recursal/Fanatic-Fandom huggingface dataset:
Freezing Feet

*2nd-level Transmutation*
 Range
 Components
 Duration

You choose a creature you can see that has legs within range and begin freezing them. At the end of the creature's turn, if it has not moved at least 15 feet from where it began its turn, it becomes restrained, with its lower half encased in ice. The creature can make a Strength saving throw at the end of each of its turns after its first, breaking through the ice and ending the spell on a success.

**At Higher Levels.** 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.
Mind Freeze

*3rd-Level Evocation*
 Range
 Components
 Duration

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability, if you counter the spell, the creature takes 2d8 cold damage. The DC equals 10 + the spell’s level.

On a success, the creature’s spell fails and has no effect.
Meteor Strike

*5th-level Conjuration*
 Range
 Components
 Duration

You magically pull an asteroid from beyond the world through space to crash in a line 15 feet wide and 120 feet long stretching out from you in a direction of your choice. Each creature must make a Dexterity saving throw or take 6d6 bludgeoning damage, 6d6 fire damage, and be pushed back in the line 30 feet. On a successful save, the creature takes half as much fire damage and isn't pushed back.

Buildings and objects caught in the line that aren't being worn or carried take 32 bludgeoning and 32 fire damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you choose either the bludgeoning or the fire damage increases by 1d6 for each slot level above 5th.
Fog Cloud

*1st-level conjuration*
 Range
 Components
 Duration

A 20-foot-radius sphere of fog appears within range of you until a wind of at least 10 miles per hour blows it away, or until the spell ends. The fog is centered on a point you choose, spreading around corners and heavily obscuring the area it fills.

**At Higher Levels:** The radius of the fog cloud increases by 20 feet for each spell level you cast this spell above the first.
Message

***Transmutation cantrip***
 Range
 Components
 Duration

You point at a creature and whisper a message that only it can hear, and it can whisper back a reply that only you hear. You can cast through objects if you know the target and that it's beyond the wall, but magical silence, 1 foot of stone, 1 inch of metals, a thin sheet of lead, and 3 feet of wood will block the spell. The spell can move through corners and other openings.
Lightning Shard

*1st-Level **Evocation***
 Range
 Components
 Duration

*The wrath of storm-scarred steel is fearsome to behold.*

The first time you take the Attack action during your turn, you can cast this spell to infuse your melee weapon with elemental lightning, scorching and honing it to a razor edge. The first time you hit with this weapon, the target takes an additional 1d6 slashing damage and the static within the blade discharges. The target must make a Constitution saving throw. If they fail, the target and up to two creatures of your choice within 10 feet of the target take 1d6 lightning damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, either the slashing or lightning damage (your choice) increases by 1d6 per slot level above 1st.
Haunt

*4th-Level **Divination***
 Range
 Components
 Duration

*With a shriek, the horror disappeared. I knew it was not gone.*

You curse a hostile creature to be the singular focus of your hunt. You always know where the creature is, and it can never be hidden from you. In addition, you can sense what areas are in the target’s line of sight. On a subsequent turn, you can use your bonus action to teleport to location within 30 feet of the target as long as the location isn’t in the target’s line of sight. If the location is occupied or is in a solid material, such as a wall, the teleportation fails. It also fails if you and the creature aren’t on the same plane.
Load the Smoking Gun

*3rd-level Evocation*
 Range
 Components
 Duration

When you cast this spell, you create an orb of smoke that floats around you. You can immediately launch it or build it as an action while the spell lasts. You can launch the orb as part of building it.

When launched, you choose a point you can see within range, and every creature within 10 feet of that point must make a Constitution saving throw against the spell's damage. The orb deals 3d6 thunder damage + 2d6 thunder damage for each time it has been built on a successful save, or twice as much damage on a failed saving throw.

The orb audibly thunders when you cast the spell and each time it is built, growing louder each time. Once launched, the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you create one additional orb for every slot levels above 3rd. Building one builds them all, and they are all launched together. A creature in the area of multiple orbs' radius is only affected only once.
Heraldic Wyrm

*9th-level transmutation*
 Range
 Components
 Duration

A shield that you touch gains a shimmering aura in the shape of a wyrm that inspires whoever wields it. Whenever a creature wielding the shield strikes another creature with a melee attack, the target of the attack must make a successful Wisdom saving throw or become frightened for the spell’s duration.
Heartripper

*2nd-Level Necromancy*
 Range
 Components
 Duration

*A plant fed with blood does not mourn, nor does it show mercy.*

When you cast this spell, barbed thorns sprout from your fingertips. Make a melee spell attack roll against a creature within range. If you hit, the target takes 1d10 piercing damage and must make a Constitution saving throw. If they fail, you grasp a vital part of their anatomy and squeeze, inflicting an additional 3d10 piercing damage and stunning the target until the start of their next turn. If the spell attack roll resulted in a critical hit, the target has disadvantage on their saving throw.

**At Higher Levels:** When you cast this spell using a slot of 3rd level or higher, the piercing damage of the second phase of the spell increases by 1d10 per slot level above 2nd.
Find Familiar

*st-level conjuration*
 Range
 Components
 Duration

An animal becomes your familiar, obeying your commands, though it is still an independent creature. It has the appearance and statistics of the animal form you choose. You can choose from the animals: bat, cat, crab, toad, hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel, but the familiar's type must be chosen from celestial, fey, or fiend.

While you are within 100 feet of your familiar you can telepathically communicate with it, and as an action you can see and hear what it does until the start of your next turn. If your familiar has any special senses, you also gain the benefits of those senses while you are seeing or hearing through it. While doing so, your body is blind and deaf. You can also cast spells with a range of touch through your familiar as if it has cast them itself, but you must be within 100 feet of it and the familiar uses its reaction to cast the spell. Otherwise the spell is cast as if you had done so yourself.

When initiative is rolled, the familiar also rolls, but it can't make an attack. It can take other actions, but if its hit points fall to 0, it disappears until you cast this spell again.

You can dismiss the familiar permanently any time you choose, as an action, or you can temporarily dismiss it to a pocket dimension. You can recall your familiar from the pocket dimension, also as an action, to reappear in any unoccupied space within 30 feet of you.

If you try to cast this spell when you already have a familiar, you can choose for it to take a new form, but you cannot have more than one.
Explosive Cloud

*3rd-level Conjuration*
 Range
 Components
 Duration

You summon a cloud of invisible, explosive gas that spreads out into a 20-foot-radius sphere around a point you can see. If fire is brought into contact with the cloud, the gas ignites and does 6d6 fire damage to creatures inside the cloud, or half damage to creatures that make a successful Dexterity saving throw. The cloud of gas can be noticed only with a successful Wisdom (Perception) check against your spell DC.
Electromagnetic Storm

*3rd-level Evocation*
 Range
 Components
 Duration

You cause an intense electromagnetic storm to break out in a cylindrical zone with a 20-foot radius and 20 feet high, at a point you can see. The spell has three effects.

**First:** each creature that starts its turn in the area of effect takes 1d10 lightning damage unless it makes a successful Dexterity saving throw.
**Second:** any attempt to use magnetism within the area of effect (to navigate, for example) is spoiled by the storm’s intense magnetic field unless the opposed magnetic field is generated by a spell of level 4 or higher.
**Third:** any electrical current (magical or otherwise) that passes within 60 feet of the *electromagnetic storm* is drawn into the storm, causing everyone in the storm’s area to take whatever damage the electricity would normally do. For example, assume a wizard casts *lightning bolt* within 60 feet of an *electromagnetic storm*. The bolt is drawn into the storm and it terminates there, causing its normal damage to everyone inside the *electromagnetic storm*.
Lantern Walker

*1st-Level **Transmutation (Ritual)***
 Range
 Components
 Duration

A lantern you hold for the casting of this spell sprouts metal legs. On your turn, you can direct it to move up to 30 feet. The latern shines light when lit as normal, whether it be a hooded, bullseye, or some other.

As an action while the spell lasts, you can look from the lantern's location, as if the lantern's wick was an eye. You are blind to your own senses until the end of your next turn. The lantern can't move more than a mile away from you, and if it becomes more than a mile away, the spell ends. The spell also ends if the lantern is the target of an attack or a spell that deals damage.

The lantern can walk up vertical surfaces, but not upside down. All of its attributes are 1. It can't take any actions.

When the spell ends, the lantern returns to normal, and could be reused for the casting of this spell again.
Glasswings

*2nd-level Conjuration*
 Range
 Components
 Duration

Wings of glass unfold from your back. You gain a flying speed of 30 feet. Additionally, if you are adjacent to a creature, you can give up some or all of your remaining flying speed to strike it with your glass cut wings. Make a melee spell attack against the creature. On a hit, it takes 1d6 slashing damage for every 5 remaining movement you gave up, to a maximum of 30. Additionally, the creature's speed is reduced by 15 until the end of its next turn. The spell ends at the end of your turn, the wings shattering to glitter and fading away.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you gain an additional 10 feet of flying speed for each slot level above 2nd, and you can gain damage to a maximum increased by the same amount.
Mislead

*5th-level illusion*
 Range
 Components
 Duration

You become invisible, and an illusionary double appears in your space. The invisibility ends if you attack or cast a spell, but the double will persist. You can use an action to move the illusion up to twice your speed and behave in whatever manner you choose.

Using a bonus action, you can see and hear through the double as if you are where it is. You are blinded and deafened to your body's surroundings. You can switch back to your own senses using a bonus action.
Maegis

*7th-level Abjuration*
 Range
 Components
 Duration

You shatter a valuable shield, moving its thousand tiny pieces over the skin of a creature, a protective

magic filling in the gaps between each piece, forming its aegis. Until the spell ends, the target has resistance to all damage except force damage.

As an action, you can dismiss this spell and cause the aegis to explode. Each creature of your choice that you can see within 30 feet of the aegis wearer must make a Dexterity saving throw. On a failure, they take 6d12 force damage, or half as much on a success.
Merge into Art

*6th-level Transmutation*
 Range
 Components
 Duration

You step into a painting, tapestry, or mosaic large enough to encompass your height. Your shape and form becomes woven into the tapestry or painted into the picture as if it were part of the original work, changing your coloration and form as necessary to match the style of the art.

You are aware of your surroundings as if watching through a window, but your field of view is restricted to a narrow band in front of the artwork. You can’t speak or cast spells while merged into the art, but you can end the spell as an action. The spell also ends if the artwork becomes damaged. When the spell ends, you appear in an unoccupied space adjacent to the artwork.
Erase

*1st-level Transmutation*
 Range
 Components
 Duration

You automatically remove mundane writing from up to two sheets of paper or parchment, from a single scroll, or from a surface no larger than 9 inches by 12 inches. This spell can remove magical writing (including a *glyph of warding*) if the caster makes a successful Intelligence (Arcana) check against the original caster’s spell save DC. The caster of *erase* must be aware of the writing for the spell to be effective; it has no effect if cast blindly or experimentally.
Move Earth

*6th-level transmutation*
 Range
 Components
 Duration

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such change can't exceed half the area's largest dimension So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Mind Flay

*2nd-level Enchantment*
 Range
 Components
 Duration

You attempt to pierce the mind of a creature within range. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage and has disadvantage on all attack rolls and ability checks for the spells duration.

On a successful save, the creature takes half damage, but suffers no other effect. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.

**At Higher Levels:** 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.
Healing Draught

*6th-level transmutation*
 Range
 Components
 Duration

WINE SORCERY ONLY

You transform wine into a potent healing draught. Any creature that drinks the wine during the spell’s duration regains 10d6 hit points; any diseases it has are cured, poison is neutralized, and lost ability points are restored. The spell transforms enough wine to affect three creatures.

**At higher Levels:** For each spell slot used higher than 6th level, the wine heals an additional 2d6 hit points and one additional dose is created.
Mordenkainen's Private Sanctum

*4th-level abjuration*
 Range
 Components
 Duration

You make magically secure cube that's as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

* Sound can't pass through the area's barriers.
* The barrier prevents vision (including darkvision) through it.
* Sensors created by divination spells can't appear inside the area or pass through the barrier.
* Creatures in the area can't be targeted by divination spells.
* Nothing can teleport into or out of the area.
* Planar travel is blocked within the area.

Casting this spell on the same spot every day for a year makes this effect permanent.

**At Higher Levels:** You can increase the size of the cube by 100 feet for each slot level beyond 4th.
Light

***Evocation cantrip***
 Range
 Components
 Duration

You use your action to touch an object no longer than 10 feet in any dimension, causing it to shine bright light of a color you choose in a 20-foot radius and dim light for an additional 20 feet. If the object is completely covered, the light is blocked. The spell ends if you cast it again or dismiss the light as an action.

If your target is an object held or worn by a hostile creature, the creature must pass a Dexterity save to avoid being lit by the spell.
Homebrew Classes

**Caster:**

* Animancer
* Arcanist
* Archivist
* Archmage
* Blood Mage
* Dreamspinner
* Druid (Handbook)
* Mage
* Magical Girl
* Magician
* Mesmer
* Occultist
* Onmyouji
* Oracle
* Priest
* Prophet
* Red Mage
* Seeker
* Shaman
* Spirit Master
* Spirit Walker
* Stargazer
* Vampire
* Warlock (Demonology)
* Wayfarer
* Wiccan
* Witch (Gilnean)
* Witch
* Witch Doctor

**Battlers:**

* Anchor
* Artificer Revised
* Atavist
* Bloodhunter
* Cardmaster
* Chained Ancient
* Chef
* Dancer
* Death Knight
* Demi-Dragon
* Demon Hunter
* Doctor
* Dragon Knight
* Ebonite
* Eidolist
* Evolutionist
* Fencer
* Hunter (Handbook)
* Hunter (Lore)
* Illrigger
* Incarcerer
* Juggernaut
* Justicar
* Lacer
* Lacer Advanced
* Magus
* Monk (Handbook)
* Ninja
* Oracle
* Paladin (Handbook)
* Pendragon
* Princess
* Psion
* Pugilist
* Rogue (Handbook)
* Samsari
* Slayer
* Soul Binder
* Soul Knife
* Soul Warrior
* Spirit Medium
* Summoner
* Surgebinder
* Tarocchi
* Telepath
* Titan
* Toon
* Twin Soul
* Val'kyra
* Warrior
* Weaveshaper
Gaseous Form

*3rd-level transmutation*
 Range
 Components
 Duration

You turn a willing creature you touch and all it's carrying into a mist. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected by this spell.

While in this form, the target's only movement is 10 feet of flying. It can enter and occupy the space of another creature. It has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saves. It can pass through small openings, though liquids are treated as a solid barrier. The target can't fall and remains hovering even when incapacitated. The target can't talk, attack, use spells, or interact with objects. Its objects also can't be interacted with.
Enchanting Gaze

*1st-level Enchantment*
 Range
 Components
 Duration

Your eyes take on an arcane aura as you gaze at one creature you can see within range. You can still cast
this spell if you are blinded and could otherwise see the creature. The target must make a Wisdom saving throw or be incapacitated until the start of your next turn, and on its turn, it must use all of its movement to move closer to you, ending the turn if it moves within 5 feet of you.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the spell's range increases by 10 feet for each slot level above 1st.
Mirage Arcane

*7th-level transmutation*
 Range
 Components
 Duration

You make terrain in an area up to 1 mile square look, sound, smell and even feel like some other sort of terrain. The terrain's general shape remains the same, however, open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy Meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusions include audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Meld into Stone

*3rd-level transmutation*
 Range
 Components
 Duration

You and all you carry touch and meld into a stone object or surface large enough to fully contain your body. This uses your movement. Once in, you cannot be detected by non-magical means. You can't see anything that happens outside of it, and have disadvantage on Perception checks to hear things outside it. You are still aware of time passage. You can also cast spells on yourself. You can use your movement to leave the stone where you entered, but otherwise are immobile.

Minor damage to the stone doesn't hurt you, but destruction enough to make it no longer fit you expels you from the stone and deals 6d6 bludgeoning damage. If the stone is completely destroyed or transmuted into another substance, you are expelled and take 50 bludgeoning damage. If expelled, you appear and fall prone in the nearest empty space to where you entered.
Fortifying Fumes

***Instant Reaction***
 Range
 Duration

You formulate a new instant reaction, a powerful fortifying stimulate. Targeting a point within 15 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d4 temporary hit points, deal 1d4 additional damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade at the end of your next turn.

The both the temporary hit points and damage bonus increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Fungal Bloom

Conjuration ***cantrip***
 Range
 Components
 Duration

You send arrow towards an enemy in range and upon hitting its mark explodes into a shower of fungal spores. As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a fungal bloom appears in three unoccupied spaces of your choice adjacent to the creature. These fungal blooms remain until the end of your next turn. When a creature moves through a fungal bloom the fungal bloom is destroyed and the creature takes 1d6 poison damage.

This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 poison damage to the target, and the fungal bloom deals an additional 1d6 poison damage when destroyed by a creature who moves through it. Both damage rolls increase by 1d6 at 11th level and 17th level.
Inner Fire

*2nd-level Conjuration*
 Range
 Components
 Duration

You conjure fire up within the body of a creature you can see within range. The creature must make a Constitution saving throw or be incapacitated for the duration with a speed of 0 and take 1d6 fire damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time it fails, it takes another d6 fire damage.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.
Magma Eruption

*7th-level Conjuration*
 Range
 Components
 Duration

You cause the ground to explode and spew forth a geyser of molten rock that showers down in a 40-foot-radius, 30-foot-high cylinder. Creatures in the cylinder when the geyser erupts take 6d6 fire damage and 6d6 bludgeoning damage, or half damage with a successful Dexterity saving throw.

Rocks and ash continue falling for the duration of the spell; each creature in the area at the end of its turn takes 2d6 fire damage and 2d6 bludgeoning damage, or half damage with a successful Dexterity saving throw. The area is treated as difficult terrain.They geyser ends at the end of the spell. The remaining lava melts away into the ground 1d3 rounds later, leaving behind scorched earth.
Magic Circle

*3rd-level abjuration*
 Range
 Components
 Duration

A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to teleport or use interplanar travel, it must succeed on a Charisma save.
* The creature has disadvantage on attacks against targets in the cylinder.
* Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

**At Higher Levels:** The duration increases by 1 hour for each slot level above 3rd.
Find Traps

*2nd-level divination*
 Range
 Components
 Duration

The basic nature of any traps within range becomes known to you, though you do not learn their location. Natural weaknesses in the environment are not considered traps for the purposes of this spell, but any environmental feature that might harm you or result in some undesirable consequence, and was set up by someone intentionally to do so, is.
Magic Balista

*4th-Level Evocation*
 Range
 Components
 Duration

You create three glowing javelins of magical force. Each javelin hits a creature of your choice that you can see within range. A javelin deals 2d8 + 1 force damage to its target. The javelins all strike simultaneously, and you can direct them to hit one creature or several.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the spell creates one additional javelin for every level above 4th.
Harmony of Heroes

*2nd-level Enchantment*
 Range
 Components
 Duration

Choose up to four willing creatures within range when you cast this spell. For the duration of the spell, whenever you give your Bardic Inspiration die to one of those creatures, every creature affected by this spell gains a copy of that die. The copied dice disappear when they’re used or when the spell ends.
Know the Mark

*1st-Level **Divination***
 Range
 Components
 Duration

Choose one creature for which you have previously constructed a *spirit doll*. You immediately become aware of its location, as long as it is on the same plane as you. You learn any conditions affecting the creature, as well as its general state of health–unharmed, wounded (has more than half its hit points), badly wounded (has 25 to 50 percent of its hit points), near death (less than 25 percent of its hit points), dying (0 hit points), or dead.
Guardian of the Forgotten Queen*

*5th-level Abjuration*
 Range
 Components
 Duration

This spell has not yet been created by Lady Jaina

A divine barrier of the holy light appears and protects a creature within range. Until the start of your next turn, the creature gain immunity to all damage dealt by weapon attack and spells, including against the triggering attack.
Material Transport

*3rd-level Conjuration*
 Range
 Components
 Duration

You hold a Tiny object in your hand and teleport it to a space you can see within range. If you teleport it into the space of another object, the objects fuse together. If at least one of the objects is magical, the teleport fails. If you teleport it into a creature, the creature must make a Charisma saving throw to force it out.

On a failure, the object fuses with the outer layer of the target, and the creature takes 5d6+15 force damage. On a success, it takes half as much damage and the object is shunted out.

***At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 for each slot level above 3rd.
Hide or Reveal Entrance

*2nd-level transmutation*
 Range
 Components
 Duration

You touch an area of a wall or a Large or smaller door or corridor and inscribe a glyph of passage. If you touch a location on a wall that has a hidden entrance within 15 feet of the spot you touch, the entrance is revealed. If you touch a door or corridor, it is hidden from view, melding with the wall and appearing to sight and touch as if it was a continued part of the wall or surrounding material. The illusion can be discovered with a successful Intelligence (Investigation) check against your spell save DC, causing the illusion to vanish. When the spell ends, the affected area returns to how it previously was.
Leomund's Secret Chest

*4th-level conjuration*
 Range
 Components
 Duration

You hide a chest and its contents on the Ethereal Plane. You must touch the chest and the miniature replica. The chest can contain up to 12 cubic feet of nonliving material.

While the chest is on the Ethereal Plane, you can use an action to touch the replica and recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back by using an action, touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell abruptly ends. This chance ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Mirror

Conjuration ***cantrip***
 Range
 Components
 Duration

The normal casting of this spell is to conjure a mirror of any size and dimension that can fit into a 5 foot cube within range. It floats in stasis for the duration of the spell. Creatures can pass through it, but otherwise it operates as a regular mirror, reflecting an image.

You can target a creature with this spell, however. If you do, a mirror appears behind them. The next time the target takes damage, it must make a Charisma saving throw or take an additional 1d12 of the first damage type it takes, as the mirror reflects the source of the damage and amplifies it. The mirror then winks out of existence.

If you target a creature with this spell while a mirror you conjured is still behind a previous creature, the previous mirror ceases to exist.

The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Mass Freeze

*5th-level Evocation*
 Range
 Components
 Duration

Blue Dragonflight Only

An aura that inflicts an overwhelming sense of despair radiates from you in a 30-foot-radius; the aura moves with you. Each creature that’s inside the aura when the spell is cast or that enters the aura must make a Wisdom saving throw. If the saving throw fails, the creature must subtract 1d6 from its attack rolls, saving throws, and ability checks that it makes inside the aura. In addition, a creature other than you inside the aura must also make a Charisma saving throw before attacking or casting a spell; If the saving throw fails, the creature hesitates instead and takes no action.
Freeze

*3rd-Level **Transmutation***
 Range
 Components
 Duration

BLUE DRAGONFLIGHT ONLY

You grasp the flesh or armaments of a creature and disperse their heat to the air, freezing them. The target must make a Constitution saving throw. On a failure, it is restrained. At the end of its next turn, it must make another Constitution saving throw, and it does so with advantage if it is Large or larger. The spell ends on a success, but on a failure, it is petrified, turned to ice. The creature can repeat the saving throw at the end of each of its turns, ending the effect completely on a success.

If the spell lasts for its entire duration and the creature failed every save, it is permanently turned to ice, which does not melt naturally, even through a blazing summer.
Heraldic Boar

*7th-level abjuration*
 Range
 Components
 Duration

A  shield that you  touch gains a shimmering aura in the shape of  a boar that inspires whoever wields it. A creature wielding the shield has tactical advantage on attack rolls, ability checks, and skill checks based on Strength or Constitution. In addition, the creature does 1d6 additional damage with melee weapons. At the beginning of each of the creature’s rounds, it gains 10 temporary hit points. The temporary hit points vanish if the shield is relinquished or when the spell ends.When a creature wielding the shield drops to 0 hit points, it does not drop unconscious, but can keep acting normally. The creature must make death saving throws, however, and it dies if it fails three times. It can’t be stabilized while it continues fighting and casting offensive spells at 0 hit points, either by a Wisdom (Medicine) skill check or by a third successful death  saving  throw. If it relinquishes the shield or the spell ends, the creature drops to 0 hit points and all normal rules for that situation take over.
Flame Blade

*2nd-level evocation*
 Range
 Components
 Duration

A fiery scimitar appears in your free hand while the spell lasts. While wielding the weapon, you can use your action to make a melee spell attack dealing 3d6 fire damage to the target.

The weapon gives off bright light in a 10-foot radius and dim light over an additional 10 feet.

If you let go of the weapon, it disappears, but you can summon it again with a bonus action.

**At Higher Levels:** The damage increases by 1d6 for every two slot levels above 2nd.
Magic Muscle

Transmutation ***cantrip***
 Range
 Components
 Duration

You attempt to crush the body of a creature you're grappling, your muscles bolstered by temporary augmentation. The target must make a Strength saving throw or take 1d12 + your Strength modifier in bludgeoning damage.

This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Fear

*3rd-level illusion*
 Range
 Components
 Duration

Each creature in a 30-foot cone must succeed on a Wisdom save or drop whatever it's holding and become frightened for the duration.

An affected creature must take the Dash action and move away from you by the safest route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight on you, it can make a Wisdom save. On a success, the spell ends for it.
Greater Restoration

*5th-level abjuration*
 Range
 Components
 Duration

Touch a creature. You can reduce its exhaustion level by one, or end one of the following effects on it:

* One effect that charmed or petrified it.
* One curse or attunement to a cursed item.
* Any reduction to one ability score.
* One effect reducing hit point maximum.
Establish Foundation

*7th-level Transmutation*
 Range
 Components
 Duration

You cause stone to rise up from the ground beneath you, in either a circle with a 60-foot diameter or a square with 60-foot sides, centered on you. The stone is solid and stable and perfect for use as a building foundation. The foundation is 20 feet thick, and you can choose to have it flush with the ground or as much as half of it above ground level.

**At higher Levels:** When you cast *establish foundation* with a 9th-level spell slot, you can raise dirt as well as stone in a 60-foot radius around you; this will effectively fill in marshes or lakes.
Medusa's Gaze

*1st-Level **Transmutation***
 Range
 Components
 Duration

Choose a creature within 60 feet of you that can see you. It must make a Wisdom saving throw or behold you as a terrible creature that petrifies its enemies. On a failed save, the target is petrified until the end of your next turn.

If a target dies while petrified in this way, its body remains petrified forever.
Icy Hammer

*2nd-level conjuration*
 Range
 Components
 Duration

You conjure a hammer made of ice into your hand. As an action, you can make a melee spell attack with the hammer against one creature within reach. You can also throw the hammer as an action at a target within 30 feet, using a ranged spell attack to determine whether it hits. On a hit, the hammer does 1d6 bludgeoning plus 2d6 cold damage. After an attack, or if you drop the hammer for any reason, it disappears, but while the spell lasts, you can conjure it again with a bonus action.
Mustang's Flame Alchemy

*3rd-level Transmutation*
 Range
 Components
 Duration

A spark erupts into a torrent of flame from your hand. Choose up to eight creatures within range. If you don't know their location or can't see them, you can choose a 5 foot cube in place of one or more of the creatures. Any creature chosen or in a chosen space is a target and must make a Constitution saving throw. A target takes 5d10 fire damage on a failed saving throw and is blinded or deafened (your choice) until the end of their next turn, or half as much damage on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d10 for each slot level above 3rd.
Liquid Fire

*7th-level Evocation*
 Range
 Components
 Duration

A  ball  of  liquid  fire  speeds  from  your  outstretched  hand  to  a point you can see, where it explodes. Every creature within 30 feet of the explosion takes 10d6 fire damage and catches fire, or takes half damage and doesn’t catch fire if it makes a successful Dexterity saving throw. A creature that’s on fire takes 5d6 fire damage at the end of each of its turns. The fire burns out naturally after three rounds, or a creature can spend an action extinguishing the fire on itself or an adjacent creature.
Forbiddance

*6th-level abjuration*
 Range
 Components
 Duration

You create a ward up to 40,000 sq ft big and 30 ft high against magical travel. For the duration, creatures can't teleport into the area or use portals to enter the area. The spell also proofs the area against planar travel.

In addition, the spell damages celestials, elementals, fey, fiends, and undead. Choose one or more types when you cast the spell. When one enters the spell's area or starts its turn there, it takes 5d10 radiant or necrotic damage-- your choice when you cast this spell. When you cast this spell, you can make a password. A creature that says the password as it enters takes no damage.

The spell's area can't overlap with another Forbiddance spell. If you cast this spell every day for 30 days in the same location, it lasts until dispelled, and the material components are consumed on the last casting.
Hornet Wall

*3rd-level conjuration*
 Range
 Components
 Duration

You conjure a “wall” of stinging hornets. The wall is 5 feet thick, 10 feet high, and up to 40 feet long. The wall must be contiguous and at least 5 feet thick along its entire length. A simple way to envision this is as eight sections, each covering a square of ground that’s 5 feet by 5 feet, and 10 feet high. You select where the wall appears, but the entire length must be within your line of sight and within the spell’s range from you.

A creature that starts its turn inside the *hornet wall* or that enters the wall during its turn must make a Constitution saving throw against poison. If the saving throw fails, the creature takes 6d6 poison damage and is incapacitated; if the saving throw succeeds, it takes half damage and no additional effect.
Fallen Angel's Touch

*6th-level Conjuration*
 Range
 Components
 Duration

You reach out to a creature within range and summon a mighty angelic arm and hand, once enacting peace and hope, but now a source of fear and wickedness. Make a melee spell attack against a creature you can see within range. On a hit, the creature takes 6d10 necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, it is also blinded and deafened. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
Mantis Knight Blade

*2nd-level Transmutation*
 Range
 Components
 Duration

You magically part a non-magical staff, summoning a weapon of the feywild used by the nimblest of
their knights, the Mantis. This magic weapon counts as a simple melee weapon with which you are proficient. It deals 2d6 slashing damage on a hit and has the finesse property. When you roll the same result on both of the first two damage dice, you can immediately make another attack against the same target, potentially provoking this feature again. Additionally, when you attack charmed targets with this weapon, you make the attack roll with advantage.

The spell ends if you cast it again or if you let go of the weapon. When the spell ends, the staff grows back together, the weapon returning to its Mantis in the feywild.

At Higher Levels. When you cast this spell using a 3rd level spell slot, the damage increases to 3d6. When you cast it using a 4th level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 5th level or higher, the damage increases to 5d6.
How to make an O.C.

1. How does your cat look like (ex: small she cat with black fur, amber eyes and three orange paws)

2. What rank is he / she (ex: Deputy)

3. Does he / she have a mate and / or kit(s) and if so who (Nightkit, Flamekit, etc.)

4. What Clan does he / she live in (ex: ThunderClan)

5.give him / her a name (ex: Maplefur)

6. Draw/Make a pixel of your OC using Pixilart, but don’t take blanks from the warriors wiki, that is not allowed and is considered plagiarism.
Fox's Fangs

*3rd-Level **Illusion***
 Range
 Components
 Duration

*The fox is a trickster, and those with many tails have many tales to tell.*

You summon nine illusory blades of light and shadow to swirl behind you. Whenever you could make a weapon attack or unarmed strike, you can choose to attack with one of these blades instead. Make a ranged weapon attack or ranged spell attack (your choice) against a target within 60 feet. If you hit, the target takes 2d6 psychic damage, and you recover 3 hit points. After a blade is thrown, it vanishes. Once all nine blades are gone, the spell ends.
Ethereal Blast

*5th-level Necromancy*
 Range
 Components
 Duration

You create a disruption in the ether that erupts in a 30-foot cone from your outstretched hand. Each creature in the cone takes 6d6 radiant damage and 3d6 cold damage, or half damage with a successful Constitution saving throw.

**At higher Levels:** For each spell slot used higher than 5th level, the spell does an additional 1d6 damage. You choose whether the extra dice do radiant damage, cold damage, or a mix of both.
Irreversible Smite

*3rd-Level Necromancy*
 Range
 Components
 Duration

*Be sure the blade is swung with purpose and intent, for it cannot be in error without consequence.*

The first time you hit with a melee weapon attack during this spell’s duration, cruel shadows creep down your weapon and into your target’s wounds. The attack deals an extra 3d6 necrotic damage to the target. Additionally, if the target is a creature, its flesh festers and refuses to repair. Until the spell ends, the target cannot regain hit points.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 per spell slot level above 3rd.
Line of Light

*3rd-level Evocation*
 Range
 Components
 Duration

You touch a reflective surface, such as a mirror or still water, and pull the light into one condensed string and release it in a line. This light will bounce off of objects up to three times at the same angle that it came into contact with the object. A creature caught in this line must make a Dexterity saving throw or take radiant damage, or take half as much on a success. If the light catches a creature, roll a 1d8 for the direction the light bounces. If the light catches a creature and hasn't bounced yet, the creature must save against 5d8 damage. If the light has bounced once, it must save against 6d8; if it has bounced twice, it must save against 7d8, and if it has bounced three times, against 8d8. After the line comes in contact with a creature or object after its third bounce, the line ends. The line also ends once it has extended the length of its range.

***At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, the range is increased by 15 feet for each slot level above 3rd.
Entangle

*1st-level conjuration*
 Range
 Components
 Duration

Plants that grab and entwine fill a 20-foot square with a point of origin that you choose. The area becomes difficult terrain. When the spell ends, the plants wilt away.

If a creature is standing in the area when you cast the spell it must pass a Strength save or be restrained. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success.
FlameClan

## FlameClan Leader

Stormstar - gray-and-white tom with amber eyes

## FlameClan Deputy

Echodapple - blue-gray she-cat with green eyes

## FlameClan Medicine Cats

Eaglegaze - siamese tom with blue eyes

Gingertuft - dark red she-cat with black head stripe and green eyes

## FlameClan warriors

Sandclaw - cream long-furred tom with ocean blue eyes

Whiteflame - ginger, black, and tortoiseshell she-cat with gray eyes

Crowpelt - dark gray tom with green eyes

Silvershade - silver bengal cat with gray eyes

Spidersnow - black-and-white tom with amber eyes

Snowface - white tom with one amber and one blue eye

Nightflower - black she-cat with amber eyes

## FlameClan Queens

Fireblaze - ginger she-cat with amber eyes, mother to Rubykit (ginger she-kit) and Breezekit (ginger tom)

## FlameClan elders

Smokypelt - black-and-white tom with green eyes

Rainshine - gray she-cat with amber eyes, oldest cat in FlameClan
Frame

*2nd-level Abjuration*
 Range
 Components
 Duration

One creature you can see must make a Wisdom saving throw. If it fails, your luck becomes entangled with that of the target. For the duration of the spell, whenever you make an ability check, saving throw, or attack roll that you dislike, make a note of your original result, then roll again and use the second result. The next time the targeted creature would make an ability check, saving throw, or attack roll, it automatically uses your original result instead. Only one roll can be held in reserve at a time; you can’t make another reroll until your last one has been reassigned.
Fall

*1st-level Transmutation*
 Range
 Components
 Duration

You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.

If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.
Fire Fascination

*4th-level Illusion*
 Range
 Components
 Duration

You cause an existing fire (10-foot diameter or smaller) to become covered in a multi-hued veil of dancing flames. Touching the multicolored flames does 1d6 points of fire damage. Creatures within 30 feet of the fire who can see it must make Wisdom saving throws at the beginning of each of their turns. A creature that fails the saving throw stands transfixed and can do nothing except watch the fire until the beginning of its next turn.

Any physical attack or attack that triggers a saving throw against a fire-fascinated creature automatically breaks the effect on that creature. Likewise, interposing a solid barrier between a fascinated creature and the veil of flames breaks the effect.