recursal/Fanatic-Fandom huggingface dataset:
Chrysalis

*6th-level Transmutation*
 Range
 Components
 Duration

A willing creature you touch becomes wrapped in a silky cocoon. While in the cocoon, the subject doesn’t need to eat or drink. At the end of the hour, it emerges from the cocoon as if it had just completed a long rest. While within the cocoon, however, the creature is helpless and can do nothing. If awakened before the end of the spell’s duration, the subject can break free from the cocoon as an action, but this does provoke opportunity attacks from adjacent enemies. The creature has tactical disadvantage on Wisdom (Perception) checks while cocooned.

The chrysalis has 1 hit point and AC 10. If it is destroyed, the spell ends and the creature is stunned until the end of its next turn.
Magic Jar

*6th-level necromancy*
 Range
 Components
 Duration

Your soul enters the container you used to cast the spell. While you're in the container, your body is comatose, and you perceive the world from inside the jar. The only action you can do is project your soul up to 100 feet outside of the container. You either return to your body and end the spell, or attempt to possess another humanoid's body. You can't move, use reactions, or perform any other actions while in the jar.

You may only possess humanoids that you can see and that aren't guarded by a Protection from Evil and Good or Magic Circle spell. Your target must make a Charisma save. On a failure, your soul possesses the target and the target's soul is put inside the container. On a success, it knows that you tried to possess it and is immune to your possession for 24 hours.

If you possess a creature, you take control of it and assume all of its game statistics except alignment and Intelligence, Wisdom, and Charisma. You also keep your own class features, and don't use class features the target has.

You can use your action to stop possessing and return to the jar if the container is within 100 feet of you. The creature's soul returns to its body.

If the creature's body dies while you possess it, the creature dies and you must make a Charisma save against your spell DC. On a success, if the container is within 100 feet of you, you return to it. Otherwise, you die too.

A creature trapped in the container can see from inside it as normal, but can't move, take actions, or take reactions.

If the spell ends or the container is destroyed, the soul tries to return to its body. This is successful only if the body is alive and within 100 feet of the container; otherwise, the soul dies.

Once the spell ends, the container is destroyed.
Locate Object

*2nd-level divination*
 Range
 Components
 Duration

You sense the direction and direction of movement of an object known to you that you describe or name, as long as it is within 1,000 feet of you. An object is considered known to you if you've been within 30 feet of it and seen it.

Instead, you can also sense the nearest object that you can describe in a basic way.

The spell doesn't work on lead objects or if there is any thickness of lead between you and the object.
Geas

*5th-level enchantment*
 Range
 Components
 Duration

You place a command on a creature that you can see, forcing it to do or refrain from doing some action or activity you decide. The command can be anything except something that would obviously cause the target to die.

If the creature can't understand you, this spell has no effect. If it can understand you, it must succeed a Wisdom save or become charmed by you. While the creature is charmed, it takes 5d10 psychic damage each time it does something that directly counters to your instructions, but no more than once each day.

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.

**At Higher Levels:** When you cast this using a 7th or 8th level spell slot, the duration is 1 year. If you use a 9th level slot, the spell lasts until it is ended by one of the spells mentioned above.
Mending

***Transmutation cantrip***
 Range
 Components
 Duration

You take a minute to cast this spell, and it fixes a break or tear in an object you touch while leaving no traces of the damage. The damage can't be longer than 1 foot in any dimension. The spell can fix constructs and magic items, but can't restore magical properties.
Hide the Soul

*9th-level abjuration*
 Range
 Components
 Duration

You extract the soul from one willing creature you touch and sequester it in the body of an animal for safe-keeping. The affected creature can act normally while its soul is sequestered.

The creature becomes immune to all effects that damage or affect the soul. It can’t be affected by the *clone* spell or be *raised* unless the animal housing its soul is present. The creature’s Wisdom and Charisma saving throws succeed automatically.

The creature can regain its soul by drinking the blood of its animal host. If the animal is killed, the creature must make a successful DC 20 Constitution saving throw or die instantly; the soul returns unharmed if the saving throw succeeds.

A *true seeing* spell can reveal the location of the creature’s soul.
Forest Home

*4th-level Transmutation*
 Range
 Components
 Duration

Red Dragonflight Warlock

You create an earthen shelter under the roots of a tree. A door appears at the base of the tree, or in the ground if the tree is not wide enough for a door. When opened, the door reveals steps that lead down into a 15-foot-square room. You can select up to nine individuals who can open the door and enter the underground space. You also designate the shelter’s ambient temperature.

The shelter keeps occupants safe from storms, forest fires, and other natural hazards. The door is visible to anyone passing nearby with only a DC 10 Wisdom (Perception) check. It can be forced open with a Strength (Athletics) check, or it can be destroyed like any normal, 2-inch-thick wooden door.

Characters or creatures inside the shelter when the spell ends are expelled violently as the earth closes around them, and they take 3d6 points of bludgeoning damage in the process.
Ice Storm

*4th-level evocation*
 Range
 Components
 Duration

Each creature in a 20-foot-radius, 40-foot-high cylinder must make a Dexterity save. A creature takes 2d8 bludgeoning and 4d6 cold damage on a failed save, or half on a success. Additionally, the area is difficult terrain until the end of your next turn.

**At Higher Levels:** The bludgeoning damage increases by 1d8 for each slot level above 4th.
Healing Smite

*2nd-level Evocation*
 Range
 Components
 Duration

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon radiates healing energy, and the target regains 6d6 hitpoints after taking the weapon's damage. When you make an attack with a melee weapon during the spell's duration, any target of the attack can be willing, causing it to automatically hit.

**At Higher Levels.** If you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Frozen Lance

*3rd-Level Conjur**ation***
 Range
 Components
 Duration

You encase your weapon in ice, transforming it into a deadly spike, and rush up to 30 feet towards a creature you can see. Make a melee spell attack against the target. If you hit, the ice spike shatters, inflicting 6d6 cold damage and knocking the target prone. If the creature does not stand during their next turn, the ice shards encase them, restraining the target until the end of their following turn. If you are mounted when you cast this spell, the movement applies to your mount and your attack inflicts an additional 2d6 cold damage.

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

*4th-level illusion*
 Range
 Components
 Duration

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The base terrain is unchanged, so anyone entering the area can see through the illusion. If the difference isn't obvious by touch, a creature can attempt an Investigation check. A creature who learns it's an illusion sees it as a vague image over the terrain.
Implement of Cruelty

*5th-Level Necromancy*
 Range
 Components
 Duration

*A weapon is not evil unless wielded with evil intent.*

You imbue the weapon you are wielding with a crude sentience marked by terrible and infectious bloodlust. Once during each of your turns when you hit a creature with the weapon, you can make an additional attack targeting the same creature. If this additional attack misses, the target of your attack can use their reaction to make an opportunity attack targeting a creature within their reach. If you fail to inflict damage using this weapon during your turn, or if the weapon leaves your possession, the spell ends.
Commune

*5th-level divination*
 Range
 Components
 Duration

You contact your deity and ask up to three yes or no questions. You must ask before the spell ends. You receive a correct answer for each question.

You may receive "unclear" as an answer if the deity doesn't know. If a one-word answer is misleading or contrary to the deity's interests, the DM can offer a short phrase instead.

If you cast the spell again before finishing a long rest, there is a cumulative 25 percent chance for each casting that you get no answer. The DM rolls this in secret.
Curse of the Ancient Mariner

*9th-level Transmutation*
 Range
 Components
 Duration

STORMSONG ONLY

This ancient and powerful rite causes disastrous luck to befall the captain of a sea vessel. The captain can never again safely sail the seas or be part of the crew on a seagoing ship.

The target of this curse has the material component hung around his neck, marking him as cursed. Placing the component around the target’s neck requires a successful melee attack. Even if it is removed immediately, the curse takes effect. From this point on, the target can never safely set foot on a ship again.

The effects of the curse can be manifold; a colossal sea monster might attack the ship the cursed creature is on, or terrible weather could becalm it, smash it, or the ship could spring leaks, or its food and water supplies could rot, etc. The GM is encouraged to be creative about plaguing the ship; many unfortunate things can happen before the ship is destroyed or sunk to make the crew’s lives miserable and make them hate the cursed mariner. Eventually, however, the curse always destroys a ship that the target sails on. This curse can be removed only with a wish spell or comparable magic.
Eyebite

*6th-level necromancy*
 Range
 Components
 Duration

A creature you can see within 60 feet of you must pass a Wisdom save or be affected by one of the following effects of your choice. On each of your turns, you can use your action to target another creature, but can't target a creature that has succeeded on a save against this casting.

* **Asleep:** The target falls unconscious. It wakes up if it takes any damage, or if another creature uses its action to shake it awake.
* **Panicked:** The target is frightened of you. On each of its turns, it must take the Dash action and move away from you by the safest and shortest route, unless there's nowhere to move. If the target moves to a place at least 60 feet away from you and it can no longer see you, this effect ends.
* **Sickened:** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom save. If it succeeds, the effect ends.
Hanzel's Curse

*8th-level Transmutation*
 Range
 Components
 Duration

You attempt to transform the blood of up to three creatures you can see into a blazing fluid. Each creature takes 10d8 fire damage, or half damage with a successful Constitution saving throw. If the creature has imbibed alcohol within the last hour, the damage increases to 10d10 fire damage.
Creatures without blood are immune to this spell.
Giant Insect

*4th-level transmutation*
 Range
 Components
 Duration

You transform up to ten centipedes, three spiders, five wasps, or one scorpion into its giant versions for the duration. Each creature obeys your verbal commands and act on your turn.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect.
Juxtapose

*2nd-level Illusion*
 Range
 Components
 Duration

You unveil many illusory clones of yourself that last until the end of your next turn. Every space within the spell's radius that could fit you unveils one of your clones, and as part of casting the spell, you can immediately switch places with one clone. The clones move with you, disappearing if they lack space to follow and would be more than twice the spell's radius away from you.

If a clone is attacked or would take damage, it immediately disperses. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC if it can see your illusions. On a success, it knows which illusion is you.
Malice of Arachia

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

*The first of the Arachi developed a clever toxin that turns the weak upon their former friends.*

You coat a weapon in a deadly enchanted venom. The first time this weapon inflicts damage to a creature, the venom enters the target’s veins, cursing them with terrible hallucinations and compulsions. The cursed target must make a Constitution saving throw at the start of each of its turns for one minute. Each time it fails, choose a creature within 5 feet of it that you can see. The cursed target uses its reaction to make a single melee weapon attack targeting the creature. Once it lands a successful attack caused by this effect, the effect ends. A creature that is immune to the poisoned condition is immune to this effect.

**At Higher Levels:** When you cast this spell using a slot of 2nd level or higher, the effect on the cursed target lasts for one additional successful hit using its reaction per slot level above 1st.
Heat Metal

*2nd-level transmutation*
 Range
 Components
 Duration

A creature in contact with a metal object you can see takes 2d8 fire damage. If it's holding or wearing the object, they must pass a Constitution save or drop it. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks. On subsequent turns while it's in contact with the object, you can inflict the damage again as a bonus action.

**At Higher Levels:** The damage increases by 1d8 for each slot level above 2nd.
Forgotten Pain

*5th-Level Enchantment*
 Range
 Components
 Duration

*Suffering felt, even long ago, is easily magnified. A cut hand becomes a severed arm, and a broken bone becomes a broken mind.*

You call back to dark times, inflicting an ancient magical torture upon a foe. The creature takes 4d6 damage of the type most recently inflicted upon it if it fails a Charisma saving throw. While you maintain concentration on this spell, you can use a bonus action to force the target make a Charisma saving throw, taking 4d6 damage of that type if they fail.
Incendiary Cloud

*8th-level conjuration*
 Range
 Components
 Duration

A 20-foot-radius cloud of smoke and embers appears, spreading around corners and heavily obscures the area. A wind of at least 10mph can disperse it.

When the cloud appears, creatures in it make a Dexterity save. The spell deals 10d8 fire damage on a failure, or half as much on a success. Creatures also make this save when they enter the cloud for the first time on a turn or ends its turn in it.

The cloud moves 10 feet away from you in a direction you choose at the start of your turns.
Invisibility

*2nd-level illusion*
 Range
 Components
 Duration

A creature you touch and everything it wears or carries becomes invisible. If the target drops an item or removes it, the item is no longer invisible, and if the target tries to attack or cast a spell, the spell ends early.

**At Higher Levels:** You can target an additional creature for each slot level above 2nd.
Holy Aura

*8th-level abjuration*
 Range
 Components
 Duration

Creatures of your choice in a 30-foot radius when you cast the spell shed 5 feet of dim light and have advantage on all saving throws. Other creatures have disadvantage on attack rolls against them. In addition, when a fiend or an undead hits an affected creature with a melee attack, they must pass a Constitution save or be blinded until the spell ends.
Mind Blast

*2nd-Level Evocation*
 Range
 Components
 Duration

You pierce through the mental defenses of a creature within range. It must succeed on a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened of you for a minute, or half of the damage on a successful one and isn't frightened of you. The creature makes a new saving throw at the end of its turns to end the frightened condition.

**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 1st.
Hypnotic Pattern

*3rd-level illusion*
 Range
 Components
 Duration

Each creature in a 30-foot cube who can see must make a Wisdom save. On a failure, the creature becomes charmed. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for a creature if it takes any damage or if someone uses an action to snap it out of the trance.
Knock

*2nd-level transmutation*
 Range
 Components
 Duration

A loud knock sounds as far as 300 feet away and an object that has been held shut by mundane or magical means becomes unlocked, unstuck, or unbarred. If the object is held shut in more than one way, only one of the ways is undone.

If the object was held shut with Arcane Lock, it can be opened and closed normally for 10 minutes before the spell returns.
Mass Suggestion

*6th-level enchantment*
 Range
 Components
 Duration

You suggest an activity up to twelve creatures of your choice that you can see and that can hear and understand you. You're limited to two sentences. Creatures that can't be charmed are immune. The suggestion must be worded to make the action sound reasonable. Asking the creature to do something obviously self-harmful ends the spell.

Each target makes a Wisdom save. On failure, it performs the action. The action can continue for the entire duration. If the activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

**At Higher Levels:** When you cast this spell using a 7th-level spell slot, the duration is 10 days. At 8th level, it's 30 days. At 9th level spell slot, it's a year and a day.
Greater Consumption

*7th-level Evocation*
 Range
 Components
 Duration

Make a melee spell attack against a creature you can reach. On a hit, the target takes 7d10 necrotic damage, and you regain hitpoints equal to the damage dealt. If this reduces the creature to 0 hitpoints, you can consume its corpse as part of the spell, and regain hitpoints equal to three of its hit dice + three times its Constitution modifier. On a miss, the target takes half as much damage and you regain half as many hitpoints, though you can't consume the corpse.
Goodberry

*1st-level transmutation*
 Range
 Components
 Duration

Up to ten magic berries appear. A creature can use its action to eat one berry. Eating a berry restores 1 hit point and provides enough nourishment to sustain a creature for a day.

The berries lose their magic if they haven't been eaten within 24 hours.
Fel Flame

*Evocation* ***cantrip***
 Range
 Components
 Duration

A green flame skitters across the ground towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. Fel flame ignores fire resistant, and creatures immune to fire damage are considered to be resistant.

**Leveling:** This cantrip's damage die increases at levels 5, 11, and 17.
Freezing Touch

*4th-level Evocation*
 Range
 Components
 Duration

Ice forms on your finger tips. Make a melee spell attack against a creature within range. On a hit, the creature is encapsulated as ice rapidly forms around it. The creature is stunned for the duration of the spell.

On the end of each of the creatures turns, it must make a Strength saving throw. On a successful save it breaks itself out of the ice, ending the spell.
Falling Star

*5th-Level **Evocation***
 Range
 Components
 Duration

*The light shall not be denied, and the fire shall not cease.*

You create a fraction of the celestial power of a star above a point within range and cause it descend, crashing into the ground in a 40-foot radius. All creatures within the area must make a Constitution saving throw. If they fail, they take 6d6 radiant damage, or half as much damage if they succeed. This spell creates bright light that shines in a 100-foot radius until the end of your next turn, and this light counts as natural sunlight.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d6 per spell slot level above 5th.
Magic Missile

*1st-level evocation*
 Range
 Components
 Duration

You create three magic darts. Each dart hits a creature you can see. A dart deals 1d4+1 force damage. The darts all strike simultaneously and you can direct them to hit one creature or several.

**At Higher Levels:** The spell creates one more dart for each slot above 1st.
Grease

*1st-level conjuration*
 Range
 Components
 Duration

Grease covers the ground in a 10-foot square within range. It's difficult terrain for the duration.

When the grease appears, each creature standing in its area must pass a Dexterity save or fall prone. A creature that enters the area or ends its turn there must also make this save.
Hypershrink

*2nd-level transmutation*
 Range
 Components
 Duration

A creature you touch becomes many times smaller. Its size becomes 1/10th in all dimensions. Until the spell ends, it has disadvantage and -5 to all Strength saving throws, Strength ability checks, and Strength attack rolls, and the weapon damage dice of any of its weapons becomes 1.

An unwilling creature can make a Constitution saving throw to avoid the effect. If it fails, it suffers the same effects, and it can repeat the saving throw at the end of each of its turns, ending the spell on itself on a success.
If the target is in an area too small for its normal size when the spell ends, it is shunted to the nearest unoccupied space, taking 1d6 force damage for every 5 feet travelled.

**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.
Elemental Shock

*1st-level Evocation*
 Range
 Components
 Duration

You manifest a swift burst of elemental force, and launch it at creature of within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeo­ning, cold, fire, or lightning damage (your choice).

**At Higher Levels:** 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.
Enhance Ability

*2nd-level transmutation*
 Range
 Components
 Duration

A creature you touch gains one of the following effects until the spell ends.

* **Bear's Endurance:** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
* **Bull's Strength:** The target has advantage on Strength checks, and its carrying capacity doubles.
* **Cat's Grace:** The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
* **Eagle's Splendor:** The target has advantage on Charisma checks.
* **Fox's Cunning:** The target has advantage on Intelligence checks.
* **Owl's Wisdom:** The target has advantage on Wisdom checks.

**At Higher Levels:** You can target one additional creature for each slot level above 2nd.
Lightning Storm

*6th-level Evocation*
 Range
 Components
 Duration

You summon a lightning storm that fills a cylinder with a 20-foot radius and 60 feet tall, extending from a point you can see. Each creature in the affected area whey you cast the spell takes 8d6 lightning damage, or half damage with a successful Dexterity saving throw.

At the beginning of each of your turns, you can move the storm up to 20 feet. Each creature that the storm moves onto or that is in the affected area when it stops moving also takes 8d6 lightning damage, or half damage with a successful Dexterity saving throw. A creature never needs to make more than one saving throw against the *lightning storm* per turn.

The area of the storm is lightly obscured.
Fire Storm

*7th-level evocation*
 Range
 Components
 Duration

Up to ten 10-foot cubes, which you can arrange as you wish, appear. Each cube must have at least one face touching another cube's face. Each creature in the area makes a Dexterity save. It takes 7d10 fire damage on a failed save, or half on a success.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Frostbloom Reaction

***Instant Reaction***
 Range
 Duration

You develop an endothermic reaction, a devastating localized cold snap that creates an instant bloom of ice. Targeting a point within 15 feet, as an action, you cause an the area to erupt in frost.

The area within 5 feet of the target point becomes difficult terrain until the end of your next turn, and any creature in the area must make a Dexterity saving throw against your Spell Save DC, or be caught by the ice taking 1d6 cold damage; a creature entirely in the area of effect that fails also becomes restrained until the end of their next turn. They can use their action to make a Strength saving throw to break free of the ice early.

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

***Illusion Cantrip***
 Range
 Components
 Duration

*It’s far easier to conceal by revealing than to reveal by concealing.*

You flick a coin into the air and make it sparkle with shimmering light, drawing the attention of all creatures within 30 feet of you. Each creature must make a Wisdom saving throw. A creature that is in combat has advantage on this saving throw. If a creature fails, it suffers disadvantage on ability checks until the start of your next turn.
Mucilage

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

A 10-foot-by-10-foot surface you can see within range becomes covered with sticky sap. Any creature that begins its turn in the affected area or enters the area becomes stuck and can move no farther that turn unless it makes a successful Strength saving throw. A creature needs to make only one saving throw per turn, no matter how far it moves through the *mucilage*.
Fire Bolt

***Evocation cantrip***
 Range
 Components
 Duration

You hurl a small flame at a creature or object, making a ranged spell attack. The target takes 1d10 fire damage on hit. The fire ignites any flammable object hit by it that isn't being worn or carried.

**Leveling:**  This cantrip's damage die increases at levels 5, 11, and 17.
Mordenkainen's Faithful Hound

*4th-level conjuration*
 Range
 Components
 Duration

You conjure a phantom watchdog in an unoccupied space that you can see. It remains for the duration until you dismiss it as an action or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking a password you specify when you cast this spell, the hound starts barking loudly. It sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. Its attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Leaping Hands

*4th-Level Necromancy*
 Range
 Components
 Duration

You string together bones and other organic matter to animate many hands in the likeness of the consumed hands, as well as those consumed, in a 30-foot square within range that reach up just below the surface of the ground, invisible and detectable only by magic. When you cast this spell you can designate any number of creatures to be ignored by the hands. Any other creature that moves within the square is instantly grasped by the hands below the ground.

A creature grasped by the hands must make a Dexterity saving throw or take 5d8 bludgeoning damage and be grappled. A grappled creature can repeat the saving throw at the end of each of its turns, ending the spell on itself on a success. As an action while the spell lasts, you can command the hands to crush, dealing another 5d8 bludgeoning damage to all grappled creatures.

When the spell ends, the hands float to the surface, wrists planted in the ground, palms and fingers reaching to the sky. The consumed can be plucked and reused for this spell's casting, the others fade to dust at the next dawn.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage the hands deal increases by 1d8 for each slot level above 4th.
Maze

*8th-level conjuration*
 Range
 Components
 Duration

A creature you can see is banished to a labyrinth-shaped demiplane. It can use its action to make a DC 20 Intelligence check, escaping on a success. A minotaur or goristro demon automatically succeeds.

Upon escape, the target reappears in the space it left. If that space is occupied, then it appears in the nearest available space.
Legend Lore

*5th-level divination*
 Range
 Components
 Duration

Name or describe a person, place, or object. The spell gives you a summary of significant lore about it. If the thing you named isn't of legendary importance, you gain no information. The more information you already have, the more detailed the information you receive is.
Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead.

You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow you can't benefit from the Grappler feat until your Strength is restored.

## Grappler

*Prerequisite: Strength 13 or higher*

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

* You have advantage on attack rolls against a creature you are grappling.
* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Haste

*3rd-level transmutation*
 Range
 Components
 Duration

Choose a willing creature you can see. Its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saves, and it gains an additional action on each of its turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object.

When the spell ends, the target can't move or take actions until the end of its next turn.
Foggy Flying Carpet

*5th-level Conjuration*
 Range
 Components
 Duration

You conjure a supernaturally thick fog beneath your feet that lifts you into the air. You can create a carpet that ranges from 5 feet square up to 20 feet square. You choose the size at the time of casting. Whatever its size, the carpet can carry up to 1,000 lbs.

The *foggy flying carpet* flies at a speed of 40 feet and is steered by the mental direction of the caster. The fog, though magical, can be dissipated by gale-force wind (greater than 50 mph). If dissipated or dispelled, any characters or items on board plummet to earth unless they have some means of preventing a fall.
Magic Splinter

Evocation ***cantrip***
 Range
 Components
 Duration

You hurl a shard of magic that fractures into many splinters. Choose a point you can see within range. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 1d6 piercing damage.

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

*2nd-level conjuration*
 Range
 Components
 Duration

A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity save. It takes 2d6 fire damage on a fail, or half damage on a success.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, it can go over barriers up to 5 feet tall and jump across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light for 20 feet and dim light for an extra 20 feet.

**At Higher Levels:** The damage increases by 1d6 for each slot level above 2nd.
Mordenkainen's Sword

*7th-level evocation*
 Range
 Components
 Duration

You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Guardian of Faith

*4th-level conjuration*
 Range
 Components
 Duration

A Large spectral guardian hovers in an unoccupied space of your choice that you can see. It occupies the space and is indistinct except for a sword and shield that have the symbol of your deity.

Any hostile creature that moves within 10 feet of the guardian for the first time must pass a Dexterity save. It takes 20 radiant damage on a failed save, or half damage on a success. The guardian vanishes when it has dealt a total of 60 damage.
Moonlit Death

*5th-level Evocation*
 Range
 Components
 Duration

This spell can only be cast under a moon with at least some part visible. You call the moonlight to burn the bodies of creatures of your choice you can see within range. Each creature must make a Constitution saving throw or take 6d10 radiant damage, or half as much on a success. Undead creatures must save against 8d10 damage.
Mass Cure Wounds

*5th-level evocation*
 Range
 Components
 Duration

Choose up to six creatures in a 30-foot-radius sphere. Each regain hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**At Higher Levels:** The healing increases by 1d8 for each level above 5th.
Hellish Halo

*6th-Level Evoc**ation***
 Range
 Components
 Duration

*She shall arrive upon a chariot of steel bearing a talisman of stone, and the fire that once brought life to the world shall reap what it has sown.*

You summon a massive halo of flame that surrounds you, igniting the air around your body and infusing you with burning vitality. Whenever a creature enters a space within 10 feet of you for the first time during a turn, or starts their turn there, the target takes 5d10 fire damage. Whenever a creature takes damage from this effect, you gain temporary hit points equal to the damage dealt. You can choose to suppress or reignite this flaming halo as a bonus action.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 1d10 per slot level above 6th.
Healing Draught Artficer

***Instant Reaction***
 Range
 Duration

As a bonus action, you can produce a combination that will provide potent magical healing. Immediately after creating the draught, you or another creature can use their action to consume it or administer it to a creature within 5 feet. A creature who drinks this draught regains 1d8 health. A creature can benefit from a number of these healing draughts equal to their constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest. A Healing Draught that is not consumed by start of your next turn loses its potency.

The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mind Blank

*8th-level abjuration*
 Range
 Components
 Duration

Touch a willing creature. It becomes immune to psychic damage and the charmed condition. Additionally, any effect that would sense its emotions, read its thoughts or alter its mind state fails, even if the attempt is from Wish. Divination spells also fail on it.
Fallen Soul

*3rd-Level Necromancy*
 Range
 Components
 Duration

*The dead do not rest easily when the clash of steel rings loudly.*

You summon forth an ethereal wraith-like phantom armed with a deadly blade at a point within range to strike down your foes. When you cast this spell, and as an action on each of your subsequent turns until the spell ends, you can direct the phantom to fly up to 30 feet and attack a creature within 5 feet of it with its blade. The target must make a Dexterity saving throw. A target that is frightened makes this saving throw with disadvantage. If they fail, the phantom strikes them, inflicting 3d10 slashing damage.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 per spell slot level above 3rd.
Hungering Hate

*5th-Level **Enchantment***
 Range
 Components
 Duration

*Fire can be a deadly beast, forever hungry and malicious.*

You enrage your target with a burning curse, igniting a fire within them and upon their flesh. The creature must make a Wisdom saving throw. Each time the target fails their saving throw against this spell, the target and all creatures within 10 feet of the target take 3d8 fire damage. The target must repeat their saving throw at the end of each of their turns, ending the effect on a success. If the target takes the Attack action or casts a cantrip that deals damage, they automatically fail their saving throw but they are not subject to the fire damage they would take from failing, though it still applies to creatures around them.
Enthrall

*2nd-level enchantment*
 Range
 Components
 Duration

You cause creatures you can see that can hear you to make a Wisdom save. Any creature immune to being charmed is unaffected by this spell. If you or your companions are fighting the target, it has advantage.

On a failed save, the target has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Energy Eruption

*2nd-level Evocation*
 Range
 Components
 Duration

You flush the area around your companion with soul energy damaging any creature who dare stands too close.

Any creature of your choice within 10 feet of your companion must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.

***At Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Imbued Strike

Transmutation ***cantrip***
 Range
 Components
 Duration

You imbue a creature with soul magic to make their strike hit extra hard. You target a creature within range that you can see, the first time that creature hits another creature with a weapon attack before the start of your next turn, that attack will deal an extra 1d6 force damage, or 1d8 extra if you targeted your companion.

***At Higher Levels:*** The spell's damage increases by one die when you reach 5th level (2d6 or 2d8), 11th level (3d6 or 3d8), and 17th level (4d6 or 4d8)
Flashing Blades

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

*In the silence of the night, the moon holds sway over the ocean waters. In the silence of the night, the blade holds sway over the river of blood.*

You set an eerie shine to your weapon, coating it with luminous shadow and causing it to inflict an additional 1d8 radiant damage. Whenever you make an attack with this weapon, your target and all hostile creatures within 5 feet of your target must make a Wisdom saving throw. If they fail, they are blinded until the end of your next turn. Once a creature has been blinded by this spell, it can’t be blinded again by this spell for one minute.
Invoke Elements

*Transmutation **cantrip***
 Range
 Components
 Duration

You invoke a minor portion of the elements, within range. You create one of the following magical effects within range:

* You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect persists for 1 round.
* You light or put out a small flame. You cause flames to flicker, brighten, drim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute. You cool or heat up a small amount of liquid.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action
Holy Wrath

*3rd-Level Evocation*
 Range
 Components
 Duration

You release a burst of radiant energy in a blast centered around you. Each enemy creature in a 15-foot-radius centered on you must make a Wisdom saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The blast spreads around corners

**At Higher Levels:** 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.
Lesser Chain Lightning

*3rd-level Evocation*
 Range
 Components
 Duration

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Forming a chain from that target and through three other targets, each of which must be within 30 feet of the previous target.
A target can be a creature or an object. A target must make a Dexterity saving throw. The target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the lightning can form a chain through one additional target for each slot level above 3rd.
Lost Wanderer

*6th-level Enchantment*
 Range
 Components
 Duration

Select a creature you can see. The creature must make a Wisdom saving throw. If it fails, it is cursed with the inability to find its way for the duration of the spell. The creature can’t read maps or remember the route to anywhere. The creature can be led to a destination by another creature, but otherwise, it selects its path randomly. The curse doesn’t prevent the creature from making its way to destinations it can see.

The effect can be ended by magic that lifts a curse.
Field of Chains

*5th-level Conjuration*
 Range
 Components
 Duration

You choose a number of targets you can see within range up to twice your spellcasting modifier. Chains leap from the ground or nearby objects and structures to grasp and hold the targets, each of which must make a Strength or Dexterity saving throw to avoid the effect (target's choice). On a failure, each target is restrained and is moved up to 15 feet in any direction you choose, bound by the chains from multiple angles. Additionally, a creature who failed the save takes 4d8 bludgeoning damage.

A creature can attempt to break or slip free as an action, and repeats the save. On a success, its chains fade away. On a failure, it takes another 4d8 bludgeoning damage and remain chained.

A creature killed by this spell is permanently chained to the ground, structure, or object it was chained to. If removed, the chains shatter into tiny flakes of iron.
Ice Nova

*8th-Level Evocation*
 Range
 Components
 Duration

Frigid cold rapid expands in a 15-foot-radius centered on a point you choose within range. Each creature in the cold must succeed on a Dexterity saving throw.

On a failed save, a creature takes 10d6 cold damage and is grappled for 1 hour as ice encases the lower part of their legs. On a successful save, it takes half as much damage and isn't grappled by this spell.

A creature can break the grapple by using their action to make a Strength saving throw, or deal a total of 40 hit points worth of damage to the ice.
Healing Rain

*5th-level Transmutation*
 Range
 Components
 Duration

You summon a cloud at a point within range, blanketing a 15-foot radius area around it in rain. Each friendly creature enters the rain for the first time on their turn, or starts their turn within the rain regains 2d6 hit points. The healing rain extinguishes nonmagical fires within its area of effect.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d6 for every two slot levels above 5th.
Globe of Invulnerability

*6th-level abjuration*
 Range
 Components
 Duration

A barrier with a 10-foot radius surrounds you. Any spell of 5th level or lower cast from outside the barrier can't affect things in it, even if a higher level slot is used. Spells can target things within the barrier, but the spell has no effect on them. The barrier also blocks areas of effect that reach its area.

**At Higher Levels:** The barrier blocks spells of one level higher for each slot level above 6th.
Electric Nails

*2nd-level Evocation*
 Range
 Components
 Duration

You touch one willing creature and ferverent arcs of lightning cover its hands. Until the spell ends, the creature can use its action to electrify a creature within 15 feet of it as an action. The target of the electricity must make a Constitution saving throw, taking 3d8 lightning damage on a failed save, or half as much on a successful one. The target has disadvantage if it is wearing metal armor.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the target of the spell can target a creature that is an additional 5 feet away from it for each slot level above 2nd.
Enlarge/Reduce

*2nd-level transmutation*
 Range
 Components
 Duration

Choose a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

* **Enlarge:** The target's size doubles in all dimensions and its weight is multiplied by eight. If there isn't enough room, it attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and saves. While the target's weapons are enlarged, they deal an extra 1d4 damage.
* **Reduce:** The target's size is halved in all dimensions and its weight is reduced to one-eighth. Until the spell ends, the target also has disadvantage on Strength checks and saving throws. While the target's weapons are reduced, they deal 1d4 less damage, but the damage can't be less than 1.