recursal/Fanatic-Fandom huggingface dataset:
Alchemical Fire

***Instant Reaction***
 Range
 Duration

As an action you can produce a reaction causing a searing flame. At a point within 15 feet, you can a toss quick combination of reagents that will cause searing fire to flare up in a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 1d8 fire damage.

The damage damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Deep Freeze

*7th-level Transmutation*
 Range
 Components
 Duration

You touch a creature and attempt to freeze its body. The creature must make a Constitution saving throw. If the saving throw fails, the creature is restrained for the duration as its body becomes covered in ice, and it takes 3d8 cold damage at the start of each of its turns. On a successful save, it takes 5d8 cold damage immediately but suffers no other effect.

A creature restrained by the spell repeats the saving throw at the end of each of its turns. If the saving throw fails, the creature completely freezes and becomes ice; treat it as petrified. If the creature makes three successful saving throws (which don’t need to be consecutive), the spell ends and it is no longer restrained. Note that the creature continues making Constitution saving throws even while petrified, unless the condition becomes permanent (see below).

If the caster maintains concentration for the full minute, a creature turned to ice is permanently frozen in that form; it stops making Constitution saving throws to end the effect. It remains frozen, however, only if the ambient temperature is below freezing. The creature can be returned to normal by being gradually thawed.
Curtain of Fire

*9th-level Conjuration*
 Range
 Components
 Duration

You bring into existence a curtain of flickering purple and pink flames that burns the life out of everything it touches. The curtain is 1 inch thick, up to 20 feet high, and up to 400 feet long. It is roughly straight; it can’t be curved or folded. You must be able to see the entire curtain when the spell is cast.

The curtain moves in a direction of your choice at a rate of 5 feet per round, consuming all organic matter in its path. Once a direction is chosen, the curtain moves that direction for the spell’s duration. If the spell is maintained for its full duration, the *curtain of fire* will advance 500 feet and leave a scorched area 500 feet long by 400 feet wide.

The flames generate no heat, but all organic material coming into contact with the curtain is treated as if struck by a *disintegrate* spell. Buildings and items made from stone or metal are unharmed, but the magical fire can pass through up to 2 feet of stone or 2 inches of any metal and continue advancing. The magical fire burns life out of the soil as well, extending its horrid power to a depth of 5 feet beneath the surface of the earth.

Areas struck by a *curtain of fire* are easy to identify, as they are nothing but burned-out scars of black dust and sand unable to support any life.
Bestow Curse

*3rd-level necromancy*
 Range
 Components
 Duration

A creature you touch must make a Wisdom saving throw or receive one of the following curses:

* Disadvantage on ability checks and saves for an ability score of your choice
* Disadvantage on attacks against you
* Wastes turns unless it passes a Wisdom save at the start of each turn
* Takes an extra 1d8 necrotic damage whenever hit by one of your attacks or spells

A DM can rule that another curse of your choosing is acceptable as long as its effect is on a level with the above options.

The spell ends early if a Remove Curse spell is cast on the target.

**At Higher Levels:** If you cast this spell using a 4th level slot, the possible duration is extended to 10 minutes. If you use a 5th or 6th level slot, the duration is 8 hours. If you use a 7th or 8th level slot, the duration is 24 hours. If you use a 9th level slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Foresight

*9th-level divination*
 Range
 Components
 Duration

Touch a willing creature. For 8 hours, it can't be surprised and has advantage on attack rolls, ability checks, and saves. In addition, other creatures have disadvantage on attack rolls against it. The spell ends if you cast it again before the time is up.
Death Spores

*5th-level Conjuration*
 Range
 Components
 Duration

You exhale a 30-foot cone of infectious spores. Each creature in the cone must make a Constitution saving throw against disease. If the saving throw fails, the creature takes 6d6 poison damage and becomes poisoned and infected, or it takes half damage and suffers no other effect with a successful save.

Purple-black fungus oozes from the eyes and nose of infected creatures. Any creature touching the infected creature must make a Constitution saving throw or be affected the same as by the initial effect; a successful save means the creature is unaffected.

Only magic that cures diseases can end the effect. If the caster must touch the patient to cast the spell, then the caster is also exposed to the fungus and must make a Constitution saving throw against it.
Bloody Storm

*3rd-Level Conjuration*
 Range
 Components
 Duration

You create a whirling mass of clouds and red lightning, like a bloody storm, inside a glassblown container. A creature can throw the container as an action, using its Strength or Dexterity modifier and with proficiency if it is proficient in simple weapons. On a hit, the target creature must make a Constitution saving throw or lose 6d12 hitpoints due to the storm sapping its blood out, and the target is blinded by the blood-filled clouds until the end of its next turn when they dissipate. On a success, a target loses half as much hitpoints and isn't blinded.

If a creature misses the attack, the container shatters 10 feet behind the target of the attack if it would hit the ground or another object. A 5 foot cube of storms erupts where it shattered, which linger until the start of the throwing creature's next turn. If any creature walks into the cube, it must make the same Constitution saving throw, or lose health as if it had been hit and blinded until the storm fades, or lose half as much on a success.

If you cast this spell while a container holds a bloody storm, the first storm ends. When the duration ends, the storm fades away within the container.
Funeral Pyre

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

*The dead do not fear the flame, for within its embrace they may return to the light. The living, however, often feel differently.*

You call forth spikes of burning wood from the ground around a target of your choosing within range, attempting to trap them. The target must make a Dexterity saving throw. Creatures that are Huge or larger make this saving throw with advantage. If they fail, the target is impaled by the spikes and restrained until the start of your next turn, taking 2d8 fire damage and 3d8 piercing damage. If the target succeeds, they take half as much damage and are not restrained. The spikes fade into ash at the start of your next turn. If the target is slain by this spell, the spikes do not fade, but instead remain and become impossible to dispel.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the fire damage or the piercing damage (your choice) increases by 1d8 per slot level above 3rd.
Chips and Salsa

*1st-level Transmutation*
 Range
 Components
 Duration

You set a bowl on the ground or a surface and the air or other material inside magically turns into gorgeous looking chips and salsa.  Each creature you can see of your choice within 5 feet of the bowl must succeed on a Wisdom saving throw or spend their next turn moving to and eating from the bowl, which itself has no magical effects from the spell.  At the start of your next turn, all of the chips and salsa revert to their previous contents.
Invitation

*4th-Level Enchantment*
 Range
 Components
 Duration

*It’s very improper to decline a formal invitation, even when offered by an enemy.It’s very improper to decline a formal invitation, even when offered by an enemy.*

You write your current location and name on the paper, as well as the name, title, or description of the recipient, tying a magical compulsion to your note. A strong wind carries the letter directly to the recipient over the course of three minutes, provided they are within range. Once it arrives, the target must make a Wisdom saving throw. If they fail, they open the note and are charmed by you, attempting to travel via the safest available route to the written location. If the creature encounters an obstacle that poses a threat, such as an environmental hazard or worried friend, the target can repeat their Wisdom saving throw, ending the effect on a success. If you travel more than 300 feet from the location where you cast the spell, or if the creature takes damage, the spell ends. Once the creature arrives and greets you, the spell ends.
Burning Rain

*7th-level Transmutation*
 Range
 Components
 Duration

*Burning rain* transforms natural rain into droplets of liquid fire. It affects a cylindrical area 100 feet in radius and 50 feet high. A creature that starts its turn in the affected area or enters the area takes 4d6 fire damage. The spell has no effect unless rain is already falling.

*Burning rain* also damages objects in the area and ignites unattended, flammable objects, but the extent of this damage must be determined by the GM.
Double Lightning Helix

*3rd-level Evocation*
 Range
 Components
 Duration

A cone of lightning erupts from a metal object you are holding. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much on a successful one. A creature that fails its save can't take reactions until the start of its next turn.

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

*2nd-level evocation*
 Range
 Components
 Duration

A 5-foot-radius, 40-foot high cylinder of light appears, making dim light. If a creature starts its turn there, or enters it for the first time on a turn, it makes a Constitution save. It takes 2d10 radiant damage on a failure, and half on a success.

A shapeshifter has disadvantage on the save. If it fails, it reverts to its original form until it leaves the beam.

You can move the beam up to 60 feet as an action.

**At Higher Levels:** The damage increases by 1d10 for each slot level above 2nd.
Forbidden Obelisk

*4th-Level Conjuration*
 Range
 Components
 Duration

*Before paper, man wrote upon stone of the things that could not be spoken using a script that cannot be misunderstood. Many could not handle the truth, and wrote in blood.*

You summon forth 10-foot-tall pillar 5 feet across covered in runic inscriptions from the depths of the earth. Any creature that can see and moves into a space within 10 feet of the obelisk cannot help but read from it. The reader must make a Wisdom saving throw. If they succeed, they gain advantage on Wisdom ability checks and saving throws for one minute. If they fail, they are struck blind for one minute. Once a creature has read from a forbidden obelisk, they cannot do so again until at least one hour has passed.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the duration of the blindness or advantage increases to 10 minutes.
Astral Projection

*9th-level necromancy*
 Range
 Components
 Duration

You and up to eight willing creatures within range project yourselves into the Astral Plane. The material body you leave behind is unconscious and in a state of suspended animation.

Your astral body resembles your mortal form in almost every way. The principal difference is a cord that extends from your back and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. If the cord is cut, you die instantly.

Your astral form can pass through portals leading to any other plane. If you enter a new plane or return to the plane you were on, your body and possessions are transported, allowing you to re-enter your body. Any damage or other effects that apply to your astral form have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body and awakens.

A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or astral form drops to 0 hit points, the spell ends for it and it returns to its body.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies.
Beacon of the Deluded

*3rd-level Enchantment*
 Range
 Components
 Duration

You create a shimmering ball of disco madness at a point you can see within range. Each creature within 30 feet of the ball must make a Wisdom saving throw. On a failure, it must use all of its movement to move within 5 feet of the ball. Once it gets as close as possible without running over another creature, it spends all of its movement in bizarre movements, falling prone.

The first time an unaffected creature moves within 30 feet of the ball, it must make the same saving throw. When an affected creature takes damage, it can repeat the saving throw, ending the spell on itself and becoming immune to this casting of the spell with a successful save.
Mordenkainen's Magnificent Mansion

*7th-level conjuration*
 Range
 Components
 Duration

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 ninecourse 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.
Flesh to Stone

*6th-level transmutation*
 Range
 Components
 Duration

Choose one creature that you can see that has a body made of flesh. It must make a Constitution save. On a failed save, it's restrained as its flesh begins to harden. On a successful save, it isn't affected.

If restrained, the creature must make a Constitution save at the end of its turns. If it successfully saves three times, the spell ends. If it fails three times, it is turned to stone and has the petrified condition for the duration.

If the creature is broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain concentration for the entire duration, the creature is turned to stone until the effect is removed.
Ironbinds

*1st-Level Conjuration*
 Range
 Components
 Duration

Chains erupt from the ground around a creature you can see. The creature must make a Dexterity saving throw or take 3d6 bludgeoning damage and be chained. A chained creature can't move, but it can spend all of its movement on its turn to wriggle free. Wriggling free ends the spell and provokes attacks of opportunity from nearby creatures.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional creature within range for every two slot levels above 1st.
Lesser Mislead

*2nd-level Illusion*
 Range
 Components
 Duration

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts until the end of your next turn, but the invisibility ends if you attack or cast a spell. You can direct the illusion to move and sound however you like, with the same movement speed as you. As soon as it is attacked or would take damage, it dissipates. When the spell ends, your illusory double fades.
Cold Iron Strike

*3rd-level Conjuration*
 Range
 Components
 Duration

You flourish the weapon used in casting and then disappear in a flash of iron. Choose up to three creatures in a line extending 30 feet from you and make a melee spell attack against each. On a hit, a target takes 4d10 cold damage and can't take reactions until the end of your next turn. You can then teleport to an unoccupied space you can see within 5 feet of the last target of the spell. Fey take an additional 1d10 cold damage from this spell.
Find the Path

*6th-level divination*
 Range
 Components
 Duration

This spell finds you the shortest, most direct route to a location you are familiar with. If you name a destination on another plane of existence, a destination that moves, or a destination that isn't specific, the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you are presented with a choice of paths along the way, you automatically determine which path is the most direct route to the destination.
Death Shroud

Necromancy ***cantrip***
 Range
 Components
 Duration

You make the hand sign of endings and focus your will on a creature within range. That creature gains a death shroud. When you deal damage to that creature with an attack you can discard all death shrouds you placed on the creature to deal an additional 2d4 damage per death shroud.

At 5th level, the creature gains two death shrouds, at 11th level, the creature gains three death shrouds, and at 17th level, the creature gains four death shrouds.
Etherealness

*7th-level transmutation*
 Range
 Components
 Duration

You step into the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you came from, but everything looks gray and you can't see more than 60 feet.

While on the Ethereal Plane, you can only interact with other creatures on that plane. Creatures not on the Ethereal Plane can't perceive or interact with you, unless a special ability has given them the ability to.

You ignore all objects and effects that aren't on the Ethereal Plane.

When the spell ends, you immediately return to the plane you came from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are moved to the nearest unoccupied space and take force damage equal to twice the feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it.

**At Higher Levels:** You can target up to three willing creatures for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Lion's Maw

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

You attempt to bite a creature, with the ethereal visage of

a great lion appearing over you. Make a melee spell attack against a creature you can reach. On a hit, a target takes 2d8 piercing damage and is restrained until the start of its next turn.

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

*6th-level evocation*
 Range
 Components
 Duration

Choose a spell of 5th level or lower that you can cast, has a casting time of 1 action, and can target you. You cast it as part of casting this spell, expending spell slots for both, but the chosen spell doesn't come into effect. Instead, it takes effect when a trigger that you describe occurs.

The chosen spell takes effect immediately after the circumstance is met for the first time, and it affects only you, even if it can normally target others. This spell then ends.

You can only have one casting of this spell active at a time. If you cast it again, the effect of the previous casting ends. This spell also ends if you are ever separated from its material component.
Flame Spiral

*4th-level Evocation*
 Range
 Components
 Duration

Flames spiral out from you to fill a 30-foot-radius sphere. Each creature apart from you in the area must make a Dexterity saving throw. If the saving throw fails, the creature takes 6d6 fire damage and is incapacitated until the end of your next turn. If the save succeeds, the creature takes half damage and is not incapacitated. Creatures with resistance or immunity to fire are never incapacitated by a *flame spiral*.

**At higher Levels:** For each spell slot used higher than 4th level, the spell does an additional 1d6 damage.
Chariot of Fire

*8th-level Conjuration*
 Range
 Components
 Duration

ODIN SPELL

You bring forth a large chariot made of flames and two fiery horses to draw it in an unoccupied space within range. The chariot and horses have a land speed of 70 feet and a fly speed of 140 feet. The chariot can carry up to eight Medium or Small creatures; you must touch them as you cast the spell for them to ride the chariot safely.

Other creatures that begin their turn within 10 feet of the chariot or who approach within 10 feet during their turn take 2d6 fire damage.

While aboard the chariot, a creature has resistance to fire damage (but only selected creatures can get aboard).

The chariot and horses follow your verbal commands.

The chariot and horses can be damaged. Treat the entire assemblage as have AC 18 and 100 hit points. It uses your saving throws, and is immune to fire damage and to bludgeoning, slashing, and piercing damage from nonmagical weapons. The spell ends if the chariot is reduced to 0 hit points.

The chariot and horses disappear immediately when the spell ends, which can leave passengers falling to the ground.
Mark of Exile

*7th-level Necromancy*
 Range
 Components
 Duration

LEADERS ONLY

You curse one living creature to never enter a location you name, upon pain of death. The location can’t be larger than 1 square mile. If the creature approaches within 100 feet of the banned location, it becomes aware of the danger it is in. If the creature voluntarily enters the location, the creature immediately drops to 0 hit points, and it can’t regain hit points while inside the area.

The *mark of exile* is an invisible sigil on the creature. It can be viewed with detect magic and similar magic.

The *mark of exile* can be removed with magic that lifts a curse, but only if the spell is cast with a 7th-level or higher spell slot.
Entomb

*3rd-level Necromancy*
 Range
 Components
 Duration

You choose a creature within range to magically construct a coffin around, shutting them inside with overlaying chains. The target must make a Constitution saving throw. On a failure, it is locked inside, stabbed  with a thousand blades, and magically dealt 5d12  piercing damage. The coffin turns to ash at the start of its next turn. The creature has total cover while it lasts and can't move or escape by any means other than teleporting. On a success, the creature takes half as much damage and the coffin immediately fades.

An undead that has advantage on saving throws against or is immune to effects that turn undead has disadvantage on its saving throw against this spell.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Acid Blast

*6th-level Evocation*
 Range
 Components
 Duration

A blast of caustic acid erupts from your fingers. Every creature in the cone takes 6d8 acid damage, or half damage with a successful Dexterity saving throw. Creatures that fail their saving throw also take an additional 2d8 acid damage at the end of their next turn.

**At Higher Levels:** For each spell slot used higher than 6th level, the subsequent damage increases by 1d8.
Grim Scythe

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

*The harvestman has a duty to the harvest, as the inevitable caress of the scythe must be clean and painless.*

A hooded figure wielding a massive scythe appears at your shoulder, and strikes with smooth certainty at a creature within range. The creature must make a Charisma saving throw. If they fail, the scythe cleaves into their soul, inflicting 10d4 necrotic damage. If this damage reduces the creature to 20 hit points or fewer, they are instantly slain. Once the attack is made, the figure vanishes.

**At Higher Levels:** When you cast this spell using a slot of 4th level or higher, the necrotic damage increases by 1d4 and the hit point threshold increases by 5 per slot level above 3rd.
Find Steed

*2nd-level conjuration*
 Range
 Components
 Duration

A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice.

It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with each other telepathically as far as 1 mile apart.

You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time.
Fresh Paint

***Conjuration Cantrip***
 Range
 Components
 Duration

*Ink is the blood of the imagination.*

You create a magical paint that runs from your fingertips or fills a small container. You can use this paint in any way you could use ordinary paint, though it only remains tangible for one hour. For each additional minute you spend coating a surface in this paint, the paint remains on that surface for twice as long as before. You can create any color of paint you choose each time you cast the spell.
Lightning Bolt

*3rd-level evocation*
 Range
 Components
 Duration

100-foot long, 5-foot wide lightning strikes from you in a direction you choose. Each creature in the line must make a Dexterity save. The spell deals 8d6 lightning damage on a failed save, or half as much on a successful one. Flammable objects that aren't being worn or carried are ignited.

**At Higher Levels:** The damage increases by 1d6 for each slot level above 3rd.
Finger of Death

*7th-level necromancy*
 Range
 Components
 Duration

Choose a creature you can see to make a Constitution save. If it fails, it takes 7d8 + 30 necrotic damage. If it passes, it takes half as much.

If the target dies and was a humanoid, it rises as a zombie permanently under your control at the beginning of your next turn. You can give it verbal orders that it will follow.
Flame Strike

*5th-level evocation*
 Range
 Components
 Duration

Each creature in a 10-foot-radius, 40-foot-high cylinder must make a Dexterity save. Targets take 4d6 fire and 4d6 radiant damage on a failed save, or half as much on a success.

**At Higher Levels:** The fire or radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Meteor Swarm

*9th-level evocation*
 Range
 Components
 Duration

Four meteors strike the ground in points you can see. Each creature in a 40-foot-radius sphere of a meteor makes a Dexterity save, taking 20d6 fire and 20d6 bludgeoning damage on a failure or half as much on a success. If a creature is in the area of more than one meteor, it only takes the damage once. The spell's area spreads around corners. Flammable objects in the area not being worn or carried are set on fire.
Fist of Justice

*2nd-level Evocation*
 Range
 Components
 Duration

With an empty hand, you deliver a fist of justice. Make a melee spell attack against a creature you can reach. On a hit, the creature takes 3d10 bludgeoning damage and is pushed back 5 feet. On a miss, the creature takes half as much bludgeoning damage and isn't pushed back.
Mage Hand

***Conjuration cantrip***
 Range
 Components
 Duration

You use your action to create a spectral, floating hand at a point you choose. Once made, you can use your action to control the hand. It can move up to 30 feet at a time, but can't be more than 30 feet away from you or it will vanish. The hand is able to manipulate objects, open an unlocked door or container, put away or get an item out of an open container, or pour out a vial's contents. It can't attack, activate magic items, or carry more than 10 pounds. You use an action to dismiss the hand before the end of the duration.
Evard's Black Tentacles

*4th-level conjuration*
 Range
 Components
 Duration

For the duration, tentacles fill a 20-foot square on the ground that you can see and turn it into difficult terrain.

When a creature enters the area for the first time or starts its turn there, it must pass a Dexterity save or take 3d6 bludgeoning damage and be restrained until the spell ends. If it's already restrained by the tentacles, it takes 3d6 bludgeoning damage.

The restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it's freed.
Icy Touch

*1st-Level Necromancy*
 Range
 Components
 Duration

You touch a creature, transferring part of the necrotic energy within you. Make a melee spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 2d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the targets skin grows pale as ice.

If you hit a celestial target, it also has disadvantage on attack rolls against you until the end of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Guards and Wards

*th-level abjuration*
 Range
 Components
 Duration

You create a ward that protects 2,500 square feet of ground. This area can be a 50 feet square, one hundred 5-foot squares, or twenty-five 10-foot squares. The area can be up to 20 feet tall and shaped how you want. You can ward several stories of a building, dividing the area among them, as long as you can walk into each area while you're casting the spell.

When you cast this spell, you can specify individuals to be immune to the effects of the spell. You can also specify a password that, when spoken, also provides immunity.

The available options are as follows:

* **Corridors:** Fog makes the corridors heavily obscured. At each intersection, there is a 50% chance a creature will believe it's going in the opposite direction it chose. You are immune to this chance.
* **Doors:** All doors are magically locked as if by Arcane Lock. You can also hide up to ten doors with a Minor Illusion-like cover to make them appear as sections of the wall.
* **Stairs:** The stairs are filled with a Web. If burned or torn, the strands regrow in 10 minutes.
* **Other Effects:** You can place one of the following effects:
	+ Dancing Lights in four corridors. You can designate a simple program that the lights repeat.
	+ Magic Mouth in two locations.
	+ Stinking Cloud in two locations. The vapors return within 10 minutes if dispersed by wind .
	+ Constant Gust of Wind in one corridor or room.
	+ Suggestion in one location. Any creature that enters or passes through a 5-foot area you choose receives the suggestion mentally.

The whole area radiates magic. Dispel Magic, if successful, removes only one effect.

If you cast this spell in the same place every day for one year, the effects become permanent.
Gate

*9th-level conjuration*
 Range
 Components
 Duration

You make a portal in an unoccupied space you can see that goes to to a precise location on a different plane of existence. The portal is a circular opening 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane, but travel is only possible through the front. Anything that moves through it is instantly transported to the other plane, appearing in the nearest unoccupied space.

Planar rulers can prevent this spell's portals from opening in their presence or anywhere in their domains.

When you cast this spell, you can speak the name of a specific creature. If that creature is on a plane other than the one you are on, the portal opens next to it and draws it through it to the nearest unoccupied space next to you. You gain no special power over the creature, and it is free to act as as appropriate. It might leave, attack you, or help you.
Incinerate Dead

*4th-level Evocation*
 Range
 Components
 Duration

You reach out to a creature you can touch and attempt to burn it to its bones.  The creature must make a Constitution saving throw or take 10d6 fire damage, or half as much on a success.  If this damage reduces it to 0, you kill it as its corpse incinerates.

If it dies, you can launch its burning remains at a point you can see within 30 feet of you as part of casting the spell.  Each creature within 10 feet of the point must make a Dexterity saving throw or take the same fire damage, or half as much on a success.
Fire Burst

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

One existing fire source bursts into a large conflagration for a moment. Each creature within 10 feet of the source takes 3d6 fire damage, or half as much with a successful Dexterity saving throw.

**At Higher Levels:** For each spell slot used higher than 1st level, the spell does an additional 1d6 fire damage.
Freedom of Movement

*4th-level abjuration*
 Range
 Components
 Duration

Touch a willing creature. Its movement is unaffected by difficult terrain, and spells and magical effects can't reduce its speed or cause it to be paralyzed or restrained.

The target can spend 5 feet of movement to automatically escape from nonmagical restraints. Additionally, being underwater imposes no penalties on its movement or attacks.
Mordenkainen's Actual Sword

*7th-level Conjuration*
 Range
 Components
 Duration

QUEGSFAR ONLY

You warp the sword used for the casting of this spell into a magnificent arcane-forged blade, glittering in blue magic. The sword remains warped for the duration, becoming magical if it wasn't already, reverting when the spell ends.

When the sword appears and on subsequent turns as a bonus action, you can move it up to 60 feet to a spot you can see and make a melee spell attack against a target of your choice within 5 feet of it. On a hit, you choose one of the effects below.

***Fiery Cleave.*** The creature takes 8d6 fire damage, and each creature within 5 feet of it takes half as much.

***Freezing Affect.*** The creature takes 6d8 cold damage and its speed is reduced by half until the end of its next turn.

***Echo Strike.*** The creature and each creature behind in in a 15-foot line takes 5d10 force damage.

***Killing Blow.*** The creature takes 8d10 necrotic damage, or is instantly slain if it is CR 2 or lower..

***Mighty Swing.*** The creature takes 6d8 bludgeoning damage and is pushed back 30 feet, or 15 if it is Huge or larger.

***Poisoned Edge.*** The creature takes 5d10 poison damage immediately and again when it starts its turn.
Glacial Spike

*7th-level Evocation*
 Range
 Components
 Duration

You form a large spike of ice above your head, and launch it at a creature that you can see within range, causing it to shatter across their body. The target must make a Constitution saving throw. It takes 7d8 cold damage plus 30 bludgeoning damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it and everything it is wearing and carrying, except magic items, are transformed into shards of ice that shatters in its space. The creature can be restored to life only by means of a true resurrection or a wish spell.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, the cold damage increases by 2d8 for each slot level above 7th.
Grappleground

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

A 15-foot radius circle of ground you can see within range shapes to grasp whatever is touching it above, holding on to structures, objects, and creatures.  Each creature on the ground must make a Strength saving throw or be grappled and take 3d12 bludgeoning damage.  A creature takes half as much damage and isn't grappled on a success.  The spell ends at the end of your next turn, freeing all creatures.
Ice Visage Blast

*3rd-level Evocation*
 Range
 Components
 Duration

A small visage of ice extends from your hand to a point you can see within range, taking on a shape of your choice. Each creature within 15 feet of the point must make a Constitution saving throw. On a failure, a creature takes 6d6 cold damage and regains no hitpoints from being healed, regeneration, or any other manner until the end of your next turn. On a success, a creature takes half as much damage and suffers no other effect.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.
Mercy

Ilusion ***cantrip***
 Range
 Components
 Duration

Your touch provides succor to an ailing creature masking their suffering for a while.

For the duration of the spell, any pain or discomfort that afflicts the target is halted. If a creature is out of combat when targeted by this spel, they also experience a sense of calm and peace of mind. A creature may make an Intelligence (Arcana) check against your spell save DC when targeted by this spell. If they succeed, they know the illusory nature of this spell and may choose to be unaffected by its effects, ending the spell on their turn (no action required).
Frost Strike

*2nd-Level Evocation*
 Range
 Components
 Duration

The next time you hit a creature with a weapon attack during the spell's duration, your weapon gleams with frigid ice, and the attack deals an extra 2d6 cold damage to the target. The target must make a Dexterity saving throw or have its speed halved until the beginning of your next turn.

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

*9th-level Transmutation*
 Range
 Components
 Duration

One creature you touch must make a successful Wisdom saving throw or fall into an enchanted slumber that lasts until dispelled or until a condition selected by you at the time of casting is fulfilled. The creature doesn’t age or decay while slumbering.

*Eternal sleep* is notoriously difficult to dispel. Attempts to do so are made with tactical disadvantage on the spellcasting ability check.
Blindness/Deafness

*2nd-level necromancy*
 Range
 Components
 Duration

A creature you can see becomes blinded or deafened unless they succeed at a Constitution saving throw. At the end of its turns, the creature can make another save. If successful, the spell ends.

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

*5th-Level Evocation*
 Range
 Components
 Duration

*A death by one thousand cuts is still a death, painful as it is to see.*

The first time you take the Attack action during your turn, you can cast this spell to make your weapon glow with eldritch power and cleave the fabric of reality with every swing. The first time you hit during this turn, your attack inflicts an additional 2d10 force damage, and the target becomes afflicted by a malignant curse. Until the spell ends, whenever you take the Attack action, you can choose to attack the cursed creature regardless of distance or obstacles, and these attacks deal an additional 1d10 force damage, ignore cover, and cannot suffer disadvantage.
Blood Money

*3rd-Level Conjuration*
 Range
 Components
 Duration

Spirit Pact is required for this Spell to be available

You vaporize a bag of money, only for it to hail down in a torrent on a creature within range. The target must make a Dexterity saving throw. On a failure, it is magically dealt slashing damage equal to the number of coins you used to cast this spell, or half as much damage on a success.

Dragons, goblins, and xorns have disadvantage on their saving throw against this spell. If you reduce one of those creatures to 0 hitpoints with this spell, one newly minted gold coin emerges from its corpse. After the damage is dealt, the coins splash around the target, and can be picked up and reused with this spell.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you can use up to 5 additional coins for the spell for each slot level above 3rd.
Lesser Consumption

*3rd-level Evocation*
 Range
 Components
 Duration

Make a melee spell attack against a creature you can reach. On a hit, the target takes 7d8 necrotic damage, and you regain hitpoints equal to the number of dice rolled. If this reduces the creature to 0 hitpoints, you can consume its corpse as part of the spell, and regain hitpoints equal to the damage remaining after the target is reduced to 0. On a miss, the target takes half as much damage, and you can't regain any hitpoints or consume the corpse.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d8 for each slot level above 3rd.
Fireball

*3rd-level evocation*
 Range
 Components
 Duration

Each creature in a 20-foot-radius sphere must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.

**At Higher Levels:** The damage increases by 1d6 for each level above 3rd.
Forcecage

*7th-level evocation*
 Range
 Components
 Duration

An immobile, invisible, cube-­shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-­inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by dispel magic.
Naga's Poison

*5th-level Conjuration*
 Range
 Components
 Duration

You shape your fingers into the head of a naga and fling its poison at a creature you can see within range. The creature must make a Constitution saving throw. The target takes 10d8 poison damage on a fail, or half as much on a success.

**At higher levels:** When you cast this spell using a spell slot of 6th level or higher, the poison damage increases by 1d8 for each slot level above 5th
Musical Mural

*3rd-level Illusion*
 Range
 Components
 Duration

You play a song that creates an image in the mind of each creature that can hear you and is within 60 feet of you. The image is so vivid, creatures experience it as if they were there. The image can be frightening, beatific, or whatever else you choose. Creatures experiencing the *musical mural* have tactical disadvantage on Wisdom (Perception) checks as they lose track of their physical surroundings.

A creature that tries to resist the illusion can make a Wisdom saving throw when the spell is cast and at the beginning of each of its turns. A successful save ends the effect on that creature. A creature is also freed from the spell’s effect if it is attacked.
Iron Whirlwind

*5th-level Evocation*
 Range
 Components
 Duration

You wrap the air into a perfect spiral that shreds a creature within reach. The target must make a Dexterity saving throw or take 10d8 slashing damage, or half as much on a success.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the slashing damage increases by 1d8 for each slot level above 5th.
Heraldic Hydra

*8th-level transmutation*
 Range
 Components
 Duration

A shield that you touch gains a shimmering aura in the shape of a hydra that inspires whoever wields it. A creature wielding the shield gains a +3 bonus to AC. Also, its weapon attacks against creatures at least one size category larger than itself do an additional 5d6 radiant damage.
Eyes of Six

*6th-level Divination*
 Range
 Components
 Duration

DIVINATION WIZARD ONLY

You look into the spirit of up to six creatures you can see. One glowing eye per target manifests near you, trained on its quarry. A target of this spell is always visible to you and appears as an outline behind walls and other obstacles. The first time that the target would damage you, it is foreseen and absorbed by the target's eye, causing you to take no damage. The eye then winks out of existence and the spell ends on its target. As a reaction, you can reflect the damage an eye absorbs back onto its target. The creature must make a Dexterity saving throw or take the damage dice in psychic damage it would have dealt you, or it takes half as much psychic damage on a successful save.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature per slot level above 6th.
Hunter's Pace

*1st-Level Transmut**ation***
 Range
 Components
 Duration

*The hunter does not tire or slow, for the prey has yet to be caught.*

You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.

**At Higher Levels:** When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by 5 feet per slot level above 1st.
Ice Block

*4th-Level Abjuration*
 Range
 Components
 Duration

Solid ice rapidly encases your body, protecting you from harm. You immediately gain 40 temporary hit points, and resistance against all damage except fire and psychic, and immunity to cold damage.

Ice Block continues until your concentration is broken, your temporary hit points vanish, or you end it prematurely.

While encased, you are under the effects of being incapacitated, with the exception of your concentration being broken.