-level enchantment","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (small pendulum or metronome made of brass and rosewood worth 10 gp)","duration":"1 minute","description":"You give the target creature a degree of regularity in its motions and fortunes. If the target fails a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 die rolls but instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Paladin,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Perun’s Doom","school":"3rd-level evocation","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and thrown 50 feet upward into the air. If a creature hits a solid obstruction, such as a stone ceiling, when it’s thrown upward, it takes bludgeoning damage as if it had fallen (50 feet – the distance it’s traveled upward). For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen (50 feet – 10 feet =) 40 feet, or 4d6 bludgeoning damage.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot above 3rd.","book":"HH","note":"","classes":"Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Phantom Dragon","school":"3rd-level illusion","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M (a piece of dragon egg shell)","duration":"1 hour","description":"

You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. Upon first seeing this illusion, observers make a Wisdom saving throw to see through it.

You can use an action to make the illusionary dragon seem ferocious. Choose one creature within 30 feet of the illusionary dragon to make a Wisdom saving throw. If it fails, the creature is frightened of the “dragon.” The creature remains frightened until is uses an action to make a successful Wisdom saving throw or the spell’s duration expires.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can frighten by 1 per slot level above 3rd.","book":"HH","note":"","classes":"Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Poisoned Volley","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"Drawing back an imaginary bowstring, you summon forth dozens of glowing green arrows that shower onto your enemies. All creatures in a 20-foot-square within range take 3d8 poison damage and become poisoned; creatures that make a successful Constitution saving throw take half damage and are not poisoned.","description_high":"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.","book":"HH","note":"","classes":"Druid,Ranger,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Potency of the Pack","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"25 feet","components":"V, S, M (a few hairs from a wolf)","duration":"1 minute","description":"

You bestow lupine traits on a group of living creatures. Choose one of the following to be gained by all targets for the duration. All targets receive the same effect.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for every level above 3rd.","book":"HH","note":"","classes":"Druid,Ranger,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Power Word Kneel","school":"2nd-level enchantment","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (an emerald worth at least 100 gp)","duration":"Instantaneous","description":"When you shout this power word, creatures within 20 feet of a point you specify are compelled to kneel down facing you. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself with a success. A kneeling creature is treated as prone. The effect ends immediately on any creature that takes damage while kneeling.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Power Word Pain","school":"4th-level enchantment","level":4,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a quill jabbed into your own body)","duration":"Instantaneous","description":"When you utter the power word for pain, one creature within 60 feet takes 22 (4d10) force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take another 22 (4d10) force damage. The effect ends when the creature's Constitution saving throw succeeds.","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Power Word Restore","school":"8th-level evocation","level":8,"casting_time":"1 action","range":"Touch","components":"V","duration":"Instantaneous","description":"You speak a word of power, and energy washes over a single construct you touch. The construct regains all of its lost hit points, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Pratfall","school":"1st-level conjuration","level":1,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"

You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects within range:

Only one of these effects can be used on a single creature at a time.

","description_high":"-","book":"W:SR","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Primal Infusion","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"Self","components":"V, S, M (a bit of fur from a carnivorous animal)","duration":"1 minute","description":"You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:
* You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.
* You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated.
* Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.
* You gain a +2 bonus to AC.
* You have proficiency in Constitution saving throws.","description_high":"-","book":"ToOM:PH","note":"","classes":"Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Prismatic Ray","school":"5th-level evocation","level":5,"casting_time":"1 action","range":"100 feet","components":"V, S","duration":"Instantaneous, or 5 rounds","description":"

A ray of shifting color springs from your hand. Make a ranged spell attack against a single target. The ray’s effect depends on which color happens to be dominant when the beam strikes its target, determined by rolling 1d8.

d8 Color Effect Saving Throw
1 Red 8d10 fire damage Dexterity
2 Orange 8d10 acid damage Dexterity
3 Yellow 8d10 lightning damage Dexterity
4 Green Target Poisoned Constitution
5 Blue Target Deafened Constitution
6 Indigo Target Frightened Wisdom
7 Violet Target Stunned Constitution
8 Shifting Ray Target Blinded Constitution

A successful Dexterity saving throw reduces damage to half. A successful Constitution or Wisdom saving throw negates the effect; an affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save. On a critical hit, the spell causes no additional damage but the caster can choose the color of the beam that hits the target.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Protection from the Void","school":"1st-level void magic","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (a small bar of silver worth 15 sp, which the spell consumes)","duration":"10 minutes","description":"Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage, and has advantage on saving throws against void spells.","description_high":"-","book":"DM:V","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Protective Ice","school":"3rd-level abjuration","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M (a seed encased in ice or glass)","duration":"1 hour","description":"

When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.

A creature that strikes a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage.

If the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired.

","description_high":"When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an additional +2 cold damage for each spell slot above 3rd.","book":"DM:W","note":"","classes":"Cleric","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Puff of Smoke","school":"Evocation cantrip","level":-1,"casting_time":"1 bonus action","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures with tremorsense or blindsight.","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Pummelstone","school":"Conjuration cantrip","level":-1,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a pebble)","duration":"Instantaneous","description":"

You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Putrescent Faerie Circle","school":"5th-level conjuration","level":5,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a piece of poisonous fungus)","duration":"1 minute","description":"

You create a 20-foot-diameter circle of loosely-packed toadstools that spew sickly white spores and ooze a tarry substance. At the start of each of your turns, each creature within the circle must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.

If a creature attempts to pass through the ring of toadstools, the toadstools release a cloud of spores, and the creature must make a Constitution saving throw. On a failure, the creature takes 8d8 poison damage and is poisoned for 1 minute. On a success, the creature takes half as much damage and isn’t poisoned. While a creature is poisoned, it is paralyzed. It can attempt a new Constitution saving throw at the end of each of its turns to remove the paralyzed condition (but not the poisoned condition).

","description_high":"-","book":"WL24","note":"","classes":"Cleric,Druid","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Pyroclasm","school":"9th-level evocation","level":9,"casting_time":"1 action","range":"500 feet","components":"V, S, M (a shard of obsidian)","duration":"1 minute","description":"

You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half damage with a successful Dexterity saving throw.

The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature that’s in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage.

When a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.

If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Quick Time","school":"4th-level conjuration","level":4,"casting_time":"1 action","range":"30 feet","components":"V, S, M (any seed)","duration":"Instantaneous","description":"

Just as the forest sees animals and people moving very rapidly compared to its own sense of time, you make the target move rapidly in time compared to you. The target increases in age by 1 year. For example, you can plant a seed and cast this spell, causing the plant to rapidly sprout up from the soil, or you can cast this spell on a newly-hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw.

If the target is a nonmagical weapon, it ages and takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. If the target is nonmagical armor or a shield, it ages and takes a permanent and cumulative –1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object is being worn or carried, the creature wearing or carrying it must succeed on a Dexterity saving throw to avoid the corrosion.

","description_high":"When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year or increase the cumulative penalty to a weapon’s damage or an armor’s AC by 1 for each slot level above 4th.","book":"ToOM:PH","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Quicken","school":"Transmutation cantrip","level":-1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 minute","description":"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to its next initiative roll or Dexterity saving throw. The target can roll the die before or after the d20 roll. The spell then ends.","description_high":"-","book":"DM:T","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Quicksilver Mantle","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"Self","components":"V, S, M (a nonmagical cloak and a dram of quicksilver worth 10 gp)","duration":"1 hour","description":"You transform an ordinary cloak into a highly reflective, silvery garment. The quicksilver mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a ray of enfeeblement, scorching ray, or even disintegrate, roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Quintessence","school":"8th-level transmutation","level":8,"casting_time":"1 action","range":"Self (120-foot sphere)","components":"V, S","duration":"1 minute","description":"

By calling on an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your AC can’t be less than 20, you can’t be frightened, and you are immune to necrotic damage.

In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Raid the Lair","school":"4th-level abjuration","level":4,"casting_time":"10 minutes","range":"Self","components":"V, S, M (a piece of the dragon whose lair you are raiding)","duration":"1 hour","description":"

You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.

The caster has advantage on Constitution saving throws to maintain concentration on this spell.

","description_high":"-","book":"HH","note":"","classes":"Bard,Ranger,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Rain of Blades","school":"5th-level conjuration","level":5,"casting_time":"1 action","range":"25 feet","components":"V, S, M (shard of metal from a weapon)","duration":"4 rounds","description":"You call down a rain of swords, spears, and axes, thrown to earth by the sacred dead of Asgard. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you wish so long as it forms one contiguous space at least 5 feet wide). The blades cause 6d6 slashing damage to creatures in the area at the moment the spell is cast, or half damage with a successful Dexterity saving throw. Intelligent undead injured by the blades are frightened for 1d4 rounds if they fail a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive that any type of piercing or slashing melee weapon can be picked up from the affected area and used normally. When the duration ends, all the weapons disappear amid roars of laughter.","description_high":"When you cast this spell using a spell slot of 4th level or higher, nonbroken blades can be picked up and used as magical +1 weapons until they disappear.","book":"HH","note":"","classes":"Cleric,Paladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ray of Alchemical Negation","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"

You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist's fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.

The ray of alchemical negation can also be used against a creature that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit causes 6d6 force damage and the creature must make a successful Constitution saving throw or it does only half damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage output is halved repeats the saving throw at the end of its turn, ending the effect on itself with a success.

","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ray of Life Suppression","school":"4th-level necromancy","level":4,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"

You launch a swirling ray of disruptive ley energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or benefits from a greater restoration spell or comparable magic.

This spell has no effect on constructs or undead.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Read Memory","school":"4th-level divination","level":4,"casting_time":"10 minutes","range":"Self","components":"V, S, M (a memory gear from a gearforged)","duration":"Instantaneous","description":"You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Reassemble","school":"5th-level necromancy","level":5,"casting_time":"1 hour","range":"Touch","components":"V, S, M (1 gallon of black milk of Evermaw, which is consumed in the casting)","duration":"Instantaneous","description":"

You touch an undead creature (dust and bones suffice) destroyed not more than 10 hours ago; the creature is surrounded by purple fire for 1 round and is returned to life with full hit points. This spell has no effect on any creatures except undead, and it cannot restore a lich whose phylactery has been destroyed, a vampire destroyed by sunlight, any undead whose remains are destroyed by fire, acid, or holy water, or any remains affected by a bless or gentle repose spell.

This spell doesn’t remove magical effects. If they aren’t removed prior to casting, they return when the undead creature comes back to life.

This spell closes all mortal wounds but doesn’t restore missing body parts. If the creature doesn’t have body parts or organs necessary for survival, the spell fails.

Sudden reassembly is an ordeal involving enormous expenditure of necrotic energy; ley line casters within 5 miles are aware that some great shift in life forces has occurred and a sense of its direction. The target takes a −4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.

","description_high":"-","book":"W8","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Reaver Spirit","school":"3rd-level enchantment","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"

You inspire allies to fight with the savagery of berserkers. You and allies you can see within range have: advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons; and a +2 bonus to damage with melee weapons.

When the spell ends, all affected creatures must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the melee damage bonus increases by 1 for each slot level above 2nd.","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Repair Metal","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.","description_high":"The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.","book":"HH","note":"","classes":"Cleric,Paladin,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Reposition","school":"4th-level conjuration","level":4,"casting_time":"1 bonus action","range":"30 feet","components":"V","duration":"Instantaneous","description":"You target up to three friendly creatures (one of which can be yourself) within 30 feet. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.","description_high":"When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.","book":"HH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Reset Red Portal","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"10 feet","components":"V, S, M (a pinch of shadow road dust which you scatter around the portal)","duration":"1 hour","description":"When you cast this spell, you can reset the destination of a Red Portal within range, diverting the shadow road so it leads to a location of your choosing. This destination must be in the present day. You can specify the target destination in general terms such as the City of the Fire Snakes, Mammon’s home, the Halls of Avarice, or in the Eleven Hells, and anyone stepping through the portal while the spell is in effect will appear in or near that destination. If you reset the destination to the City of the Fire Snakes, for example, the portal might now lead to the first inner courtyard inside the city, or to the marketplace just outside at the GM’s discretion. Once the spell’s duration expires, the Red Portal resets to its original destination (50% chance) or to a new random destination (roll on the Destinations table).","description_high":"When you cast this spell using a spell slot of 6th level or higher, you can specify a destination up to 100 years in the past for each slot level beyond 5th.","book":"MWB","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Reset","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"60 feet","components":"V,S,M","duration":"Instantaneous","description":"Temporal energy bursts from you to bathe the battlefield. Choose up to four creatures within range. If the creature is your ally, it can reroll its initiative check twice, keeping whichever of the two results it prefers. If the target is your enemy, it must make a successful Wisdom saving throw or reroll its initiative check twice, keeping whichever of the two results you prefer. New initiative results go into effect at the start of the next round.","description_high":"When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.","book":"DM:T","note":"","classes":"Bard,Cleric,Druid,Paladin,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Revenge’s Eye","school":"2nd-level divination","level":2,"casting_time":"1 action","range":"Touch","components":"V, S, M (a pinch of silver, a fragment of knife blade)","duration":"1 hour","description":"

You touch a creature’s visual organs and grant them the ability to see the trail left by creatures damaged by a weapon you cast order of revenge upon.

The targeted creature can distinguish between multiple affected creatures without effort. If you lose a trail due to a creature’s sudden shift in location, like jumping or teleporting, you may concentrate as a move action, which does not provoke opportunity attacks. This reveals the direction and distance to where the trail resumes, so long as it is on the same plane. The trail remains visible if a creature flies or swims. It only stops if the creature dies, becomes the target of dispel magic, leaves the plane of existence, or the order of revenge spell expires.

This spell does not help the target discern illusions, does not identify magically altered or concealed creatures, nor see invisible creatures; it only reveals trails left by those affected by order of revenge also cast by the spellcaster.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, you can target +1 creature for each slot level above second.","book":"W3","note":"","classes":"","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Reverberate","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"Self (15-foot cone)","components":"V, S, M (a metal ring)","duration":"Instantaneous","description":"You strike the ground with the metal ring, shaking the earth ahead of you with the impact. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage and fall prone; a successful Dexterity saving throw halves the damage and prevents the creature from falling pone.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 4th.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Revive Beast","school":"2nd-level necromancy","level":2,"casting_time":"1 action","range":"Touch","components":"V, S, M (emeralds worth 100 gp, which the spell consumes)","duration":"Instantaneous","description":"You touch a beast that has died within the last minute. That beast returns to life with 1 hit points. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Right the Stars","school":"6th-level divination","level":6,"casting_time":"10 minutes","range":"Self","components":"V, S, M (seven black candles and a circle of powdered charred bone or basalt)","duration":"1 hour","description":"You subtly warp the flow of space and time to enhance your conjurations with accursed cosmic potency. Until the spell ends, the duration of your conjuration spells are doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on concentration checks, Charisma checks, and Charisma saving throws.","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Ringstrike","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a metal ring for each strike granted by the spell, which the spell consumes)","duration":"1 hour","description":"You infuse up to two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within the spell’s range with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot above 1st.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Ringward","school":"7th-level abjuration","level":7,"casting_time":"1 action","range":"Self","components":"V, S, M (an iron ring worth 200 gp, which the spell consumes)","duration":"1 hour","description":"This spell causes the iron ring to become a faintly shimmering ring of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protective energy ring have advantage on saving throws against spells and gain resistance to one type of damage of your choice.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Riptide","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 round","description":"

With a sweeping gesture, you cause a great swell of water to rise up in a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the area must make a Strength saving throw. On a failed save, a creature is restrained and suspended in the cylinder or moves to the nearest edge of cylinder on a successful one.

At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options:

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Risen Road","school":"4th-level transmutation","level":4,"casting_time":"1 minute","range":"50 miles","components":"V, S, M (a bentwood stick)","duration":"2-12 hours","description":"

When you cast this spell, you open a glowing portal into the plane of shadow. The portal remains open for 1 minute, until 10 creatures step through it, or until you collapse it (no action required). Stepping through the portal places you on a shadow road leading to a destination within 50 miles, or in a direction specified by you. The road is in ideal condition. You and your companions can travel it safely at a normal pace, but you can't rest on the road; if you stop for more than 10 minutes, the spell expires and dumps you back into the real world at a random spot within 10 miles of your starting point.

The spell expires 2d6 hours after being cast. When that happens, travelers on the road are safely deposited near their specified destination or 50 miles from their starting point in the direction that was specified when the spell was cast. Travelers never incur exhaustion no matter how many hours they spent walking or riding on the shadow road. The temporary shadow road ceases to exist; anything left behind is lost in the shadow realm. Each casting of risen road creates a new shadow road.

A small chance exists that a temporary shadow road might intersect with an existing shadow road, opening the possibility for meeting other travelers or monsters, or for choosing a different destination mid-journey. The likelihood is entirely up to the GM.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Robe of Shards","school":"6th-level abjuration","level":6,"casting_time":"1 action","range":"Self","components":"V, S, M (a metal shard)","duration":"1 minute","description":"You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Rolling Thunder","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"Self (30-foot line)","components":"V, S, M (a sliver of metal from a gong)","duration":"Instantaneous","description":"

A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30-foot long and 5-foot wide. Each creature in the line must succeed on a Constitution saving throw or be deafened for 1 minute. A creature made of inorganic material, such as stone, crystal, or metal, has disadvantage on saving throws against this spell.

While a creature is deafened in this way, it is wreathed in thundering energy. It takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d8 for each slot level above 2nd.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Rune of Imprisonment","school":"3rd-level abjuration","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (ink)","duration":"1 minute","description":"

You trace a glowing black rune in the air which streaks toward and envelopes its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed.

A creature adjacent to the rune may spend a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can only be attempted once per round.

","description_high":"-","book":"MWB","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Salt Lash","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"Self","components":"V, S, M (a pinch of salt worth 1 sp, which is consumed during the casting)","duration":"10 minutes","description":"

You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade's secondary (pain) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.

The spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.

","description_high":"-","book":"DM:Al","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Sand Ship","school":"5th-level transmutation","level":5,"casting_time":"1 minute","range":"30 feet","components":"V, S, M (a boat or ship of 10,000 gp value or less)","duration":"24 hours","description":"Casting sand ship on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only through sand, not soil or solid rock. For the duration of the spell, the vessel doesn’t float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast or it sinks into the water.","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Sanguine Horror","school":"5th-level conjuration","level":5,"casting_time":"1 action","range":"5 feet","components":"V, S, M (a miniature dagger)","duration":"1 hour","description":"

When you cast this spell, you prick yourself with the focus, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a blood elemental. The blood elemental is friendly to you and your companions for the duration. It disappears when it's reduced to 0 hit points or when the spell ends.

Roll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don't issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn't disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin,Warlock","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Sanguine Spear","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Touch","components":"V, S, M (the corpse of a once-living creature)","duration":"1 minute","description":"You draw blood from the corpse of a creature that has been dead for no more than 24 hours and magically fashion it into a spear of frozen blood. This functions as a +1 spear that does cold damage instead of piercing damage. If the spear leaves your hand for more than 1 round, it melts and the spell ends.","description_high":"If the spell is cast with a 4th-level spell slot, it creates a +2 spear. A 6th-level spell slot creates a +3 spear.","book":"DC&SS","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Scale Rot","school":"4th-level necromancy","level":4,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a piece of rotten meat)","duration":"1 minute","description":"You summon death and decay to plague your enemies. One creature of your choosing within 30 feet of you that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means. An effected creature can end the effect by using an action to make a successful Constitution saving throw. A successful saving throw ends the effect on that creature and makes the creature immune to further castings of scale rot for 24 hours.","description_high":"When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by 1 per slot level above 4th.","book":"HH","note":"","classes":"Bard,Cleric,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Scattered Images","school":"4th-level illusion","level":4,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 minute","description":"

When you cast this spell, you create illusory doubles that move when you move but in different directions, distracting and misdirecting your opponents.

When scattered images is cast, 1d4 + 2 images are created. Images behave exactly as those created with mirror image, with the exceptions described here. These images remain in your space, acting as mirror image, until you move or until you choose to have them move by themselves. When you move, your images can stay with you, or they can move an equal distance in any direction you want, at up to your speed. If you have a fly, climb, or burrow speed, your images do as well. You can also cause some images to move away while others remain in your space, or you can remain where you are and cause some or all images to move without you. All images must remain within 150 feet of you. Images that remain in your space can be destroyed by any attack directed against you, as with mirror image. Images away from your space can be destroyed by attacks that could hit them mistakenly, but not by attacks that can only target your space; a melee attack from an attacker adjacent to you can't hit an image that's 20 feet away, for example. If you have three or more duplicates, an attack hits a duplicate if you roll 6 or higher on a d20. With two duplicates, an attack hits a duplicate if you roll 8 or higher, and with one duplicate, you must roll 11 or higher.

While in your space, the images mimic your movements, sounds, and actions perfectly. Images in other squares perform logical alternative actions that you dictate in a completely believable manner. They can appear to make melee attacks (always narrowly missing), cast a spell with no visible effect, drink a potion, and so on. They can't produce illusory spell effects or interact with objects that you don’t have. The figments can move out of your line of sight. Their movement draws opportunity attacks as normal.

Finally, once per spell casting, you can exchange places via teleportation with one figment. You can do this as a bonus action on your turn or as a reaction to a successful attack that hits you. If you swap positions as a reaction, you take no damage and the figment is destroyed instead.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect.

","description_high":"-","book":"DC&SS","note":"","classes":"","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Scentless","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S, M (1 ounce of pure water)","duration":"1 hour","description":"You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Screaming Ray","school":"1st-level evocation","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.","book":"MWB","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Scribe","school":"Transmutation cantrip","level":-1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"This spell allows you to create a copy of a written work. By placing a blank scroll, book, or page near the work that you are copying, all the writing, illustrations, etc., in the original reproduces itself in the new document, in your handwriting. The new medium must be large enough to accommodate the original source. Magical properties of the original aren't reproduced, so you can't use scribe to make usable copies of spell scrolls or magic books.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Scry Ambush","school":"3rd-level divination","level":3,"casting_time":"1 reaction, taken at the start of an enemy’s turn","range":"Self","components":"V, S","duration":"Instantaneous","description":"You foresee your foe’s attack a split second before it begins. When you cast this spell, a number of your allies equal to your spellcasting ability modifier (minimum of 1) + your proficiency bonus are not surprised. If you yourself were surprised, you must make a spellcasting check at the moment your reaction should be triggered. The DC equals the initiative number of the current turn. If the spellcasting check fails, you remain surprised and can't use a reaction to cast the spell until after your turn. If the check succeeds, you can take a reaction to cast the spell but you must be one of its targets.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Sculpt Snow","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"

When you cast sculpt snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone but the creature can be recognized. The sculptures are as durable as a typical snowman.

Sculptures created by this spell can be animated with animate objects or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.","book":"DM:W","note":"","classes":"Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Seal of Sanctuary","school":"7th-level abjuration","level":7,"casting_time":"10 minutes","range":"Touch","components":"V, S, M (incense and special inks worth 250 gp, which the spell consumes)","duration":"24 hours","description":"

You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 50 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a dangerous barrier. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 10d8 radiant damage, it’s repelled to 5 feet outside the boundary, and it can’t target anything on the opposite side of the boundary with attacks, spells, or abilities. On a successful save, the creature takes half as much radiant damage and can cross the boundary. While within 50 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws. All of these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel.

Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within the area.

The seal has 50 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.

","description_high":"-","book":"HH","note":"","classes":"Cleric,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Seal Red Portal","school":"6th-level abjuration","level":6,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a gold key worth 250 gp)","duration":"Until dispelled","description":"You seal a Red Portal or other dimensional gate within range, rendering it inoperable until this spell is dispelled. While the portal remains sealed in this way, it cannot be found with the locate Red Portal spell.","description_high":"-","book":"MWB","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Searing Sun","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"200 feet","components":"V, S, M (a magnifying lens)","duration":"1 minute","description":"This spell intensifies the light and heat of the sun, so it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the target point. Every creature that starts its turn in that area takes 5d8 fire damage or half damage with a successful Constitution saving throw. A creature that’s shaded by a solid object such as an awning, a building, or an overhanging boulder has advantage on the saving throw. On your turn, you can use an action to move the target point up to 20 feet in any direction along the ground.","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Seed of Destruction","school":"8th-level enchantment","level":8,"casting_time":"1 action","range":"60 feet","components":"V, S, M (five teeth from a still-living humanoid and a vial of the caster’s blood)","duration":"1 hour","description":"

This spell impregnates a living creature with a rapidly‐gestating hydra that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five-headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds the embryo takes to mature.

During those rounds when the embryo is gestating, the affected creature takes 12 (5d4) slashing damage at the start of its turn, or half damage with a successful Constitution saving throw.

When the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size, Huge aberration. Nearby creatures are pushed away to clear a Huge space as the hydra grows. This is a standard hydra but with the Innate Spellcasting ability to cast bane as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turn. It obeys verbal commands that you issue to it (no action required by you). If you don't give it a command or it can’t follow your command for some reason, the hydra attacks the nearest living creature.

At the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.

The hydra disappears at the end of the spell’s duration or its existence can be cut short with a wish spell or comparable magic, but nothing less. The embryo can be destroyed before reaching maturity with a dispel magic spell under the normal rules for dispelling high-level magic.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Seer’s Reaction","school":"1st-level divination","level":1,"casting_time":"1 reaction, at the start of any other creature's turn","range":"Self","components":"V, S","duration":"Instantaneous","description":"Your foreknowledge allows you to act before others because you knew this was going to happen. When you cast this spell, reroll your Dexterity check for initiative with a +5 bonus. Your initiative equals the higher of the two results. If that number is higher than the current initiative number, take your turn immediately but switch to the higher number next round.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Selfish Wish","school":"9th-level conjuration","level":9,"casting_time":"1 action","range":"Self","components":"V, S, M (a pint of blood and a black sapphire worth at least 2,500 gp)","duration":"Instantaneous","description":"

The selfish wish grants the desires of a supplicant in exchange for power. Like a wish, it alters reality, but in doing so it grants the caster power, while the end result of the selfish wish is often a twisted or misinterpreted version of the actual desire.

The wish-maker must provide a pint of his or her blood and state their desire. The caster then completes the spell and provides whatever effect is asked for. However, unlike wish, the GM must pervert any casting of this spell. If the selfish wish is worded with great care, the negative effects may be less hideous than they would be otherwise, but they should still occur. A selfish wish is never granted without drawbacks.

A selfish wish can produce any of the effects that a wish can. If greater effects than those are wished for, the drawbacks become even more dangerous (e.g., a wish for a great increase in Strength may come with an equal reduction in Intelligence).

In exchange for casting the selfish wish, the caster also receives an influx of power. The caster receives the following bonuses for 2 minutes:

","description_high":"-","book":"DC&SS","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Semblance of Dread","school":"Illusion cantrip","level":-1,"casting_time":"1 action","range":"Self (10-foot radius)","components":"V, S","duration":"1 minute","description":"

You adopt a chaotic and tenebrous visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can't willingly move closer to you unless it makes a successful Wisdom saving throw as it tries to approach. A creature can make only one such saving throw attempt per turn. Constructs and undead are immune to this effect.

For the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause fright.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Shade","school":"2nd-level abjuration","level":2,"casting_time":"1 action","range":"Self","components":"V, S","duration":"10 minutes","description":"You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight (such as those caused by sunlight sensitivity), those penalties don’t apply while you’re under the effect of this spell.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Shadow Adaptation","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Self","components":"V, S, M (a scrap of black cloth)","duration":"8 hours","description":"Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow’s Strength Drain or the harm spell.","description_high":"-","book":"W:SR","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shadow Armor","school":"1st-level abjuration","level":1,"casting_time":"1 reaction, which you take when you are targeted by an attack but before the roll is made","range":"Self","components":"V, S","duration":"Instantaneous","description":"You siphon energy from the Shadow Realm to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage and you have resistance to radiant damage until the start of your next turn.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shadow Bite","school":"Illusion cantrip","level":-1,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"

You create a momentary needle of cold, sharp pain in a target creature. The target must make a successful Constitution saving throw or take 1d6 necrotic damage and have its speed halved until the start of your next turn.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shadow Blindness","school":"Illusion cantrip","level":-1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 round","description":"You make a melee spell attack; if it hits, the target’s innate darkvision is negated for 1 round. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses. When this spell ends, the creature’s natural darkvision returns.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shadow Hands","school":"1st-level evocation","level":1,"casting_time":"1 action","range":"Self (10-foot cone)","components":"V, S","duration":"Instantaneous","description":"A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the fright.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shadow Monsters","school":"4th-level illusion","level":4,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a doll)","duration":"1 minute","description":"Your spell targets up to 2 creatures within range. Each creature must make a Wisdom saving throw. If the saving throw fails, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save.","description_high":"If shadow monsters is cast with a 5th-level or higher spell slot, one additional creature can be targeted for each slot level above 4th.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Shadow Puppets","school":"2nd-level illusion","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a pinch of powdered lead)","duration":"1 minute","description":"You are able to animate the shadow of a creature within range, causing it to attack the creature who cast it. Make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be paralyzed until the start of your next turn.","description_high":"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.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Shadow Realm Gateway","school":"5th-level conjuration","level":5,"casting_time":"1 minute","range":"30 feet","components":"V, S, M (a piece of black chalk)","duration":"1 minute","description":"

By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Shadow Realm. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell’s duration.

This spell can only be cast as a ritual.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Shadow Spawn","school":"6th-level illusion","level":6,"casting_time":"4 hours","range":"Touch","components":"V, S, M (an onyx gem worth 1,000 gp, and the corpse of the creature to be duplicated)","duration":"Instantaneous","description":"Casting this spell consumes the corpse of a creature and creates a shadowy duplicate of it. The creature returns as a shadow beast. The shadow beast has dim memories of its former life and retains free will; casters are advised to be ready to make an attractive offer to the newly-risen shadow beast, to gain its cooperation.","description_high":"-","book":"DC&SS","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shadow Tree","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a willow branch)","duration":"10 minutes","description":"

This spell temporarily draws a willow tree from the Shadow Realm to the location you designate within range. The tree is 5 feet in diameter and 20 feet tall.

When you cast the spell, you can specify individuals who can interact with the tree. All other creatures see the tree as a shadow version of itself and can’t grasp or climb it, passing through its shadowy substance. A creature that can interact with the tree and that has Sunlight Sensitivity or Sunlight Hypersensitivity is protected from sunlight while within 20 feet of the tree. A creature that can interact with the tree can climb into its branches, which gives the creature half cover.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shadow Trove","school":"3rd-level transmutation","level":3,"casting_time":"1 minute","range":"5 feet","components":"V, S, M (ink made from the blood of a raven)","duration":"1 hour","description":"You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off ” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter through the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends are lost forever. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects through the portal.","description_high":"When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Shadow’s Brand","school":"2nd-level necromancy","level":2,"casting_time":"1 action","range":"Touch","components":"S","duration":"Until dispelled","description":"

You draw a rune or inscription no larger than your hand on the target. The target must succeed on a Constitution saving throw or be branded with the mark on a location of your choosing. The brand appears as an unintelligible mark to most creatures. Those who understand the Umbral language recognize it as a mark indicating the target is an enemy of the shadow fey. Shadow fey who view the brand see it outlined in a faint glow. The brand can be hidden by mundane means, such as clothing, but it can be removed only by the remove curse spell.

While branded, the target has disadvantage on ability checks when interacting socially with shadow fey.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Bard,Cleric,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shadows Brought to Light","school":"2nd-level divination","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"

If the target fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is only whispered to you. The shadow speaks Common, unless the target does not speak Common, in which case it speaks in the target’s native language.

If the target creature does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded.

If the secret was spoken aloud, the target takes a −2 penalty to Charisma checks with anyone who was present when it was revealed, for the remainder of the day, in addition to any information you obtain or any scandal it provokes.

Ritual Focus. If you expend your ritual focus, the target has disadvantage on Charisma checks instead of the −2 penalty, and the target’s status score is reduced by 1 for the remainder of the day. At the end of the day, the target makes a Charisma saving throw against your spell save DC. If this saving throw fails, rumors of the target’s indiscretion become widespread and the loss of status is permanent.

","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Paladin,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Shadowy Retribution","school":"4th-level necromancy","level":4,"casting_time":"10 minutes","range":"Self","components":"V, S, M (a silver goblet filled with the caster’s blood)","duration":"12 hours","description":"

You fill a silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.

If you are reduced to 0 hit points, your curse is invoked; blood pours from your mouth and steams away into a red mist that transforms into a shadow. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.

","description_high":"

When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.

Ritual Focus. If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.

","book":"HH","note":"","classes":"Cleric,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Shared Sacrifice","school":"2nd-level evocation","level":2,"casting_time":"1 minute","range":"60 feet","components":"V, S","duration":"1 hour","description":"You join your life force to that of up to five allies. Each target takes 5 necrotic damage that can’t be reduced but can be healed normally, as they channel their energy into a pool of life essence containing the donated hit points. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and channeling hit points from the pool into the injured creature. The injured creature heals hit points equal to your spellcasting ability modifier, and the hit points remaining in the pool decrease by the same amount. This can be repeated until all the hit points in the pool are gone or the spell’s duration expires.","description_high":"-","book":"HH","note":"","classes":"Cleric,Paladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Sheen of Ice","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S, M (water within a glass globe)","duration":"1 minute","description":"A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Every creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.","description_high":"-","book":"DM:W","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shield of Star and Shadow","school":"3rd-level abjuration","level":3,"casting_time":"1 action","range":"Self","components":"V, S, M (a star chart)","duration":"10 minutes","description":"You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shifting the Odds","school":"2nd-level divination","level":2,"casting_time":"1 bonus action","range":"Self","components":"V","duration":"Instantaneous","description":"By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shiver","school":"Evocation cantrip","level":-1,"casting_time":"1 action","range":"30 ft.","components":"V, S, M (humanoid tooth)","duration":"1 round","description":"

You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8; the total is the maximum hit points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has suffered the effects of this spell, it is immune to the effects of this spell for 24 hours.

The maximum hit points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).

","description_high":"-","book":"MWB","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Shroud of Death","school":"4th-level necromancy","level":4,"casting_time":"1 action","range":"Self","components":"V, S, M (a piece of ice)","duration":"10 rounds","description":"You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The transfer increases to 2 points per creature at the start of your second turn with the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of your turns are affected. There is no saving throw; creatures can avoid the effect by moving more than 30 feet from you or by getting out of your line of sight, but they become susceptible again if they move back into the spell's area of effect. The temporary hit points last until the spell expires.","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Sidestep Arrow","school":"3rd-level divination","level":3,"casting_time":"1 reaction, when an enemy targets you with a ranged attack","range":"Self","components":"V, S","duration":"Instantaneous","description":"With a few perfectly timed steps, you maneuver a foe between you and danger. You can cast this spell when a foe targets you with a ranged attack but before the attack roll is made, the spell is cast, etc. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to place an enemy between you and the attacker, in the direct line of attack. You must be able to move (not restrained or grappled or reduced to speed 0 for any other reason). This move does not provoke opportunity attacks. After you've moved, the ranged attack is resolved with the intervening foe as the target instead of you.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Sign of Koth","school":"7th-level abjuration","level":7,"casting_time":"1 action","range":"Touch (60-foot radius)","components":"V, S, M (a platinum dagger and a powdered black pearl worth 500 gp, which the spell consumes)","duration":"Until dispelled","description":"

You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot-tall cylinder centered on a point you can touch. The only visible evidence of this field is an inky black rune that appears at the spot touched and on every doorway, window, or other portal inside the cylindrical area.

Choose one or more of the following types of creatures: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:

Creatures that aren’t affected by the field and who take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.

When you cast this spell, you can choose to reverse its magic; this will prevent affected creatures from leaving the area instead of from entering it, deafen them to sounds from outside the cylinder, etc. In this case, the field provides no benefit for taking a short rest.

","description_high":"When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Silhouette","school":"Illusion cantrip","level":-1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 minute","description":"You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. 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.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Skull Road","school":"5th-level conjuration","level":5,"casting_time":"1 action","range":"60 feet","components":"V, S, M (ivory worth at least 500 gp)","duration":"1 minute","description":"

You conjure a portal linking an unoccupied space you can see within range to an imprecise location on the plane of Evermaw. The portal is a circular opening, which you can make 5–20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

If your casting is at 5th level, this opens a pathway to the River of Tears, to the Vitreous Mire, or to the Plains of Bone—travel to a settlement can take up to 7 days (1d6+1). If cast at 7th level, the skull road spell opens a portal to a small settlement of gnolls, ghouls, or shadows on the plane near the Eternal Palace of Mot or a similar settlement.

Undead casters can use this spell in the reverse direction, opening a portal from Evermaw to the mortal world, though with similar restrictions. At 5th level, the portal opens in a dark forest, cavern, or ruins far from habitation. At 7th level, the skull road leads directly to a tomb, cemetery, or mass grave near a humanoid settlement of some kind.

","description_high":"-","book":"W8","note":"","classes":"Cleric,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Sleep of the Deep","school":"3rd-level illusion","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a pinch of black sand, a tallow candle, and a drop of cephalopod ink)","duration":"8 hours","description":"Your magic haunts the dreams of others with hideous visions of the non-Euclidean city of R’lyeh. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from this rest and when it awakens, it gains one level of exhaustion and is afflicted with short-term madness.","description_high":"When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Slippery Fingers","school":"1st-level divination","level":1,"casting_time":"1 bonus action","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it's currently holding unless it makes a successful Charisma saving throw. This spell can't cause magic items to be dropped.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Slither","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Self","components":"V, M (ashes from a wooden statue of you, made into ink and used to draw your portrait, worth 50 gp)","duration":"1 minute","description":"

You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to all damage except force, psychic, or radiant. You can dismiss this spell early by using an action to do so.

If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space big enough to hold you within 50 feet. If the distance is greater than 50 feet, you take 1d6 extra force damage for every additional 10 feet traveled.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you can touch for each slot level above 2nd.","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Snow Boulder","school":"4th-level transmutation","level":4,"casting_time":"1 action","range":"90 feet","components":"V, S, M (handful of snow)","duration":"4 rounds","description":"

A ball of snow forms within 5 feet of you and rolls in the direction you point, growing larger as it moves. As a bonus action, you can move the sphere up to 30 feet. If you roll the boulder into a creature, that creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Each round the snow boulder increases in size and effectiveness. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth.

Round Size Damage
1 Small 1d6 bludgeoning
2 Medium 2d6 bludgeoning
3 Large 4d6 bludgeoning
4 Huge 6d6 bludgeoning

","description_high":"-","book":"HH","note":"","classes":"Druid,Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Snow Fort","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a ring carved from chalk or white stone)","duration":"Instantaneous","description":"

This spell creates a simple “fort” from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for- point basis, up to a maximum of 30 points.

The spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.

","description_high":"-","book":"DM:W","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Snowblind Stare","school":"2nd-level necromancy","level":2,"casting_time":"1 action","range":"Self","components":"V, S","duration":"2 rounds","description":"Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness (see [[[Conditions]]]), or the second stage of snow blindness if it already has the first stage. The target recovers as described in [[[Conditions]]].","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Snowy Coat","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 hour","description":"This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.","description_high":"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.","book":"DM:W","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Song of the Forest","school":"3rd-level transmutation","level":3,"casting_time":"1 minute","range":"Self","components":"V, S, M (a dried leaf crumpled and released)","duration":"10 minutes","description":"

You attune your senses to the natural world, so you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the cause of each sound in your mind. The effect gives you tremorsense with a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on sound. Creatures that make no noise or that are magically silent cannot be detected through this spell’s effect.

Song of the forest only functions in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).

Ritual Focus. If you expend your ritual focus, the spell’s effect is equivalent to blindsight with a range of 30 feet.

","description_high":"-","book":"HH","note":"","classes":"Druid,Ranger,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Soothsayer’s Shield","school":"2nd-level divination","level":2,"casting_time":"1 reaction, when you are hit by an attack","range":"Self","components":"V, S","duration":"Instantaneous","description":"This spell can be cast when you are hit by an enemy’s attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Soul of the Machine","school":"3rd-level abjuration","level":3,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 hour","description":"One willing creature you touch becomes immune to mind-altering effects and psychic damage for the spell’s duration.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Paladin","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Speak with Inanimate Object","school":"1st-level divination","level":1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 minute","description":"You awaken a spirit that resides inside an inanimate object such as a rock, sign, or table, and can ask it questions. The spirit is neutral toward you unless you've done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations.","description_high":"-","book":"HH","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Sphere of Order","school":"6th-level evocation","level":6,"casting_time":"1 action","range":"Self (30-foot radius)","components":"V, S","duration":"1 round","description":"You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic damage. The damage is 8d8 for Chaotic aberrations, celestials, elementals, and fiends. A successful Wisdom saving throw halves the damage, but Chaotic creatures (the only ones affected by the spell) make the saving throw with disadvantage.","description_high":"-","book":"HH","note":"","classes":"Cleric","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Spin","school":"2nd-level enchantment","level":2,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 minute","description":"You target a creature within 60 feet and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. If the saving throw fails, the creature spins in place for the duration of the spell. A spinning creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect with a success. A creature that has spun for 1 round or more becomes dizzy and has disadvantage on attack rolls and ability checks until one round after it stops spinning.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Spinning Axes","school":"4th-level evocation","level":4,"casting_time":"1 action","range":"Self","components":"V, S, M (an iron ring)","duration":"Instantaneous","description":"Spinning axes made of luminous force burst out from you in a ring shape, striking all creatures within 10 feet of you. Each creature within 10 feet of you takes 5d8 force damage, or half damage with a successful Dexterity saving throw. Creatures that aren’t undead or constructs and that are damaged by this spell begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of its turn. Bleeding can be stopped by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by any amount of magical healing or regeneration. Bleeding stops automatically after 1 minute.","description_high":"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.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Spire of Stone","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"Self","components":"V, S, M (a small basalt cylinder)","duration":"10 minutes","description":"

You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone.

As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Spiteful Weapon","school":"3rd-level necromancy","level":3,"casting_time":"1 action","range":"25 feet","components":"V, S, M (a melee weapon that has injured the target)","duration":"5 rounds","description":"You create a connection between the target of the spell (“target”), a creature that attacked and injured the target in the last 24 hours (“attacker”), and a melee weapon that was used successfully in the attack (“weapon”), all of which must be within the spell’s range of you when the spell is cast. For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target takes the same amount and type of damage; a successful Charisma saving throw by the target halves the damage it takes, with each attack calling for a new saving throw. The attacker can even turn the weapon against himself or herself and cause identical damage to the target. Self-inflicted wounds hit automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.","description_high":"The target has disadvantage on its Charisma saving throws if spiteful weapon is cast with a 5th-level slot.","book":"HH","note":"","classes":"Cleric,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Spur Mount","school":"1st-level transmutation","level":1,"casting_time":"1 bonus action","range":"Touch","components":"V, S, M (an apple or sugar cube)","duration":"1 round","description":"You urge your mount to greater speed. Until the beginning of your next turn, your mount can Dash or Disengage as a bonus action. This spell has no effect on a creature that you are not riding or that your GM deems is not a mount.","description_high":"-","book":"HH","note":"","classes":"Paladin,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Staff of Violet Fire","school":"4th-level evocation","level":4,"casting_time":"1 bonus action","range":"Self","components":"V, S, M (mummy dust)","duration":"but see description","description":"

You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action.

This staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects:
• By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 27 (5d10) necrotic damage.
• By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 8 (1d8+4) necrotic damage each.
• By expending 3 charges, you can negate any radiant spell as a reaction or dispel an angelic ward as an action.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slots above 4th.","book":"W8","note":"","classes":"Cleric,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Stanch","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 hour","description":"The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can't be the source of blood for any spell or effect that requires even a drop of blood.","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Starburst","school":"Evocation cantrip","level":-1,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"

You cause a mote of starlight to appear at a point you can see within 60 feet. The mote explodes a moment later, doing 1d8 radiant damage to any creature in the mote’s 5-foot space. A successful Charisma saving throw negates the damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Starfall","school":"5th-level evocation","level":5,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"Instantaneous","description":"You cause bolts of shimmering starlight to fall from the heavens, striking five targets within 60 feet of you and in your sight. Each bolt strikes one creature, doing 6d6 radiant damage, knocking the target prone, and blinding it. A successful Dexterity saving reduces damage to half and prevents blindness and being knocked prone. If there are fewer than five targets, excess bolts strike the ground harmlessly.","description_high":"When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Starry Vision","school":"7th-level divination","level":7,"casting_time":"1 reaction","range":"100 feet","components":"V, M (a sprinkling of gold dust worth 400 gp)","duration":"1 minute","description":"As compelling fate except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to a minute). At the end of each of its turns, the target repeats the Charisma saving throw. On a success, the spell ends.","description_high":"When you cast this spell using a spell slot of 8th or 9th level, the bonus to AC increases by 1 for each slot level above 7th.","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Star's Heart","school":"9th-level transmutation","level":9,"casting_time":"1 action","range":"50 feet","components":"V, S, M (an ioun stone)","duration":"1 minute","description":"This spell increases gravity tenfold within a 50-foot radius of you. All creatures in the area other than you drop whatever they’re holding in their hands, fall prone, become incapacitated, and can’t move. If some solid object (such as the ground) is encountered when flying or levitating creatures fall, they take triple the normal falling damage. Any creature besides you that enters or starts its turn in the area must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. Failure means the creature takes 8d6 bludgeoning damage; success means the creature takes 4d6 bludgeoning damage but it’s no longer incapacitated and it can move at half-speed. All ranged weapon attacks inside the area of effect have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles with mass, such as a flaming sphere. Creatures under the influence of a freedom of movement spell or comparable magic have advantage on the Strength saving throws required by this spell, and their speed isn’t reduced once they recover from incapacitation.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Steal Warmth","school":"3rd-level necromancy","level":3,"casting_time":"1 reaction, which you take when you take cold damage from magic","range":"Self","components":"V, S","duration":"Instantaneous","description":"When you cast steal warmth after taking cold damage, you can select a living creature within 5 feet of you. That creature takes the cold damage instead, or half damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target.","description_high":"When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.","book":"DM:W","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Steam Blast","school":"4th-level evocation","level":4,"casting_time":"1 action","range":"Self (15-foot radius)","components":"V, S, M (a tiny copper kettle or boiler)","duration":"Instantaneous","description":"You unleash a burst of superheated steam in a 15‐foot radius centered on you. All other creatures in that area take 5d8 fire damage, or half damage with a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished and everything becomes wet.","description_high":"When you cast this spell using a spell slot of 5th level or higher, add 1d8 damage per spell level.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Steam Whistle","school":"8th-level evocation","level":8,"casting_time":"1 action","range":"Self (30-foot radius)","components":"V, S, M (a small brass whistle)","duration":"Instantaneous","description":"You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces deafness to 1d8 rounds.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Stigmata of the Red Goddess","school":"2nd-level necromancy","level":2,"casting_time":"1 action","range":"Self","components":"V, S, M (several drops of your own, fresh blood)","duration":"3 rounds","description":"You cut yourself and bleed as tribute to Marena, gaining power as long as the blood continues flowing. The stigmata typically appears as blood running from the eyes or ears, or from wounds manifesting on the neck or chest. You take 1 piercing damage at the beginning of each turn and gain a +2 bonus on damage rolls. Any healing received by you, magical or otherwise, ends the spell.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the damage you take at the start of each of your turns and the bonus damage you do both increase by 1 for each slot level above 2nd, and the duration increases by 1 round for each slot level above 2nd.","book":"DC&SS","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Storm of Wings","school":"4th-level conjuration","level":4,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a drop of honey)","duration":"1 minute","description":"

You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm.

As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.

Bats. The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.
Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks.
Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failure, the creature fails to cast the spell, losing the action but not the spell slot.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Ranger","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Strength of the Underworld","school":"3rd-level necromancy","level":3,"casting_time":"1 action","range":"Touch","components":"V, S, M (unholy symbol of a deity of the dead)","duration":"1 minute","description":"

You call on the power of the dark gods of the afterlife to strengthen the target's undead energy. The spell's target has advantage on saving throws against Turn Undead while the spell lasts.

If this spell is cast on a corpse that died from darakhul fever, the corpse gains a +5 bonus on its roll to determine whether it rises as a darakhul.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Sudden Dawn","school":"3rd-level evocation","level":3,"casting_time":"1 action","range":"100 feet","components":"V, S","duration":"10 minutes","description":"You call upon morning to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of light centered on a point within range. The area inside the cylinder is brightly lit. The light stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.","description_high":"-","book":"HH","note":"","classes":"Cleric,Druid,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Summon Clockwork Beast","school":"5th-level conjuration","level":5,"casting_time":"10 minutes","range":"10 ft.","components":"V, S, M (a handful of tiny gears)","duration":"1 hour","description":"

Once per day, you can cast this ritual to summon a Tiny clockwork beast. The creature is considered a construct and can take the shape of the following: a spider, rat, snake, octopus, bat, or raven. The clockwork beast appears in an unoccupied space within range.

The clockwork beast acts independently of you but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

When the clockwork beast’s eyes and hear what it hears, and you continue to do so until you use your action to return to your normal senses. During this time, you are deaf and blind with regard to your own senses.

The clockwork beast doesn’t require air, food, drink, or sleep. When its hit points are reduced to 0, it crumbles into a heap of gears and springs.

","description_high":"-","book":"W14","note":"","classes":"","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Summon Eldritch Servitor","school":"5th-level conjuration","level":5,"casting_time":"10 minutes","range":"60 feet","components":"V, S, M (a vial of the caster’s blood and a silver dagger)","duration":"1 hour","description":"

You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:

When the summoned creatures appear, you must make a Charisma saving throw. If it succeeds, the creatures are friendly to you and your allies. If it fails, the creatures are friendly to no one and attack the nearest creatures to them, pursuing and fighting for as long as possible.

Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or attack the nearest living creature if they have no command.

Each round that you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short- term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc.

A summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the creatures become uncontrolled and hostile and don’t disappear until 1d6 rounds later or they’re killed.

","description_high":"When you cast this spell using a 7th- or 8th-level spell slot, you can summon four ghasts of Leng or a ghasts of Leng or a nightgaunt.","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Summon Old One’s Avatar","school":"9th-level conjuration","level":9,"casting_time":"10 minutes","range":"60 feet","components":"V, S, M (a vial of the caster’s blood, a dried opium poppy, and a silver dagger)","duration":"1 hour","description":"

You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as a Void speaker (Creature Codex NPC) augmented by boons from the Void. Choose one of the following options for the type of avatar that appears (other options might be available if the GM allows):

When the avatar appears, you must make a Charisma saving throw. If it succeeds, the avatar is friendly to you and your allies. If it fails, the avatar is friendly to no one and attacks the nearest creature to it, pursuing and fighting for as long as possible.

Roll initiative for the avatar, which takes its own turn. If friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature.

Each round you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw or take 1d6 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc.

The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the avatar becomes uncontrolled and hostile and doesn’t disappear until 1d6 rounds later or it’s killed.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"true","sound":""}, {"id":0, "name":"Summon Star","school":"8th-level conjuration","level":8,"casting_time":"1 action","range":"90 feet","components":"V, S","duration":"1 minute","description":"You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within 90 feet and takes the form of a glowing humanoid with long, white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed by the star repeats the Wisdom saving throw at the end of its turn. If successful, that creature is no longer charmed and is immune to the effect from this star. In all other ways, the star is equivalent to a deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.","description_high":"-","book":"HH","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Surge Dampener","school":"3rd-level abjuration","level":3,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 minute, until expended","description":"Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of chaos magic surges. The protected creature gains a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gets advantage on a normally allowed saving throw. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell ends.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Symbol of Sorcery","school":"7th-level evocation","level":7,"casting_time":"10 minutes","range":"Touch","components":"V, S, M (specially prepared ink charged with magic)","duration":"8 hours","description":"This arcane symbol is drawn onto an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the hieroglyph, it triggers in an arcane explosion. All creatures in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. After this symbol explodes once, it’s power is spent and the spell ends.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Talons of a Hungry Land","school":"7th-level evocation","level":7,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"10 minutes","description":"

You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three- quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick). The lines provide three‐quarters cover to creatures behind them.

When the lines appear, each creature within their area must make a Dexterity saving throw. On a failed save, a creature takes 8d8 slashing damage or half as much damage on a successful save.

A creature can move through the lines at the risk of cutting themselves on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failed save or half as much damage on a successful one.

When you cease concentrating on the spell, you may cause the obsidian spikes to explode, causing 5d8 slashing to any creature within 15 feet or half as much damage on a successful Dexterity save.

","description_high":"When you cast this spell using a spell slot of 7th level or higher, the damage from all effects of the lines increases by 1d8 for each slot level above 7th.","book":"W10","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Targeting Foreknowledge","school":"3rd-level divination","level":3,"casting_time":"1 bonus action","range":"Self","components":"V","duration":"Instantaneous","description":"Twisting the knife, slapping with the butt of the spear, cutting again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you inflict an additional 2d6 damage of the weapon's type to the target. If your attack roll was a natural 19, the attack becomes a critical hit and you also add the weapon's basic damage die or dice (the normal damage boost for a critical hit) to the 2d6 bonus damage, along with any other special result you would normally cause with a critical hit.","description_high":"-","book":"DM:CD","note":"","classes":"Bard,Cleric,Druid,Ranger,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"The Black God’s Blessing","school":"9th-level transmutation","level":9,"casting_time":"7 hours","range":"Touch","components":"V, S, M (an onyx worth 2,500 gp, a vial of unholy water, and a gem-studded, obsidian warhammer)","duration":"Instantaneous","description":"

Chernobog doesn’t care that the Night Cauldron only focuses on one aspect of his dominion. After all, eternal night leads perfectly well to destruction and murder, especially by the desperate fools seeking to survive in the new, lightless world. Having devotees at the forefront of the mayhem suits him, so he allows a small measure of his power to infuse worthy souls.

After contacting the Black God, the ritual caster makes a respectful yet forceful demand for him to deposit some of his power into the creature that is the target of the ritual. For Chernobog to comply with this demand, the caster must make a successful DC 20 spellcasting check. If the check fails, the spell fails and the caster and the spell's target become permanently vulnerable to fire; this vulnerability can be ended with remove curse or comparable magic. If the spell succeeds, the target creature gains darkvision (60 feet) and immunity to cold. Chernobog retains the privilege of revoking these gifts if the recipient ever wavers in devotion to him.

","description_high":"-","book":"DC&SS","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Thin the Ice","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a piece of sunstone)","duration":"Instantaneous","description":"You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when you cast the spell), the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.","description_high":"-","book":"DM:W","note":"","classes":"Druid,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Thousand Darts","school":"3rd-level evocation","level":3,"casting_time":"1 action","range":"Self (120-foot line)","components":"V, S, M (mithral dart worth 25 gp)","duration":"Instantaneous","description":"You launch thousands of needlelike darts in a 5-foot-wide line at a target. Creatures in the line take 6d6 piercing damage, or half damage with a successful Dexterity saving throw. The primary target of the needles makes the saving throw with disadvantage.","description_high":"When you cast this spell using a spell slot of 4th level or higher, add 1d6 to the damage per spell level.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Throes of Ecstasy","school":"3rd-level transmutation","level":3,"casting_time":"1 action","range":"60 feet","components":"V, S, M (a hazel or oak wand)","duration":"1 minute","description":"Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with sexual euphoria, rendering them incapacitated for the duration. The creature automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw against the spell. On a success, the spell ends on the target and the creature gains a level of exhaustion. If the spell runs for the full minute, the creature gains three levels of exhaustion when it ends.","description_high":"When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.","book":"MWB","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Thunder Bolt","school":"Evocation cantrip","level":-1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn.","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Thunderclap","school":"3rd-level evocation","level":3,"casting_time":"1 action","range":"Self","components":"S","duration":"Instantaneous","description":"You clap your hands, emitting a peal of thunder. All creatures within 20 feet of you take 8d4 thunder damage and are deafened for 1d8 rounds, or take half damage and aren't deafened with a successful Constitution saving throw. A creature that fails the saving throw by 5 or more is also stunned for 1 round. This spell doesn't function in an area under the effect of a silence spell. Very brittle material such as crystal may be shattered if it's within range, at the GM's discretion; the GM can allow a character holding such an object to protect it with a successful Dexterity saving throw.","description_high":"-","book":"HH","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Thunderous Charge","school":"1st-level transmutation","level":1,"casting_time":"1 bonus action","range":"Self","components":"V","duration":"Instantaneous","description":"With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack's damage or shove the target 10 feet.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, each slot level above 1st increases the distance you’re allowed to move by 10 feet and adds 1d6 thunder damage to the attack’s damage.","book":"HH","note":"","classes":"Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Thunderous Stampede","school":"2nd-level transmutation","level":2,"casting_time":"1 bonus action","range":"30 feet","components":"V","duration":"Instantaneous","description":"As thunderous charge but affecting up to three targets. Targets other than you must use their reaction to move and attack under the effect of thunderous stampede.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet for each slot level above 2nd, and the attack does an additional 1d6 thunder damage for each slot level above 2nd.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Thunderous Wave","school":"3rd-level evocation","level":3,"casting_time":"1 action","range":"90 feet","components":"V, S","duration":"Instantaneous","description":"You initiate a shockwave centered at a point you designate within range. The shockwave explodes outward through a 30-foot-radius sphere. This does no damage directly, but every creature the shockwave passes through must make a Strength saving throw. Those that fail are pushed 30 feet and knocked prone; if they strike a solid obstruction, they also take 5d6 bludgeoning damage. Those that succeed on the save are pushed 15 feet and are not knocked prone; they take 2d6 bludgeoning damage if they strike an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Thunderstorm","school":"5th-level transmutation","level":5,"casting_time":"1 action","range":"Touch","components":"V, S, M (a piece of lightning-fused glass)","duration":"1 hour","description":"You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a fly speed of 60 feet. The cloud is transparent to the creature the spell was cast on, but it is heavy obscurement to everyone else.","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Tick Stop","school":"Transmutation cantrip","level":-1,"casting_time":"1 action","range":"30 feet","components":"V","duration":"1 round","description":"You speak a word and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Tidal Barrier","school":"1st-level abjuration","level":1,"casting_time":"1 action","range":"Self (10-foot radius)","components":"V, S, M (a piece of driftwood)","duration":"1 minute","description":"A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn in or enters the area must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you, and its speed is reduced to 0 until the start of its next turn.","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Time in a Bottle","school":"9th-level transmutation","level":9,"casting_time":"1 action","range":"Sight","components":"V","duration":"1 minute","description":"You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment on your turn, and events progress naturally from there.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Time Jump","school":"8th-level transmutation","level":8,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"You throw a construct forward in time, if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Time Loop","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a metal loop)","duration":"1 minute","description":"

You capture the target in a loop of time. The creature is teleported to the space where it began its previous turn. The target then makes a Wisdom saving throw. If it succeeds, the spell’s effect ends. If it fails, the creature must repeat the actions it took on its previous turn, following the same sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved, then attacked, on its previous turn, its only option is to move, then attack, this turn. If the space where the target began its previous turn is occupied or it’s impossible for the target to take the same action (if it cast a spell but it’s now unable to do so, for example), the target is incapacitated.

An affected target repeats the saving throw at the end of its turn, ending the effect on itself on a success. For as long as the duration lasts, the target teleports back to its starting point at the start of each of its turns and it must repeat the same sequence of moves and actions.

","description_high":"-","book":"DM:T","note":"","classes":"Bard,Cleric,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Time Step","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"Self","components":"V","duration":"Instantaneous","description":"You briefly step forward in time. You disappear from your location and reappear at the beginning of your next turn in a location within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the interval you’re missing, and you aren’t aware of anything that happens during that time.","description_high":"-","book":"DM:T","note":"","classes":"Bard,Cleric,Ranger,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Time Vortex","school":"4th-level evocation","level":4,"casting_time":"1 action","range":"90 feet","components":"V, S, M (a clockwork butterfly)","duration":"1 minute","description":"

This spell destabilizes the flow of time in the target area, subjecting creatures caught in the vortex to temporal fluctuations that are visible as a spherical distortion with a 10-foot radius. Each creature within the sphere when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or begins its turn inside the sphere must also make a Wisdom saving throw or be affected. Once a creature’s Wisdom saving throw succeeds, it is immune to this time vortex.

An affected creature can’t take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.
D10 Roll Effect
1-2 The creature is affected as if by slow until the start of its next turn.
3-5 The creature is stunned until the start of its next turn.
6-8 The creature’s initiative result is reduced by 5. The creature begins using this new initiative result next round. Multiple occurrences of this effect for the same creature are cumulative.
9-10 The creature's speed is halved until the start of its next turn.

You can move the temporal vortex 10 feet each round as a bonus action. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

","description_high":"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.","book":"DM:T","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Timeless Engine","school":"7th-level transmutation","level":7,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Until dispelled","description":"You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires attention only once a decade.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Timely Distraction","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"25 feet","components":"V, S, M (a handful of sand or dirt thrown in the air)","duration":"3 rounds","description":"

You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target creature fails a Wisdom saving throw, roll 1d4 and consult the table below to determine the result. An affected creature repeats the saving throw at the end of its turn, ending the effect on a success. Otherwise, the spell expires after 3 rounds.

1d4 Effect
1 Blinded
2 Stunned
3 Deafened
4 Prone

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Tireless","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Touch","components":"S, M (ever-wound spring worth 50 gp)","duration":"24 hours","description":"You grant machinelike stamina to the target. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor or read at three times the normal rate. Creatures under the effect of the spell are immune to nonmagical exhaustion and suffer no consequences for not sleeping or for overexertion. This spell does not reduce or prevent magical fatigue or magical exhaustion.","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Tongue of Sand","school":"3rd-level illusion","level":3,"casting_time":"1 minute","range":"30 feet","components":"V, S","duration":"Until dispelled","description":"

Tongue of sand is similar in many ways to magic mouth. When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.

Additionally, tongue of sand has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than 10 words long, and the spell ends after a second question is answered.

","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Tongue Tied","school":"5th-level enchantment","level":5,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"

You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled and it has disadvantage on Charisma checks that require speech. The creature can cast a spell with a verbal component only by making a successful Constitution check against your spell save DC. If the Constitution check fails, the creature’s action is used but the spell slot isn’t expended.

Ritual Focus. If you expend your ritual focus, the affected target also takes 2d6 psychic damage every time it tries to talk.

","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Torrent of Fire","school":"4th-level conjuration","level":4,"casting_time":"1 action","range":"Self (60-foot cone)","components":"V, S, M (a piece of obsidian)","duration":"Instantaneous","description":"You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Tracer","school":"3rd-level divination","level":3,"casting_time":"1 bonus action","range":"Self","components":"V, S, M (a drop of bright paint)","duration":"8 hours","description":"

When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends.

A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Treasure Chasm","school":"2nd-level enchantment","level":2,"casting_time":"1 action","range":"100 feet","components":"V, S, M (a gold coin)","duration":"1 minute","description":"

You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.

An affected creature repeats the saving throw at the end of its turn, ending the effect on a success. The effect also ends if the creature takes damage from you or one of your allies.

Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Tree Heal","school":"Evocation cantrip","level":-1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"You touch a plant and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Tree Speak","school":"1st-level divination","level":1,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"1 minute","description":"

You touch a tree and ask it one question about anything that might have happened in its immediate vicinity (such as, “Who passed by here?”). You get a mental sensation of the response, which takes the duration of the spell. Trees do not have a human sense of time, so the tree might answer with something that happened last night or a hundred years ago. The sensation you receive may include sight, hearing, vibration, or smell, all from the perspective of the tree. Trees are particularly attentive to anything which may harm the forest and always report such activities when questioned.

If you cast this spell on a tree that contains a merged Circle of Oaks druid or other creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.

","description_high":"-","book":"ToOM:PH","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Trench","school":"2nd-level transmutation","level":2,"casting_time":"1 minute","range":"60 feet","components":"V, S","duration":"Permanent","description":"With scooping gestures, you cause the ground to slowly sink into a trench 5 feet deep, 5 feet across, and 60 feet long. The trench forms slowly enough that enemies have no chance of falling into it.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the trench’s width increases by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.","book":"HH","note":"","classes":"Bard,Cleric,Druid,Paladin,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Trick Question","school":"1st-level enchantment","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"Instantaneous","description":"You phrase a question in a way that can be answered by one word, to a target that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the spell ends, the target knows that you used magic to compel an answer.","description_high":"-","book":"HH","note":"","classes":"Bard,Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Triumph of Ice","school":"7th-level transmutation","level":7,"casting_time":"1 action","range":"Self","components":"V, S, M","duration":"1 minute","description":"

You transform one of the four elements into ice or snow. The area of effect is a sphere with a radius of 100 feet, centered on you. The specific effect varies depending on the element targeted.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Twist the Skein","school":"1st-level divination","level":1,"casting_time":"1 reaction, when a creature makes a successful or unsuccessful attack roll, saving throw, or skill check","range":"30 feet","components":"S","duration":"Instantaneous","description":"You tweak a strand of a creature’s fate as it makes an attack roll, saving throw, or skill check. Roll 1d20 – 10 to produce a number from 10 to –9. Add that number to the creature's roll, increasing or decreasing the result accordingly. This adjustment can turn a failure into a success or vice versa, or it may not change the outcome at all. The target must use the modified result regardless of whether it’s better or worse than the original.","description_high":"-","book":"DM:CD","note":"","classes":"Cleric,Warlock","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Umbral Storm","school":"9th-level necromancy","level":9,"casting_time":"1 action","range":"120 feet","components":"V, S","duration":"1 minute","description":"

You create a channel to a region of the Shadow Realm that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere, centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents exhaustion.

You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Uncontrollable Transformation","school":"7th-level transmutation","level":7,"casting_time":"1 action","range":"Self","components":"V, S, M (the bill of a platypus)","duration":"1 hour","description":"You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll 1d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; roll 1d10 twice and choose the result you prefer, but gain one level of exhaustion. At the end of the spell, your body returns to its normal form.","description_high":"

When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.

Uncontrollable Transformation

d10 Mutation
1 A spindly third arm sprouts out of your shoulder. By using a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and checks that require the manipulation of tools.
2 Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table).
3 A strange, puckered orifice grows on your back. You can use the orifice to forcefully expel air, granting you a fly speed of 30. You must land at the end of your turn. In addition, as a bonus action you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw. The DC equals 10 + your Constitution modifier.
4 A second face appears on the back of your head. You gain darkvision to 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying out conversations with yourself.
5 You grow gills that not only allow you to breathe under water but also filter poison out of the air. You gain immunity to inhaled poisons.
6 Your hindquarters elongate and you grow a second set of legs. Your base walking speed increases by 10 feet and your carrying capacity becomes your Strength score multiplied by 20.
7 You become incorporeal can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal.
8 Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes do 1d6 bludgeoning damage.
9 Your head fills with a light gas and swells to four times its normal size, causing all of your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground.
10 You grow three sets of feathered wings that give you a fly speed equal to your walking speed and the ability to hover.

Damage Type

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Undermine Armor","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1 minute","description":"

You unravel the bonds of reality that hold a suit of armor together. A target that’s wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the creature’s AC by 2.

This spell has no effect on creatures that aren’t wearing armor separate from their bodies.

","description_high":"-","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Unleash Effigy","school":"9th-level transmutation","level":9,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"10 minutes","description":"

You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a stone golem. It takes a turn immediately after your turn. As a bonus action on your turn, you can order the golem to move and attack, provided you’re within 60 feet of it. Without orders from you, the statue does nothing.

Whenever the statue has 75 hit points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it’s destroyed.

When the spell ends, the animated statue reverts to a normal, mundane statue.

","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Unluck On That","school":"2nd-level enchantment","level":2,"casting_time":"1 reaction, which you take immediately before a creature rolls the die for an attack, saving throw, ability check, or skill check","range":"25 feet","components":"V","duration":"Instantaneous","description":"Cast this spell when a target makes an attack roll, a saving throw, or an ability or skill check. With a swift curse (“Unluck on that!”), you bring misfortune to the target’s endeavor; the affected creature has disadvantage on the roll.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet for every spell slot beyond 1st.","book":"HH","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Unseen Strangler","school":"3rd-level conjuration","level":3,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a pinch of sulfur and a live rodent)","duration":"8 hours","description":"

You conjure a phantom, tentacled aberration in an unoccupied space you can see within range. The phantom remains where you conjured it until the spell elapses, until you dismiss it as an action, or until you move more than 80 feet from it.

The strangler is invisible to all creatures except you, and it can't be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specify when you cast this spell, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

If one or more creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes one melee weapon attack; its attack modifier = your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained and the strangler can’t attack another target. If this attack is a critical hit, the creature also is suffocating and can’t speak until the grapple ends.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Vagrant’s Nondescript Cloak","school":"2nd-level abjuration","level":2,"casting_time":"1 action","range":"Touch","components":"V, S, M (a pinch of crushed obsidian, a scrap of rag)","duration":"1 hour","description":"You touch a creature. The creature is warded against the effects of faerie fire, hold person, and order of revenge for the duration of the effect, granting them advantage on the saving throw against the effect and a saving throw each round they are affected by the spells. If the warded creature is the focus of locate creature, the caster may determine if the affected creature is within 1,000 feet but cannot determine the direction to the target of vagrant’s nondescript cloak. If the creature is already affected by one of the warded spells, then both the effect and vagrant’s nondescript cloak end immediately.","description_high":"When you cast this spell using a spell slot of third level or higher, you can target +1 creature for each slot level above second.","book":"W3","note":"","classes":"","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Vengeful Panopy of the Ley Line Ignited","school":"6th-level evocation","level":6,"casting_time":"1 action","range":"Self","components":"V, S","duration":"10 minutes","description":"

While bound to a ley line, you draw directly from its power, becoming cloaked in a magical heliotropic fire that sheds dim light in a 10-foot radius. Additionally, each round, including the round it is cast, you may make a ranged spell attack as an action. On a hit, the target takes 6d6 force damage. Every 3 minutes the effect is active, your bond with the ley line is reduced by one step; a bond to a Titanic ley line becomes effectively a Strong, then a Weak, and after 10 minutes, the bond is broken. The strength of the bond is only restored after a long rest; if the bond was broken, it can only be restored at the next weakest level for a week. A bond broken from a Weak ley line cannot be restored for two weeks. Some believe this spell damages ley lines, and there is some evidence to support this claim.

Additionally, whenever a creature within 5 feet hits you with a melee attack, the cloak erupts with a heliotropic flare. The attacker takes 3d6 force damage.

","description_high":"When casting this spell using a spell slot of 6th level, the damage from all effects of the spell increase by 1d6 for each slot level above 6th.","book":"W10","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Vine Trestle","school":"2nd-level conjuration","level":2,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a 1-inch piece of green vine that is consumed in the casting)","duration":"1 hour","description":"

You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (the ground, a wall), but it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates into nothing.

The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, (5 x your spellcasting level) hit points, and a damage threshold of 5.

","description_high":"

When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds and its damage threshold increases by 1 for each slot level above 2nd.

Ritual Focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.

","book":"HH","note":"","classes":"Druid,Ranger,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Visage of Madness","school":"4th-level enchantment","level":4,"casting_time":"1 action","range":"Self","components":"V, S","duration":"Instantaneous","description":"When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that's within 30 feet of you and that sees you must make a Wisdom saving throw. A creature that fails claws savagely at its eyes, doing (1d6 + the creature’s Strength modifier) piercing damage, is stunned until the end of its next turn, and is blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Vital Mark","school":"3rd-level transmutation","level":3,"casting_time":"10 minutes","range":"Touch","components":"V, S","duration":"24 hours","description":"You perform a ritual that marks one unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don't function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the vital mark's caster.","description_high":"When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.","book":"DM:B&D","note":"","classes":"Antipaladin,Cleric,Paladin,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Void Rift","school":"9th-level void magic","level":9,"casting_time":"1 action","range":"300 feet","components":"V, S, M (a black opal carved with a void glyph worth 500 gp)","duration":"1 minute","description":"

You speak a hideous string of void speech that leaves your mouth bloodied, causing a rift into absolute nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the void tries to draw everything into itself. All creatures that start their turns within 40 feet of the sphere or that enter that area for the first time on their turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. Creatures that start their turn in contact with the rift or that come into contact with it for the first time on their turn take 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and take damage as creatures.

While concentrating on the spell, you take 2d6 necrotic damage at the end of your turn.

","description_high":"-","book":"DM:V","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Void Strike","school":"3rd-level void magic","level":3,"casting_time":"1 action","range":"90 feet","components":"V, S","duration":"1 minute","description":"With a short phrase of void speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a ranged spell attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.","description_high":"When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.","book":"DM:V","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Volley Shield","school":"7th-level abjuration","level":7,"casting_time":"1 action","range":"Touch","components":"S","duration":"1 minute.","description":"

You touch a willing creature and create a shimmering shield of ley energy to protect it. The shield grants the target a +5 AC bonus and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration.

In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes its new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and suffers all effects the spell normally causes.

","description_high":"-","book":"HH","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Vomit Tentacles","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"Self","components":"V, S, M (a piece of a tentacle)","duration":"5 rounds","description":"

Upon casting this spell, your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit the target takes (2d6 + your Strength modifier) bludgeoning damage and is grappled (escape DC = your spell save DC). Until this grapple ends, the target is restrained and it takes (2d6 + your Strength modifier) bludgeoning damage at the start of each of your turns. You can grapple only one creature at a time.

The tentacles can be attacked to free a grappled opponent. Their armor class equals yours. If they take (5 + your Constitution modifier) slashing damage from a single attack, enough tentacles are severed to free a grappled opponent. Severed tentacles are replaced by new ones at the start of your turn. Damage done to the tentacles doesn't affect your hit points.

While the spell is in effect, you are incapable of speech and can't cast spells with verbal components.

","description_high":"-","book":"DM:B&D","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Voorish Sign","school":"1st-level divination","level":1,"casting_time":"1 action","range":"Self (20-foot radius)","components":"S","duration":"10 minutes","description":"For the duration, invisible creatures and objects within range become visible, and you have advantage on saving throws against effects that cause fright.","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every 2 slot levels above 1st.","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Waft","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Self","components":"V, S, M (a topaz worth at least 10 gp)","duration":"1 round","description":"You harness the wind itself to move you through the air like a dragon. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.","description_high":"-","book":"HH","note":"","classes":"Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Walk the Twisted Path","school":"6th-level conjuration","level":6,"casting_time":"1 action","range":"100 miles","components":"V, S, M (a map)","duration":"See text","description":"

You and up to five creatures you can see enter the Great Maze, a shifting landscape of endless walls and corridors that connect to many places throughout the world.

To find your way to a destination within 100 miles, you must know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. The Intelligence check must be made by you, not by your companions. If you have the ability to retrace a path you’ve previously taken without a check (such as a minotaur or goristro), this check succeeds automatically. If the check fails, you fail to find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or you die. In either event, the spell ends.

When the spell ends, you and those traveling with you appear in a safe location at your destination.

","description_high":"When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Walking Wall","school":"7th-level transmutation","level":7,"casting_time":"1 action","range":"30 feet","components":"V, S, M (100 miniature axes)","duration":"10 minutes","description":"

This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t Dash. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues executing the last command you gave it. The wall can’t use reactions. Each successful attack does 4d6 slashing damage, and the damage is considered magical.

The walking wall can be attacked. It has AC 12, 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the 100 miniature axes fall to the ground in a tidy heap.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Wall of Time","school":"5th-level abjuration","level":5,"casting_time":"1 action","range":"120 feet","components":"V, S, M (an hourglass)","duration":"1 minute","description":"You create a wall of shimmering, transparent blocks and rotating but intangible gears on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a circular wall up to 20 feet high, 1 foot thick, and forming a closed circle 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into time with no other effect. Ranged spell attacks and ranged weapon attacks made with magical weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if they had just failed their initial saving throw against the slow spell.","description_high":"-","book":"DM:T","note":"","classes":"Cleric,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Warning Shout","school":"2nd-level divination","level":2,"casting_time":"1 reaction, which you take immediately before a creature rolls an initiative check","range":"30 feet","components":"V","duration":"Instantaneous","description":"You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gets advantage on an initiative check made before your next turn.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Paladin,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Warp Mind and Matter","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"30 feet","components":"V, S, M (root of deadly nightshade and a drop of the caster’s blood)","duration":"Until cured or dispelled","description":"

A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with indefinite madness.

Greater restoration or comparable magic ends the indefinite madness, and regenerate or comparable magic rids the creature of the flesh warp.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Weapon of Blood","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Self","components":"V, S, M (a pinch of iron shavings)","duration":"1 hour","description":"When you cast this spell, you inflict 1d4 slashing damage on yourself that can't be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a +1 dagger.","description_high":"When you cast this spell using a spell slot of 3rd level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a +2 dagger. When you cast this spell using a spell slot of 6th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a +2 dagger of wounding. When you cast this spell using a spell slot of 9th level, the self-inflicted wound does 9d4 slashing damage and the spell produces a +3 dagger of wounding.","book":"DM:B&D","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Who Goes There?","school":"5th-level conjuration","level":5,"casting_time":"10 minutes","range":"60 feet","components":"V, S, M (a flour sifter)","duration":"10 minutes","description":"

You sift the surrounding air for sound wave remnants of recent conversations to discern passwords or other important information gleaned from a conversation, such as by guards on a picket line.

The spell creates a cloud of words in the caster’s mind, assigning relevance to them. Selecting the correct word or phrase is not foolproof, but you can make an educated guess.

You make a Wisdom (Perception) check against the target person’s Wisdom score (DC 10, if not specified) to successfully pick the key word or phrase.

","description_high":"-","book":"W10","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Wield Soul","school":"4th-level necromancy","level":4,"casting_time":"1 action","range":"Touch","components":"V, S","duration":"Instantaneous","description":"You draw forth the ebbing life force of a creature and use its arcane power. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you gain knowledge of spells, innate spells, and similar abilities it could have used today were it still alive. Expended spells and abilities aren't revealed. Choose one of these spells or abilities with a casting time no longer than 1 action. Until you complete a long rest, you can use this spell or ability once, as a bonus action, using the creature’s spell save DC or spellcasting ability bonus.","description_high":"-","book":"DC&SS","note":"","classes":"Antipaladin","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Wind Shield","school":"4th-level abjuration","level":4,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 minute","description":"

You surround yourself with the forces of chaos. Wild lights and strange sounds surround you, making stealth impossible. While wild shield is active, you can spend a reaction to absorb a spell that targets you or whose area of effect you are within. An absorbed spell has no effect, but absorbing a spell causes a chaos magic surge as if you had cast a spell, with you as the caster for all magic surge effects.

Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to absorb a spell whose level exceeds the spell levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level ­­– the levels wild shield can still absorb. If the check succeeds, the spell is absorbed; if the check fails, the spell takes its full effect. The chaos magic surge happens regardless of whether the spell is absorbed.

","description_high":"When you cast this spell using a spell slot of 5th level or higher, you can absorb 1 additional spell level for each slot level above 4th.","book":"HH","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Wind Lash","school":"Evocation cantrip","level":-1,"casting_time":"1 action","range":"20 feet","components":"V, S","duration":"Instantaneous","description":"

Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing winds and is pushed 5 feet away from you.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Wind of the Hereafter","school":"8th-level conjuration","level":8,"casting_time":"1 action","range":"120 feet","components":"V, S, M (a vial of air from a tomb)","duration":"10 minutes","description":"

You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage or half damage with a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe.

The sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).

","description_high":"-","book":"W7","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Wind Tunnel","school":"1st-level evocation","level":1,"casting_time":"1 action","range":"Self (60-foot line)","components":"V, S, M (a paper straw)","duration":"1 minute","description":"

You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.

The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

","description_high":"-","book":"HH","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Winding Key","school":"2nd-level transmutation","level":2,"casting_time":"1 action","range":"60 feet","components":"V, M (an ornately carved silver key worth 50 gp)","duration":"1 minute","description":"You target a construct, giving it an extra action or move on each of its turns.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Paladin,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Winged Spies","school":"4th-level divination","level":4,"casting_time":"1 action","range":"10 miles","components":"V, S","duration":"10 hours","description":"

This spell summons a swarm of ravens or other birds—or a swarm of bats if cast at night or underground—to serve you as spies. The swarm moves out as you direct, but it won't patrol farther away than the spell's range. Commands must be simple, such as “search the valley to the east for travelers” or “search everywhere for humans on horses.” The GM can judge how clear and effective your instructions are and use that estimation in determining what the spies report.

You can recall the spies at any time by whispering into the air, but the spell ends when the swarm returns to you and reports. You must receive the swarm's report before the spell expires, or you gain nothing.

The swarm doesn't fight for you; it avoids danger if possible but defends itself if it must. You know if the swarm is destroyed, and the spell ends.

","description_high":"-","book":"DC&SS","note":"","classes":"","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Winterdark","school":"6th-level transmutation","level":6,"casting_time":"1 action","range":"120 feet","components":"V, S","duration":"1 hour","description":"

This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. All creatures in the area when you cast the spell and at the beginning of your turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted to cold.

As a bonus action, you can move the center of the effect 20 feet.

","description_high":"-","book":"DM:W","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Winter's Radiance","school":"6th-level evocation","level":6,"casting_time":"1 action","range":"400 feet (30-foot cube)","components":"V, S, M (a piece of polished glass)","duration":"1 minute","description":"When you cast this spell, the piercing rays of a day's worth of sunlight reflecting off of fresh snow blankets the area. Creatures caught in the spell’s area of effect must succeed on a Constitution saving throw or suffer disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, affected creatures suffer such hampered vision that foes they target are treated as having three-quarters cover.","description_high":"-","book":"MWB","note":"","classes":"Cleric,Druid,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Wintry Glide","school":"4th-level conjuration","level":4,"casting_time":"1 action","range":"Self","components":"V, S","duration":"1 minute","description":"

Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. You can immediately exit from that mass of ice or snow at any point within 500 feet that’s part of the contiguous mass of ice or snow, by expending another 5 feet of movement. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell or it fails.

If the mass of ice or snow is somehow destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.

","description_high":"-","book":"DM:W","note":"","classes":"Druid","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Withered Sight","school":"1st-level necromancy","level":1,"casting_time":"1 action","range":"30 feet","components":"V, S, M (a dried lizard's eye)","duration":"1 minute","description":"You cause the eyes of a creature you can see within range to age rapidly. The target must make a Constitution saving throw. If it fails, the creature has disadvantage on Perception rolls and attack rolls. An affected creature repeats the saving throw at the end of its turn, ending the effect with a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.","description_high":"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.","book":"DM:T","note":"","classes":"Bard,Cleric,Druid,Ranger,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Wolfsong","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"Self","components":"V","duration":"Instantaneous","description":"You let out a howl that can be heard up to 5 miles away outdoors. The howl can convey a message of up to nine words, and it will be understood by all canine creatures within hearing and up to one specific creature that you name during the casting. The range of hearing is 3 miles for creatures that are indoors or 1 mile underground. No creature is compelled to do anything by the message; beasts with low intelligence are unlikely to take any action unless they’re innately curious or feel threatened.","description_high":"When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for every slot above 3rd.","book":"HH","note":"","classes":"Druid,Ranger","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Word of Misfortune","school":"Void magic cantrip","level":-1,"casting_time":"1 action","range":"60 feet","components":"V, S","duration":"1 minute.","description":"You hiss a word of void speech. Choose one creature you can see within range. The next time the creature makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.","description_high":"-","book":"DM:V","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Wotan's Rede","school":"2nd-level divination","level":2,"casting_time":"1 action","range":"Self","components":"V, S","duration":"Instantaneous","description":"You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to an augury.","description_high":"When casting Wotan’s rede with a spell slot of 4th level, it provides advice equivalent to divination. When casting with a 5th-level spell slot, the spell provides advice equivalent to a single answer from commune. When casting with a 6th-level spell slot, Wotan’s rede provides advice equivalent to three answers from contact other plane.","book":"HH","note":"","classes":"Bard,Cleric,Warlock","concentration":"false","ritual":"true","sound":""}, {"id":0, "name":"Wresting Wind","school":"2nd-level evocation","level":2,"casting_time":"1 action","range":"90 feet","components":"V, S, M (a handful of paper confetti)","duration":"Instantaneous","description":"By blowing a pinch of confetti from your cupped hand, you create a burst of air that can tear weapons out of the hands of your enemies. Each enemy within 20 feet of the point you target must make a successful Strength saving throw or drop everything held in their hands. The objects land 10 feet away from the creatures who dropped them, in a random direction.","description_high":"-","book":"HH","note":"","classes":"Druid,Ranger,Sorcerer","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Write Memory","school":"4th-level transmutation","level":4,"casting_time":"1 hour","range":"Touch","components":"V, S, M (one empty memory gear)","duration":"Instantaneous","description":"You copy your memories, or those learned from the spell read memory, onto an empty memory gear.","description_high":"-","book":"HH","note":"","classes":"Bard,Cleric,Wizard","concentration":"false","ritual":"false","sound":""}, {"id":0, "name":"Writhing Arms","school":"1st-level transmutation","level":1,"casting_time":"1 action","range":"10 feet","components":"V, S","duration":"1 minute","description":"

Your arms become constantly writing tentacles. For the duration of this spell, you can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.

Although you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.

","description_high":"When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.","book":"MWB","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""}, {"id":0, "name":"Yellow Sign","school":"4th-level enchantment","level":4,"casting_time":"1 action","range":"30 feet","components":"V, S","duration":"1d10 hours","description":"

You attempt to afflict a humanoid you can see within range with memories of Carcosa and the Pallid Mask. The target must make a successful Wisdom saving throw or be afflicted with long-term madness and be charmed by you for the duration or until you or one of your allies harms it in any way. While charmed this way, the creature regards you as a sacred monarch. If you or an ally of yours are fighting the creature, it has advantage on its saving throw.

A successful remove curse spell ends both effects.

","description_high":"-","book":"DM:M","note":"","classes":"Antipaladin,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":""}]}] {"id":" This wiki uses trademarks and/or copyrights owned by Kobold Press and Open Design, which are used under the Kobold Press Community Use Policy. We are expressly prohibited from charging you to use or access this content. This wiki is not published, endorsed, or specifically approved by Kobold Press. For more information about this Community Use Policy, please visit [[[http:koboldpress.com/k/forum|koboldpress.com/k/forum]]] in the Kobold Press topic. 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