recursal/Fanatic-Fandom huggingface dataset:
Feeblemind

*8th Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.

***Spell Lists.*** Bard, Druid, Warlock, Wizard
Solar Missiles

*6th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (40 Feet)
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

The Pyromancer calls forth the suns rays in a missile form. 8 Missiles made of the sun's light hover around the pyromancer. The Pyromancer may either use their action to throw as many as they like, or their reacition to throw up to 2 at any target. The missiles will always hit their target, and on a hit deal 4d8 Radiant damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may summon an additional missile for each spell slot used over 6th.

***Spell Lists.*** Pyromancer
Necromancy

### Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

### Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

### Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature's hit point maximum is increased by an amount equal to your wizard level.
* The creature adds your proficiency bonus to its weapon damage rolls.

### Undead Professional

Starting at 6th level, you gain the ability to necromance almost any creature, and you don't require it to be humanoid. Whenever you cast the spell "Animate Dead", you may cast it as a higher level spell, if so, read the table below for the effects:

##### Animate Dead

 5th
 6th
 7th
 8th
 9th

### Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

### Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
The Omega Crystal

The Omega Crystal is an ultimate artifact that gives powers comparable to that of Jeb to any creature that is capable of wielding it.

It is comprised of the following artifacts, which, when all combined, create The Omega Crystal:

* The Quill of Genesis
* The Lock of Resurrection
* The Idol of Order
* The Star of Divinity
* The Wheel of Region
* The Tome of The Mind
* The Clock of Consciousness
* The Sapling of The Environment
* The Weapon of Justice
* The Mirror of The Seasons
* The Ring of Being
* The Earrings of Life
* The Glasses of Light
* The Scroll of Stories
* The Sundial of Time
Prosper

*5th-Level Pyromancy (ritual)*

* **Casting Time:** 1 Hour
* **Range:** Self (600-Foot Sphere)
* **Components:** V,S
* **Duration:** Instantaneous

You complete a ritual to help all plants within the spells range grow. Once the ritual is complete, all plants within the spells range grow as if 5 years have passed. All sicknesses, dieseases, and blights the plants have faced are removed as well.

***Spell Lists.*** Pyromancer
Speak with Plants

*3rd-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Self (30-Foot Radius)
* **Components:** V,S
* **Duration:** 10 Minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shard a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

***Spell Lists.*** Bard, Druid, Ranger
Stone Shape

*4th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

***Spell Lists.*** Artificer, Cleric, Druid, Wizard
Revivify

*3rd-Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S,M (Diamonds worth 300gp, which the spell consumes)
* **Duration:** Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

***Spell Lists.*** Artificer, Cleric, Druid, Paladin, Ranger
Shocking Grasp

*Evocation Cantrip*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V,S
* **Duration:** Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

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

***Spell Lists.*** Artificer, Sorcerer, Wizard
Shadow Orb

*4th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You summon an orb made of shadows. You may place this orb anywhere in the spells range. As a bonus action, you may move the orb. Everywhere within 30 feet of the orb is magical darkness that you are able to see through. Everywhere 60 feet from the orb is non-magical darkness.

***Spell Lists.*** Pyromancer, Warlock
Seeming

*5th-Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** 8 Hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

***Spell Lists.*** Bard, Sorcerer, Wizard
Psychokinesis

### Innate Psychokinesis

Beginning at 1st Level your brain expands to such a point where mere psychics don't even touch you. You become immune to psychic damage.

### Cacophony of Screams

Starting at 5th level, your Aura begins to distort the minds of others. In addition to the fact that any ally that is within 30ft. of you you can automatically and silently speak to them in a way they understand through their mind. If any hostile creature starts their turn within 30ft. of you, they must make a Wisdom Saving throw against your spell save DC. On a failed save, they become Deafened and Muted until they leave your 30ft. radius. If they succeed then they are immune to the ability for the next 24 hours.

### Telekinesis

Beginning at 6th Level you gain the ability to move objects with your mind. As a reaction, you may push, pull, or throw any object that is size Large or smaller by 20ft. If a creature is hit by the *Throw* ability, then they will take damage corresponding to the size.

##### Telekinesis

 Small
 Medium
 Large
 Huge

*At 10th level you may throw, push, or pull things an additional 30ft. In addition to this, you may now throw objects size Huge or smaller*

### Improved Psychokinesis

Beginning at 14th Level you master the ability to throw others. Using you Telekinesis skill is not limited to objects now. Creatures must make a Strength saving throw against your spell save DC, and on a failed save, you may push, pull, or throw those creatures of size Large or smaller. If thrown, they will take an amount of damage equal to if they had fallen that distance. If a creature succeeds their saving throw they are immune to this ability for the next 24 hours. You may only do this an amount of times equal to your Wisdom modifier before you need a short rest.

### Cerebral Hemorrhage

Starting at 18th Level you gain the ability to stop all function in another humanoids brain. Using an action, you may force one humanoid within 10ft. of you to make a Wisdom Saving throw against your spell save DC. On a failed save the humanoid automatically dies. You may only do this once per long rest.
Shadow Force

*3rd-Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S,M (Dim or dark light within the spell's range)
* **Duration:** Instantaneous

You create a force made of shadows. This force may launch up to 60 Feet towards any creature, and if it hits a creature that creature must make a Charisma saving throw. On a failed save, the creature is blinded and frightened. On a succesful save, nothing happens.

***Spell Lists.*** Bard, Druid, Wizard
Starting Gear/Packs

### Burglar's Pack (16 gp).

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

### Diplomat's Pack (39 gp).

Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

### Dungeoneer's Pack (12 gp).

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

### Entertainer's Pack (40 gp).

Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

### Explorer's Pack (10 gp).

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

### Priest's Pack (19 gp).

Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

### Scholar's Pack (40 gp)

Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Snare

*1st-Level Abjuration*

* **Casting Time:** 1 Minute
* **Range:** Touch
* **Components:** V,S
* **Duration:** Until dispelled or triggered

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

***Spell Lists.*** Artificer, Druid, Ranger, Wizard
Parallel realms Wiki

**Welcome to the Parallel realms Wiki!**

\*This wiki contains all of the basic rules for the Parallel Realms, including all Races, Spells, and Classes\* :D

## Important articles

Classes

Races

Spells

Backgrounds

Feats

Skills

Gods

## Rule Systems

Alchemy

Blacksmithing

Conditions

Combat Rules

Enchanting

Inventory

Ships

Transmutation

Weather

*Community Founders !* : Link, Sophia, Stryderz, Tinged, Zach, and Lifetm

## Lore

The World

Maps

Timeline
Programmed Illusion

*6th-Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Until Dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

***Spell Lists.*** Bard, Wizard
Solar Beam

*6th-Level Evocation+*

* **Casting Time:** Special
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Instantaneous

On the first turn of you casting this spell, you control the sun's energy to move with yourself.

* ***If Standing In Direct Sunlight.*** You throw forwards a beam of pure light energy. Make a ranged spell attack against a creature within the spell's range, and on a hit deal 8d12 Radiant damage. If you miss, you only deal half as much.
* ***Otherwise.*** You must spend a turn preparing the spell's power. On the beginning of your next turn you may use an action to throw a beam of sunlight. if you do, You throw forwards a beam of pure light energy. Make a ranged spell attack against a creature within the spell's range, and on a hit deal 8d12 Radiant damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add 1d12 radiant damage to the die per spell slot used above 6th. In addition to this, if the spell is casted as a 7th level or higher spell, you may forgoe the need to charge up the beam attack if not standing in direct sunlight.

***Spell Lists.*** Druid, Sorcerer, Wizard
Spirit Arrow

*4th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** S
* **Duration:** Instantaneous

You launch an arrow made of spirits. Chose one creature within the spell's range. On a hit, you deal 8d8 Psychic damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you may add 1d8 to the damage per spell slot used above 4th.

***Spell Lists.*** Pyromancer
Shadow Arrow

*1st-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** S
* **Duration:** Instantaneous

You let fourth an arrow made from shadows. Make a ranged spell attack, and on a hit deal 1d10 necrotic damage. When a target takes more than 5 necrotic damage by this spell, their movement speed drops to 0ft. until the end of your next turn.

***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, you may add 1d10 for every spell slot used above 1st level.

***Spell Lists.*** Pyromancer
Prestidigitation

* **Casting Time:** 1 Action
* **Range:** 10 Feet
* **Components:** V,S
* **Duration:** Up to 1 Hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to five of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action.

***Spell Lists.*** Artificer, Bard, Sorcerer, Warlock, Wizard
Poisoned Web

*1st-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You shoot a web laced with poison at a target. Make a ranged spell attack, and on a hit deal 1d8 poison damage. In addition to this, they must make a Strength saving throw against your spellsave DC. on a failed save, they cannot move and are restrained.

***Spell Lists.*** Pyromancer
Storm Sphere

*4th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

***Spell Lists.*** Sorcerer, Wizard
Moonbeam

*2nd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S,M (The time to be after 6:00 PM and before 6:00 AM)
* **Duration:** Instantaneous

You call forth a beam of pure moonlight, wether the moon is above you or not. You launch a lance of pure dark light. Make a ranged spell attack against a creature you can see, on a hit you deal 6d4 Radiant damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you may add 2d4 to the damage per spell slot consumed above 2nd level

***Spell Lists.*** Druid, Sorcerer, Warlock, and Wizard
Thaumaturgy

*Alteration Cantrip*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V
* **Duration:** Up to 1 Minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
* You instantaneously cause an unlocked door or window to fly open or slam shut.
* You alter the appearance of your eyes for 1 minute.

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.

***Spell Lists.*** Cleric, Warlock
Raven Queen

### Sentinel Raven

Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.

While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.

*You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.*

In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.

The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.

The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

### Soul of the Raven

At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.

### Raven's Shield

At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

### Queen's Right Hand

Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast Finger of Death. After you cast the spell with this feature, you can’t do so again until you finish a long rest.
Spiritual Weapon

*2nd-Level Evocation*

* **Casting Time:** 1 Bonus Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** 1 Minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

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

***Spell Lists.*** Cleric
Summon Fey

*3rd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. == Fey Spirit ==
*Small fey,*

* **Armor Class** 12 + the level of the spell (natural armor)
* **Hit Points** 30 + 10 for each spell level above 3rd
* **Speed** 40 ft.

* **Condition Immunities** charmed
* **Senses** darkvision 60 ft., passive Perception 10
* **Languages** Sylvan, understands the languages you speak
* **Challenge**

***Fey Step..*** The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.

***Fuming..*** The fey has advantage on the next attack roll it makes before the end of this turn.

***Mirthful..*** The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.

***Tricksy..*** The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

### Actions

***Multiattack..*** The Fey makes a number of attacks equal to half this spell’s level (rounded down).

***Shortsword..*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

***Spell Lists.*** Druid, Ranger, Warlock, Wizard
Prismatic Laser

*9th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You summon a laser made of pure light energy. The light glistens and glimmers in the light. You may chose up to 3 of the following effects to happen:

* ***Red.*** The creature takes 5d6 Fire Damage. In addition, the creature has disadvantage on all Strength checks and saves for the next hour.
* ***Orange.*** The creature takes 5d6 Radiant Damage. In addition, the creature has disadvantage on all Dexterity checks and saves for the next hour.
* ***Yellow.*** You shoot another beam, targeting a second creature, this creature is healed for 5d6 health.
* ***Green.*** The creature takes 5d6 Poison Damage. In addition, the creature has disadvantage on all Constitution Checks and Saves for the next hour.
* ***Blue.*** You shoot another beam, targeting a second creature, this creature gains 5d6 Temp HP.
* ***Indigo.*** You shoot another beam, targeting either the same or another creature. This beam deals 5d6 Force damage.
* ***Purple.*** You shoot another beam, targeting a corpse that has died within 24 hours of casting this spell. You restrict a skeleton out of it that obeys you forever.
* ***Pink.*** The creature must make a Charisma saving throw against your spell save DC. On a failed save, they are your choice of Charmed, Frightened, Paralyzed, or Blinded for the next minute.
* ***Gold.*** The creature must make a Wisdom saving throw against your spell save DC. On a failed save, they are your choice of Petrified, Paralyzed, or Unconscious for the next minute.
* ***Black.*** The creature is overwhelmed by negative energy, if they have under 200 HP, they take an additional 30 Necrotic damage.
* ***White.*** The creature is blinded for 1 minute. They may make an Intelligence saving throw at the end of it's turn to attempt to become not blind.

All saving throws may be repeated at the end of the creature's next turns until the spell's duration ends.

If Concentration is kept, the caster may keep casting the spell without using any spell slots as long as concentration is kept.

***Spell Lists.*** Bard, Wizard
Silent Image

*1st-Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

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

***Spell Lists.*** Bard, Sorcerer, Wizard
Shield

*1st-Level Abjuration*

* **Casting Time:** 1 Reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
* **Range:** Self
* **Components:** V,S
* **Duration:** 1 Round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

***Spell Lists.*** Sorcerer, Wizard
Power Word: Kill

*9th Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V
* **Duration:** Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Summon Shadowspawn

*3rd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.

***At Higher Levels.*** When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.

***Spell Lists.*** Warlock, Wizard
Primeval Guardian

### Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

##### Conclave Spells

 5th
 9th
 13th
 17th

### Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.

You undergo the following changes while in your guardian form:

* Your size becomes Large, unless you were larger.
* Any speed you have becomes 5 feet, unless the speed was lower.
* Your reach increases by 5 feet.
* You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

### Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

### Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum

### Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

### Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
Evocation

### Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved.

### Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

### Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

### Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

### Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Ooze Rancher

unsurprisingly, oozes, jellies, and slimes are a fascinating subject for alchemists who wish to figure out how inanimate chemicals can form together and rise up in a moving, hungry mass. The answer to this question may very well be at the heart of alchemy itself. Alchemists who choose to research slimes in depth are called ooze ranchers, for they breed and keep numerous slimes to experiment upon.

### Ooze Empathy

starting when you choose this field of study at 2nd level, you’ve developed a pheromone mix that endears all kinds of slime to you. Whenever an ooze tries to attack you, it must make a wisdom saving throw against your bomb save dc. On a failed save, its attack misses. On a successful save, the ooze is immune to this feature for the next 24 hours.

#### Formula: Slime Bomb

at 2nd level, you can mix your bomb’s explosive contents with the remnants of an ooze, changing it into a slime bomb. A slime bomb deals no damage, but coats each creature within the blast radius in a viscous, green slime. No creature coated in slime can take the dash action or the disengage action. Slime can be removed by dousing a creature with a gallon of water or by taking an action to remove most of it.

### Bottled Oozes

starting at 6th level, you’ve learned a clever alchemical trick for condensing oozes into denser states and storing them in stasis for later use. whenever you brew potions, you can spend 2 reagent dice to create an ooze bottle (see chapter 5).

### Liquid Anatomy

by 10th level, your experiments with ooze alchemy have resulted in injecting yourself with a measure of ozoplasm, a fundamental substance which composes oozes and slimes. As a result, you can move through any space as narrow as 1 inch wide without squeezing (though your equipment doesn’t similarly compress). Moreover, any critical hit against you becomes a normal hit.

### Ooze Jug

beginning at 18th level, you’ve solved the major problem preventing large oozes from being bottled: you just needed a much larger bottle. You have one ooze jug, which functions like an ooze bottle, but contains a larger ooze. You can only have one ooze jug at a time and it can only contain one ooze at a time. You can fill it with the following oozes when you brew potions:

Ooze Cost
 **Cost** | 4 Reagent Dice
Summon Undead

*3rd-Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You call forth the spirit of an undead creature to fight for you. You may summon either 1d4+1 Ghosts, or 1d6 Ghasts. These creatures obey your orders, and are friendly to you and your friends. They will take actions on their own intitiative, and without any commands will try to kill any creature hostile towards you. The caster may use a reaction to command any one of these creatures to do a simple thing, which they will attempt to do with the best of their abilities.

***Spell Lists.*** Warlock, Wizard
Smog

*1st-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (10 Foot Sphere)
* **Components:** V,S
* **Duration:** Concentration, up to 10 Minutes

You create a thick layer of purple smoke around you. All creatures that are within the radius of the spell that start or end their turn in the Smog must make a Constitution saving throw against your spell save DC, and on a failed save they take 2d6 poison damage. They may repeat the save at the start and end of their turns. In addition to this, they are blinded and deafened until they succeed a save.

***Spell Lists.*** Druid, Wizard
Summon Greater Demon

*4th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

***Spell Lists.*** Warlock, Wizard
Swamp

*9th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 400 Feet
* **Components:** V,S
* **Duration:** 8 Hours

The water level rises 60ft. higher than ground level. All plantlife in the radius is transformed into an equal amount of plantlife that would be found in a swamp. The Biome and climate of the land is changed into a swamp. You and up to 8 creatures gain a swimming speed of 60ft, and water breathing. In addition to this, you control up to 10 swarms of insects, and 5 giant fish. These creatures go on initaitve 0, and will attack any creature hostile towards you.

***Spell Lists.*** Pyromancer
Photon Geyser

*7th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You summon a Geyser within the spell's range in an unoccupied space. All creatures that are within 100 feet of the geyser must make a Wisdom saving throw, and on a failed save they are charmed by the Geyser. All creatures charmed by the Geyser spend their entire turns trying to touch it. All creatures that touch the Geyser take 14d8 radiant damage. Every time creatures that are charmed by the Geyser take damage, they may repeat the save. In addition to this, any creature that is within 5 Feet of the geyser is blinded until they leave the radius of the Geyser.

***Spell Lists.*** Warlock
Reality Break

*8th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success

##### Reality Break Effects

 3-5
 6-8
 9-10

***Spell Lists.*** Wizard
Mordenkainen's Magnificent Mansion

*7th Level Conjuration*

* **Casting Time:** 1 Minute
* **Range:** 300 Feet
* **Components:** V,S
* **Duration:** 24 Hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

***Spell Lists.*** Bard, Wizard