recursal/Fanatic-Fandom huggingface dataset:
Flower Moon

*7th-level Enchantment*
 Range
 Components
 Duration

ELUNE ONLY

When you cast this spell, an ethereal sylvan flower appears in front of your face. Each creature other than those of your choice within the spell's radius must make a Wisdom saving throw or be paralyzed for the duration. If a target of this spell can see the moon, it sees the flower overtake the moon, and while it is paralyzed, attack rolls against it always hit, even on a d20 roll of 1.

This spell has no effect on fey. At the end of each of its turns, an affected creature can make another Wisdom saving throw. On a success, the spell ends on that creature.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, the spell's radius increases by 30 feet for each spell slot above 7th.
Black Fireball

*5th-level Evocation*
 Range
 Components
 Duration

A maelstrom of swirling black fire appears near your hands. On your next turn, you choose a spot within range as an action, provided this spell hasn't ended. The maelstrom disappears from your hands and reappears centered on that point, grown exponentially. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 fire and 7d6 necrotic damage on a failed save, or half as much damage on a successful one.

The maelstrom spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried, and it withers nonmagical plants.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the fire damage or the necrotic damage (your choice) increases by 1d6 for each slot level above 5th.
Detect Evil and Good

*1st-level divination*
 Range
 Components
 Duration

You sense the location of an aberration, celestial, elemental, fey, fiend, or undead if it is within 30 feet of you. If there is a place or object that has been magically consecrated or desecrated within 30 feet, you are also able to locate it.

You are unable to sense these things through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Cage of Briars

*4th-Level Conjuration*
 Range
 Components
 Duration

*To make a mortal crave freedom, give them a cage. To make a mortal crave order, set them free.*

As you cast this spell, you create a cage of thorned briars that surrounds a 10-foot cube within range. The briars are thick and only allow a small amount of light and air to pass through, providing three-quarters cover to creatures within and total cover to creatures outside.

You, and any others you designate, can pass through the cage at will. The briar cage has AC 10, 200 hit points, and vulnerability to fire.

A creature that hits the cage with an unarmed strike or natural weapon, such as a bite or claw, takes 1d4 piercing damage.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 20 per spell slot level above 4th.
Aspect Tattoo

*3rd-level Abjuration*
 Range
 Components
 Duration

You scribe a tattoo on a willing creature’s skin that holds a portion of an animal’s energy and ability. A creature can only hold one aspect tattoo at a time; scribing another eliminates the previous one. The animal being represented must be present when the aspect tattoo is created. The recipient of the tattoo can activate the tattoo’s effect as a bonus action. Once the tattoo is scribed, it remains until the effect is activated.The known tattoos are as follows:

* Badger: The recipient goes into a battle frenzy, gaining tactical advantage on melee attacks for 1 minute.
* Bear: The recipient’s Strength score increases to 19 for 10 minutes.
* Cheetah: The recipient’s speed increases to 60 feet for 1 minute, and opportunity attacks against the recipient have tactical disadvantage.
* Panther: The recipient gains tactical advantage on Stealth checks for 10 minutes.

Other animal tattoos could be discovered that grant different powers.]
Ascendant Flame

*5th-level Evocation*
 Range
 Components
 Duration

Flames capture a creature you can see within range and burn inwards, hotter by the second.  The target must make a Dexterity saving throw.  It takes 6d6 fire damage on a failed save.  For this save and any after, whenever the target fails, the flames burn hotter.  At the end of its turns, the target must repeat the saving throw.  It takes 6d6 fire and an additional 2d6 for each time the fire burns hotter.  The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet.  These magical flames can’t be extinguished nonmagically.

On any success, the target takes half as much fire damage as it would have, and the spell ends.  You can end the spell at any time (no action required).

**At Higher Levels**When you cast this spell using a spell slot of 6th level or higher, Both instances of the fire damage increases by 1d6 for each slot level above 5th.
Create or Destroy Water

*1st-level transmutation*
 Range
 Components
 Duration

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames.

You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

**At Higher Levels:** Increase the amount of water by another 10 gallons, or the cube size by 5 feet, for each level above 1st.
Angelic Feather

*1st-level Conjuration*
 Range
 Components
 Duration

You create 3 divine feathers in your palm that can be given to other creatures. A creature can crush a feather as a bonus action, and gain the benefit of the Dash, Disengage, or Dodge action until the end of their current turn. The feathers last for 1 hour before dissipating.
Coloring Outside the Lines

*3rd-level Evocation*
 Range
 Components
 Duration

You evoke two elemental sigils under your control. Choose fire, ice, earth, or air. You can choose up to four creatures within 30 feet of you sacrificing the first of the two sigils. Each creature must make a Dexterity saving throw or take 6d8 damage, the type associated with the chosen element (fire for fire, cold for ice, bludgeoning for earth, and slashing for air).

If a creature moves within 30 feet of you, you use your reaction to require it to make the same saving throw or take the damage of the spell, this use sacrifices the second sigil of the spell.
Animate Dead

*3rd-level necromancy*
 Range
 Components
 Duration

Reanimate and control a pile of bones or the corpse of a medium or small humanoid to become a skeleton or zombie, respectively. The undead creature is under control for 24 hours at which point it no longer follows your will. You can reassert control, for another 24 hours, of up to four of these creatures if you cast this spell on them again before the 24 hours is up.

While they are under your control and within 60 feet of you, you can command them as a bonus action. A single command can be issued to as many of your undead minions as you wish and can be specific, like directing movement and what action they will take, or be more general, as in guarding a person or place. They will continue to follow your orders until they are complete or the spell ends, but if you don't command them at all, they will do nothing except defend themselves against attack.

**At Higher Levels:** You animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Carnage

*8th-Level Evocation*
 Range
 Components
 Duration

*Blood will rain upon the battlefield, and a single warrior will stand alone before the armies of heaven and hell.*

When you cast this spell, you teleport 120 feet and make a melee weapon attack against all creatures within your reach. Roll a single attack for all targets. If you hit a creature, it takes an additional 6d12 force damage. On your subsequent turns, you can use your action to continue your deadly assault. Each time you use this action, it has a different effect:

* 2nd Use. You teleport up to 60 feet and make a melee weapon attack against all creatures within a 20-foot-cone. Each creature you hit is knocked prone and takes an additional 6d12 force damage.
* 3rd Use. You teleport up to 30 feet and make a single melee weapon attack against a creature within reach. If the creature is above half its maximum hit points, this attack inflicts an additional 6d12 force damage. If you hit, the creature is then paralyzed until the end of your next turn.
* 4th Use. You teleport up to 60 feet into the air and descend, smashing into the ground at a point of your choosing that you can see within 120 feet of your starting point. You take no falling damage, but each creature within 30 feet of you must make a Constitution saving throw. If they fail, they take 6d12 force damage. You then make a melee weapon attack targeting a creature within reach. If you hit, the target takes an additional 8d12 force damage.
Heroism

*1st-level enchantment*
 Range
 Components
 Duration

Until the spell ends, a creature you touch is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points.

**At Higher Levels:** You can target one additional creature for each slot level above 1st.
Fabricate

*4th-level transmutation*
 Range
 Components
 Duration

Choose raw materials that you can see. You can fabricate a Large or smaller object contained in a 10-foot cube or eight connected 5-foot cubes. If you are working with mineral substance, the fabricated object can be no larger than Medium contained within a single 5-foot cube. The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that require a high degree of craftsmanship unless you have proficiency with the appropriate type of artisan's tools.
Cheerful Song

*Enchantment Cantrip*
 Range
 Components
 Duration

*A tune, sweetly sung, is worth more than all wealth or war.*

You sing a happy little tune, bolstering the spirits of up to 3 friendly creatures within range. Affected creatures gain 1 temporary hit point, and can add a +1 bonus to their first attack roll, saving throw, or ability check made before the start of your next turn.
Constriction

*5th-Level Transmutation*
 Range
 Components
 Duration

*The crushing grasp and merciless gaze '**displays'** an ambition that cannot be quenched with '**gold,'** but can be sated with blood.*

Your body becomes eerily serpentine and you strike forward, attempting to grasp a creature within range. Make a melee spell attack. If you hit, your grapple your target using the body part you attacked with and squeeze them, dealing 5d10 bludgeoning damage. Until the spell ends, the grappled target is also restrained. As a bonus action on each of your subsequent turns while you have restrained the creature, you can continue to crush the target. The creature must make a Strength saving throw. If they fail, they take an additional 5d10 bludgeoning damage. If the target escapes the grapple, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, each instance of bludgeoning damage increases by 1d10 per spell slot level above 5th
Heroes' Feast

*6th-level conjuration*
 Range
 Components
 Duration

You bring forth a feast. It takes 1 hour to consume and disappears after, and the effects don't set in until the hour is over. Up to twelve creatures can partake in the feast.

Any creature partaking in the feast is cured of all diseases and poison, becomes immune to poison and being frightened, and makes Wisdom saves with advantage. Its hit point maximum increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Dark Curtain

*5th-level Evocation*
 Range
 Components
 Duration

You create a *dark curtain* that must stand on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made of up to ten 10-foot-square panels. Each panel must be contiguous with another panel. In all forms, the curtain is 1 inch thick and lasts for the duration of the spell.

Each creature in the area of the curtain when it appears is pushed to one side of the curtain and takes 4d6 necrotic damage, or half damage with a successful Dexterity saving throw.

The *dark curtain* blocks all vision through it. Any creature trying to pass through the curtain takes 4d6 necrotic damage and must make a Constitution saving throw. If the saving throw fails, the creature fails to pass through the curtain and becomes frightened of it until the end of its next turn.
Mend Flesh

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

*The body is a vessel for the soul, and the soul calls to itself.*

You stitch closed an open wound or reattach a whole limb severed in the past minute. If the target is alive or undead, they regain hit points equal to their Constitution modifier (minimum 1). If a limb was reattached, until the creature finishes a long rest, they suffer disadvantage on all checks that require them to use the reattached limb. If the limb is a leg, their movement speed is halved during this time. If the limb is an arm, they suffer disadvantage on attack rolls with weapons held using the arm during this time.

**At Higher Levels:** When you cast this spell using a slot of 2nd level or higher, the time limit increases by 10 minutes per slot level about 1st and the target regains additional hit points equal to their Constitution modifier per slot level above 1st.
Mirror Image

*2nd-level illusion*
 Range
 Components
 Duration

Three copies of you appear, moving in sync with you from the same space. Each time a creature attacks you, roll a d20 to see if it hits one of your copies instead. Rolling 6 or higher if you have all three, 8 or higher if only two, or 11 or higher if only one is left will result in the copy getting hit instead of you. A copy's armor class is 10 + your Dexterity modifier and any successful hit will destroy it.

You may dismiss the copies as an action. The spell ends early if all three copies are destroyed.

An opponent is immune to the effects of this spell if it can't see, relies on other senses to perceive the world, or if it can see through illusions.
Dress/Undress

Transmutation ***cantrip***
 Range
 Components
 Duration

A willing creature you touch instantly dons up to 10 unworn and uncarried articles of clothing you can see within 30 feet of you, or doffs as many articles it is wearing. If you doff clothing from it, it appears folded at your feet. Any donned clothing is worn in the order you wish, with any twists, ties, bows, or specific spacing and detail you desire. The clothing can't be behind glass or any other obstruction.

When you reach 5th level, you can don or doff light armor when you cast this spell. At 11th, you can don or doff medium armor, and heavy armor at 17th.
Earthquake

*8th-level evocation*
 Range
 Components
 Duration

For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on a point you can see. The ground in the area becomes difficult terrain. Each creature on the ground must make a concentration save if applicable.

When you cast this spell, and at the end of your turns, each creature on the ground in the area must make a Dexterity saving throw. On a failure, it's knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

* **Fissures:** 1d6 fissures open in the spell's area at the start of your next turn in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must pass a Dexterity save or fall in. A creature that saves moves with the fissure's edge. A fissure that opens beneath a structure causes it to automatically collapse.
* **Structures:** The tremor deals 50 bludgeoning damage to any structure in contact with the ground when you cast the spell and at the start of your turns. If a structure drops to 0 hit points, it collapses. Any creature within half the distance of the structure's height must make a Dexterity save. On a failure, it takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble. It can make a DC 20 Athletics check as an action to escape. The DM can adjust the DC depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Blood Cartography

*6th-Level Necromancy*
 Range
 Components
 Duration

*The blood always remembers.*

Youdraw blood from the vial or corpse and cast it upon the parchment.

The blood flows together, forming a clear map of every location that the former owner of the blood has traveled within the past month. The path the creature took is highlighted, and the time spent in each location is indicated by the thickness of the blood-markings.

The blood-map dries within one minute, and becomes permanent and impossible to dispel.
Delayed Blast Fireball

*7th-level evocation*
 Range
 Components
 Duration

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners.

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Circle of Death

*6th-level necromancy*
 Range
 Components
 Duration

Each creature in a 60-foot-radius sphere from a point within range must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save, or half as much on a success.

**At Higher Levels:** The damage increases by 2d6 for each slot level above 6th.
Daylight

*3rd-level evocation*
 Range
 Components
 Duration

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

If any of this spell's area overlaps with darkness made by a spell of 3rd level or lower, the darkness is dispelled.
Corruption

*1st-Level Necromancy*
 Range
 Components
 Duration

*Slow and insidious, yet deadly nevertheless.*

Your inflict a withering curse upon a 5-foot square of ground at a location you can see within range, withering plants and darkening the earth with fell power. At the start of each of your turns for the duration, the corruptive curse grows 5 feet in every direction. Whenever a creature starts its turn in a space afflicted by the curse, it must make a Charisma saving throw. If it fails, it takes 1d6 necrotic damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 per spell slot level above 1st.
Blizzard

*3rd-Level Evocation*
 Range
 Components
 Duration

A cold light flashes from your hand into the sky, as blue shards hurl down at a point you choose within range, slashing through flesh with a biting cold. Each creature in a 20- foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A target takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

As an action on each of your turns before the spell ends, you can call down another blizzard in the same location.

**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.
Conjure Animals

*3rd-level conjuration*
 Range
 Components
 Duration

Fey appear in occupied spaces in range that you see. Choose one of the following options for what appears:

* 1 beast of challenge rating 2 or lower
* 2 beasts of challenge rating 1 or lower
* 4 beasts of challenge rating 1/2 or lower
* 8 beasts of challenge rating 1/4 or lower

Each beast is considered fey and beast. It disappears when it drops to 0 hit points or when the spell ends.

The beasts are friendly to you and your companions. They have their own initiative, but as a group. They obey any verbal commands that you issue to them, no action required. If you don't issue any commands to them, they only defend themselves from hostile creatures.

**At Higher Levels:** Twice as many creatures appear with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Arcane Ablation

*1st-level Transmutation*
 Range
 Components
 Duration

You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this the imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creature's next turn it will gain 3 temporary hit points. This repeats when those temporary hit points are exhausted as the previous total minus one, until no temporary hit points would be gained and the spell ends.

**At Higher Levels:** The initial temporary hit points increases
by 1 for each slot level above 1st.
Conflagration

*9th-level Evocation*
 Range
 Components
 Duration

You point at a creature within range and mentally command it to burst into flame. The creature must make a Dexterity saving throw. If the saving throw fails, it takes 6d10 + 20 fire damage and begins burning; on a successful save, it takes half damage and suffers no other effect.

A burning creature takes 2d10 fire damage at the end of each of its turns. The fire can’t be extinguished by natural means; it burns for the duration of the spell.
Burn the Sight

*2nd-level Transmutation*
 Range
 Components
 Duration

If this spell is cast on a *spirit doll* and the doll is placed within 6 inches of a light source (a lit candle or lantern, for example, or an object with a light spell cast on it), then the creature associated with that *spirit doll has darkvision* (60 feet) for the duration of this spell.
Devilish Hunt

*2nd-Level Conjuration*
 Range
 Components
 Duration

*A favorite of torturous fiends and hungry fishermen.*

You conjure three barbed harpoons of intricately twisted silver. They float in the air above your head for the spell’s duration, and fade when it ends. When you cast the spell, and as an action on each of your subsequent turns, you can make a ranged spell attack to hurl a harpoon at a target within 90 feet of you. If you miss, the harpoon fades. If you hit, the target takes 2d6 piercing damage and must make a Dexterity saving throw. If they fail, the harpoon lodges in their flesh.

While a creature has been skewered by a harpoon, its speed is halved, and you can use a bonus action to cause an invisible chain to pull taut, hauling the creature 10 feet towards you for each harpoon lodged in it. The target can use an action to pull any number of harpoons out, taking 3d6 necrotic damage for each harpoon removed and causing the harpoon to fade. Once all three harpoons have faded, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, either the piercing or necrotic damage (your choice) increases by 1d8 per slot level above 2nd.
Carry On

*2nd-level Evocation*
 Range
 Components
 Duration

You choose a creature you can see within range and inspire it to carry on with positive energy. The target regains 3d6 hitpoints. Every other creature of your choice within 5 feet of the target must make a Dexterity saving throw or take an amount of radiant damage equal to the number of hitpoints the target regained.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 hitpoints for every slot level above 2nd.
Calm Emotions

*2nd-level enchantment*
 Range
 Components
 Duration

Each humanoid in a 20-foot-radius sphere must make a Charisma saving throw. A creature can choose to fail this save. If a creature fails its saving throw, choose one of the following effects:

* You can suppress any effect causing them to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired.
* You can make them indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target takes damage or if it witnesses any of its friends being harmed.

When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Divine Beacon

*1st-level Abjuration*
 Range
 Components
 Duration

When you suffer one of the following conditions, this spell causes a great beacon of light, visible only to paladins, to appear in the sky overhead. The circumstance that befell you determines the color of the beacon.

 Orange
 Yellow
 Blue
 White

The beacon can be seen by paladins from up to 50 miles away even in daylight, provided it’s not obscured by fog or rain, or blocked by obstacles such as mountains or towering trees. If the fallen paladin is underground, the beacon appears in the subterranean chamber where the paladin fell and also in the sky above. Paladins of 10th level or higher have a 10% chance per level above 9 to see the beacon despite all obstacles.
Call Lightning

*3rd-level conjuration*
 Range
 Components
 Duration

A 10-foot tall, 60-foot radius storm cloud cylinder appears, centred on a point you can see within range directly above you. The spell fails if your location can't accommodate the cloud's size or height. When you cast the spell, choose a point under the cloud for lightning to strike. Each creature within 5 feet must make a Dexterity save, taking 3d10 lightning damage on a fail and half on a success. While the spell persists, you can use your action to call lightning to a point in range again.

If you're outdoors and in a storm, the spell gives you control of the storm rather than creating a new one. The lightning damage also increases by 1d10.

**At Higher Levels:** The damage increases by 1d10 for each slot level above 3rd.
Black Hole

*5th-level Conjuration*
 Range
 Components
 Duration

You call into a space you can see within range a minute piece of a black hole for the duration. Each creature within 20 feet of it must make a Strength saving throw or be pulled 10 feet closer to the center and take 5d6 force damage, or half as much on a success. A creature that fails the save can't move farther away from the center until it succeeds. It must repeat the saving throw at the start of each of its turns, taking the damage or half on a failure or ending the effect on themselves on a success.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the initial force damage increases by 1d6 for each slot level above 5th.
Detect Illusion

*2nd-level Divination*
 Range
 Components
 Duration

You are able to identify illusions within 60 feet of you. In the first round, you become aware of the presence or absence of illusions. In the second round, you determine the number of illusions. In the third round, you learn the location of each illusion.

For the duration of this spell, you have tactical advantage on saving throws against illusions.
Arcane Lock

*2nd-level abjuration*
 Range
 Components
 Duration

A closed entryway you are touching is now locked magically. The door (or window, gate, chest, etc.) will be extra difficult to break or pick the lock of (add 10 to the DC for either) unless the spell is dispelled or suppressed.

You can designate who, in addition to yourself, can open the door normally, and you can set a password that will suppress the spell for 1 minute if spoken within 5 feet of the door. Anyone who casts knock on the door will also suppress the spell for 10 minutes.
Dispel Evil and Good

*5th-level abjuration*
 Range
 Components
 Duration

For the duration, celestials, elementals, fey, fiends, and undead not from the material plane have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

* **Break Enchantment:** Touch a creature that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead. It's no longer under the effect.
* **Dismissal:** Make a melee spell attack against a celestial, elemental, fey, fiend, or undead. On hit, it must pass a Charisma save or be sent back to its home plane if it isn't there. Undead are sent to Shadowfell and fey are sent to the Feywild.
Charismatic Shield

*7th-level Enchantment*
 Range
 Components
 Duration

For the duration of this spell, you add your Charisma modifier to your AC. In addition, each creature within 50 feet of you that targets you with an attack or a harmful spell must make a Wisdom saving throw. If the saving throw fails, the creature must target another creature or lose the action, and it can’t target you again for the duration of the spell. If you attack or cast a harmful spell against that creature, the spell’s effect against that creature is broken, and it can target you normally.
Charge

*4th-level Abjuration*
 Range
 Components
 Duration

You infuse one object with a magical trap. Anyone other than you who touches the object takes 10d6 lightning damage, or half damage with a successful Dexterity saving throw. You can create a command word when the spell is cast that will allow other creatures to handle the item safely.

The presence of a *charge* on an object can be detected with a successful Intelligence (Investigation) check; the DC equals your spell saving throw.
Creation's Fury

*9th-level Transmutation*
 Range
 Components
 Duration

You unleash cataclysmic forces of nature over a vast area. The area affected is an entire geographic region within sight of the caster, such as a valley, the caverns beneath a mountain, or a lake from shore to shore. If the geographical area is especially large (a great plain, an ocean, etc.), then even this spell can’t affect it entirely. Assume a maximum 1-mile-radius area of effect centered on a point chosen by the caster. To properly channel the massive energy this spell requires, the caster must be within the area of effect, if only at its periphery.

The entire chosen region becomes a nightmare of natural disasters. Scalding geysers erupt. Caverns collapse. Crevasses split wide open. All structures and living creatures in the area of effect sustain 5d6 points of bludgeoning damage, or half damage with a successful Dexterity saving throw. You are knocked prone and stunned for 2d6 rounds immediately after casting *creation’s fury*, and you can’t cast any spells except cantrips for 30 days afterward.

The exact effect of the destruction wrought by this spell must be determined by the GM.
Annihilate Soul

*9th-level Necromancy*
 Range
 Components
 Duration

RANDOM EFFECT

This spell unleashes magic that rips the soul from a living creature you can see. The target takes 8d6 + 50 necrotic damage, or half damage if it makes a successful Constitution saving throw.

If the creature is reduced to 0 hit points after failing the saving throw against this spell, it dies and its soul shatters into 2d6 spirit shards that take up residence in random life forms in a 10-mile radius. The spirit shards prefer intelligent creatures over unintelligent ones.

The creatures that become hosts to these shards are unaware of their presence, but they can start having strange dreams and displaying odd habits picked up from the soul shard. Each shard-bearer also gains proficiency in one random skill possessed by the original creature; if they already are proficient in the skill, they become expert in the skill, and if already expert, they gain tactical advantage on all uses of that skill.

The original creature can’t be resurrected unless all bearers of shards are gathered into the same area before the resurrection magic is used; shard-bearers lose all benefits gained from the spirit shards at that time. If a shard-bearer dies, the spirit shard transfers to another creature within 10 miles.
Binding Sap

*1st-level Transmutation*
 Range
 Components
 Duration

You cause parts of your skin to exude a sticky sap that allows you to cling to wooden surfaces. You can change which parts exude the sap at will. This allows you to climb or perch on wooden surfaces with no chance of falling. Climbing still costs double normal movement.
Acid Wind

*1st-level Evocation*
 Range
 Components
 Duration

You call forth a breeze full of stinging acid droplets from your outstretched hand. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d6 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded.

**At Higher Levels:** For each spell slot used higher than 1st level, the damage increases by 1d6.
Call Treant Spirit

*4th-Level Conjuration*
 Range
 Components
 Duration

You touch a Large or Huge tree, awakening its spirit for a moment. You must immediately direct it to fight with you or to answer up to 3 questions it may or may not know the answer to, but will generally attempt to answer honestly unless you are known by it to be an enemy of wilderness.

If you direct it to fight, you choose a target within 30 feet of the tree, and the tree animates, uprooting itself, charging towards the target. The treant spirit has 50 hitpoints, AC of 15, and resistance to all damage except fire. It can make two attacks against the target, forgoing either or both for a shove or grapple attempt as normal. The treant spirit uses your spellcasting ability modifier for all its saves, ability checks, and attack rolls, and is proficient with its attacks and Athletics (your proficiency bonus). On a hit, the target takes 3d6+6 force damage, or half as much on a miss.

After answering 3 questions or making its attacks, the tree takes root in its current location, ends any grapples, becomes a normal tree once again, and the spell ends.
Battle Double

*3rd-level Illusion*
 Range
 Components
 Duration

You create a shadowy double of yourself that superimposes itself on you. As a bonus action, you can move the double up to 20 feet away from you; you can then use it as the source of any weapon attack you make or spell you cast, as if you were standing in the double’s spot. At the end of your turn, the double returns to your space.The battle double can’t be damaged or even attacked. It has no real, physical presence except in the moment when it attacks.
Guiding Bolt

*1st-level evocation*
 Range
 Components
 Duration

Make a ranged spell attack against a creature you can see. On a hit, the target takes 5d6 radiant damage, and before the end of your next turn, the next attack roll made on it has advantage.

**At Higher Levels:** The damage increases by 1d6 for each slot level above 1st.
Accelerate

Transmutation ***cantrip***
 Range
 Components
 Duration

This spell accelerates an object you are holding out to a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes bludgeoning damage: 1d6 if it is within 30 feet of you, 1d8 if it is between 30 and 60 feet, 1d10 if it is between 60 and 90, and 1d12 between 90 and 120.

This spell’s damage increases by 1 die when you reach 5th level (two dice), 11th level (three dice), and 17th level (four dice). The dice are all the same type.
Amelia's Painted Tie

*5th-level Necromancy*
 Range
 Components
 Duration

When you cast this spell, choose two creatures you can see within range. An infinity symbol appears between them, each of them in the center of a loop. When the first creature is damaged, the second creature regains an amount of health equal to the damage dealt. This lasts until the end of your next turn when spell ends or 80 damage is dealt to the first creature, whichever comes first.

**At Higher Levels.** When you cast this spell with a spell slot of 6th level or higher, the second creature regains health until the spell ends or an additional 20 damage is dealt per spell slot above 5th level.
Contagion

*5th-level necromancy*
 Range
 Components
 Duration

Make a melee spell attack. On hit, the target is poisoned.

At the end of each of the target's turns, it makes a Constitution save. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subject to the chosen disease for the spell's duration

* **Blinding Sickness:** The target has disadvantage on Wisdom checks and saves, and is blinded.
* **Filth Fever:** The target has disadvantage on Strength checks, saves, and attack rolls that use Strength.
* **Flesh Rot:** The target has disadvantage on Charisma checks and is vulnerable to all damage.
* **Mindfire:** The target has disadvantage on Intelligence checks and saves, and during combat it acts as if it's under the effects of Confusion.
* **Seizure:** The target has disadvantage on Dexterity checks, saves, and attack rolls that use Dexterity.
* **Slimy Doom:** The target has disadvantage on Constitution checks and saves. Additionally, when it takes damage, it is stunned until the end of its next turn.
Alter Self

*2nd-level transmutation*
 Range
 Components
 Duration

You take on one of three physical adaptations: aquatic, appearance, or natural weapons.

* Aquatic adaptations allow you to breathe underwater and swim as fast as you walk.
* Adapting your appearance can involve any of your natural physical features, even to that of another race, though your statistics stay the same and you cannot change your basic body structure.
* And you can grow fangs, claws, horns, or any other natural weapon you choose with the natural weapons adaptation. If you take the natural weapons adaptation, your unarmed strikes will then deal 1d6 damage of the most appropriate of bludgeoning, piercing, or slashing. The natural weapon you grow is also magic and gives you a +1 bonus to both the attack rolls and damage you deal with it.
Confusion

*4th-level enchantment*
 Range
 Components
 Duration

Each creature in a 10-foot-radius sphere makes a Wisdom save. On a success, nothing happens. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns. This determines its action that turn. At the end its turn, it can make a Wisdom save. If it succeeds, the spell ends.

 2-6
 7/8
 9/10

**At Higher Levels:** The radius of the sphere increases by 5 feet for each slot level above 4th.
Charged Missile

*2nd-level Evocation*
 Range
 Components
 Duration

One arrow, bolt, or sling bullet you touch becomes infused with electrical energy. A successful attack with the affected ammunition does its normal damage plus 5d6 lightning damage. The spell ends after the projectile is used, whether it hits or misses.

**At Higher Levels:** For each spell slot used higher than 2nd level, the missile does an additional 1d6 damage
Detect Magic

*1st-level divination*
 Range
 Components
 Duration

An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.

This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disguise Self

*1st-level illusion*
 Range
 Components
 Duration

Until the spell ends or you use an action to dismiss it, you can disguise yourself magically in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The illusion can include your clothes, armor, weapons, and other belongings on your person.

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. Someone may also use an action to make an investigation check against your spell save DC.
All Classes

## Battlers:

### Barbarian

1. General
	1. Path of the Battlerager
	2. Path of the Berserker
	3. Path of the Storm Herald
2. Elemental
	1. Path of the Ancestral Guardian
	2. Path of the Totem Warrior
3. Light
	1. Path of the Zealot

### Fighter

1. General
	1. Battle Master
	2. Cavalier
	3. Champion
	4. Monster Hunter
	5. Samurai
	6. Scout
	7. Sharpshooter
2. Arcane
	1. Arcane Archer
	2. Eldritch Knight
3. Dragonflights
	1. Purple Dragon Knight

### Monk

1. General
	1. Way of the Drunken Master
	2. Way of the Kensei
	3. Way of the Long Death
	4. Way of the Open Hand
	5. Way of Shadow
	6. Way of the Sun Soul
	7. Way of Tranquility
2. Elemental
	1. Way of the Four Elements

### Paladin

1. Elune
	1. Oath of the Ancients
2. Light
	1. Oath of the Crown
	2. Oath of Devotion
	3. Oath of Vengeance
3. Spirit
	1. Oath of Conquest
	2. Oath of Treachery
4. Shadow
	1. Oathbreaker

### Rogue

1. General
	1. Assassin
	2. Inquisitive
	3. Mastermind
	4. Scout
	5. Swashbuckler
	6. Thief
2. Arcane
	1. Arcane Trickster

## Spellcasters:

### Bard

1. Arcane
	1. College of Glamour
	2. College of Lore
	3. College of Satire
	4. College of Swords
	5. College of Valor
	6. College of Whispers

### Cleric

1. General
	1. Life Domain
	2. Light Domain
	3. Solidarity Domain
	4. Strength Domain
	5. Tempest Domain
	6. War Domain
2. Arcane
	1. Arcana Domain
3. Dream
	1. Nature Domain
4. Light
	1. City Domain
	2. Forge Domain
	3. Grave Domain
	4. Knowledge Domain
	5. Order Domain
	6. Protection Domain
	7. Zeal Domain
5. Shadow
	1. Ambition Domain
	2. Death Domain
	3. Trickery Domain

### Druid

1. Dream
	1. Circle of Dreams
	2. Circle of the Land
	3. Circle of the Moon
	4. Circle of the Shepherd
	5. Circle of Spores
	6. Circle of Twilight

### Sorcerer

1. General
	1. Pyromancer
2. Arcane
	1. Wild Magic
3. Dragonflight
	1. Draconic Bloodline
4. Elemental
	1. Phoenix Sorcery
	2. Stone Sorcery
	3. Storm Sorcery
5. Light
	1. Divine Soul
6. Shadow
	1. Shadow Magic

### Warlock

1. General
	1. The Ghost in the Machine
2. Dragonflights
	1. The Great Old One
3. Dream
	1. The Archfey
4. Elemental
	1. The Fiend
5. Light
	1. The Celestial

### Wizard

1. General
	1. School of Conjuration
	2. School of Divination
	3. Theurgy
2. Arcane
	1. Bladesinging
	2. Lore Mastery
	3. School of Abjuration
	4. School of Enchantment
	5. School of Evocation
	6. School of Illusion
	7. School of Transmutation
	8. War Magic
3. Shadow
	1. School of Necromancy
Bigby's Foot

*7th-level Evocation*
 Range
 Components
 Duration

You create an enormous, glowing, blue-white foot of magical force in an unoccupied space that you can see within range. The Medium-size foot hovers in the air, 3 to 4 feet above the ground. At the beginning of your turn, you can use a bonus action to move it up to 60 feet to an unoccupied space. The foot is immune to damage and all conditions.

As an action, you can direct the foot to stomp on a creature adjacent to it. Make a melee spell attack against that creature. If it hits, the foot does 10d8 force damage, knocks the target prone, and restrains it. A successful Strength saving throw halves the damage and prevents the target from being knocked prone or restrained. A restrained creature takes 4d8 force damage at the end of each of its turns. The restraint ends automatically if the foot moves or attacks again. Otherwise, a restrained creature can escape by using an action to make a successful Strength check against your spell saving throw DC.

Instead of stomping, you can also command the foot to kick; this also does 10d8 force damage, but instead of being knocked prone and restrained, the target is pushed up to 60 feet. A successful Strength saving throw by the target creature halves the damage and negates the push effect.

The foot is big enough to provide cover and to prevent movement through its space.
Ice Sled

*6th-level conjuration*
 Range
 Components
 Duration

You summon up to five sleds that can travel rapidly over snow and ice. Each sled can carry up to 500 lbs. of material, including passengers. The sleds are made of extremely sturdy ice and are connected to each other by 10-foot chains of ice.

As an action, you can cause the sleds to travel at a speed of 60 feet in the direction of your choice. The sleds can continue to move as long as one of their runners is on snow or ice. If a sled moves onto an area where there is no snow or ice, or if the spell ends, the sleds shatter and crumble into loose snow.
Compulsion

*4th-level enchantment*
 Range
 Components
 Duration

Creatures of your choice that you can see and that can hear you must make a Wisdom save. It automatically succeeds if it can’t be charmed.

Until the spell ends, you can use your bonus action to designate a direction horizontal to you. Each target must use its movement to move in that direction on its turn. It can take its action before it moves. After moving, it can make another Wisdom save.

A target isn't compelled to move into a deadly hazard, but is willing to provoke opportunity attacks.
Agitate Crowd

*7th-level Enchantment*
 Range
 Components
 Duration

This spell enables you to sway a large group of people toward accomplishing a specific goal. You must speak emphatically on the subject for 10 minutes, playing on the crowd’s emotions and reason, to inflame their fervor for or against a cause or person. You must be clear about the specific goal you want to achieve. For example, shouting that “The Academy of Wizards is evil and corrupt!” might make people dislike the academy, but it won’t spur them to action because it doesn’t tell them what to do. Adding “Follow me, and we’ll burn it to the ground!” will send a crowd of torch-bearing arsonists to the academy tower.

The spell affects all sentient creatures that are able to hear and understand you within 60 feet.

When you finish casting the spell, all potential targets of the spell who fail a Wisdom saving throw are compelled to follow your instructions for the duration of the spell, as long as those orders are in keeping with the goal stated in the speech and you personally lead them. If these conditions aren’t met, the spell ends and the crowd becomes hostile toward you. The spell also ends when the goal has been achieved.
Bead of Blasting

*4th-level Evocation*
 Range
 Components
 Duration

A small bead of concentrated sound travels from your hand to a point within range that you select, where it explodes in a 15-foot-radius sphere. Each creature in the radius takes 5d8 thunder damage and is deafened for 1 minute, or takes half damage and is not deafened with a successful Constitution saving throw.

**At Higher Levels:** For each spell slot used higher than 4th level, *bead of blasting* does an additional 1d8 damage.
Melf's Acid Arrow

*2nd-level evocation*
 Range
 Components
 Duration

Make a ranged spell attack. On hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On miss, the arrow does half the initial damage and no extra damage.

**At Higher Levels:** Both damages increase by 1d4 for each slot level above 2nd.