recursal/Fanatic-Fandom huggingface dataset:
Conjure Woodland Beings

*4th-level conjuration*
 Range
 Components
 Duration

Fey appear in unoccupied spaces you can see. Choose one of the following options for what appears:

* 1 fey of challenge rating 2 or lower
* 2 fey of challenge rating 1 or lower
* 4 fey of challenge rating 1/2 or lower
* 8 fey of challenge rating 1/4 or lower

A creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group. They obey any verbal commands that you issue to them, no action required. If you don't issue any commands, the only action they take is defending themselves from hostile creatures.

**At Higher Levels:** When you cast this spell using higher-level slots, more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Dispel Magic

*3rd-level abjuration*
 Range
 Components
 Duration

Choose one object, creature, or magic effect within range. Any spell of 3rd level or lower on the target ends. If the spell is 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell ends.

**At Higher Levels:** You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Black Pillar

*2nd-Level Conjuration*
 Range
 Components
 Duration

*A monument, they said to him. Thus it was built, but like no '**other'** they had seen. To this day, they regret their request.*

You gesture to the ground and speak an incantation, calling a pillar of stone to rise from the earth at a location within range. The pillar is 15 feet tall, 5 feet on each side, covered in cruel spikes, and has a flat top that can be safely stood upon. If a creature is caught between the pillar and another surface, such as a ceiling, they must make a Dexterity saving throw. If they fail, they take 2d10 bludgeoning damage and fall prone in the nearest open space. If a creature is shoved or pushed against the sides of the pillar, they take 1d6 piercing damage. The pillar can be climbed safely by making an Athletics check with a DC equal to your spell save DC. The pillar has hit points equal to fifteen times your spellcasting modifier (minimum 15) and AC 10.
Crystal Wail

*4th-level Evocation*
 Range
 Components
 Duration

You give a piercing scream that vibrates in a 40-foot radius sphere centered on you. Unattended crystal or glass items in the affected area take 7d6 thunder damage. Each creature in the area takes 7d6 thunder damage and is deafened, or takes half damage and is not deafened with a successful Constitution saving throw.

A deafened creature can repeat the saving throw at the end of each of its turns; a successful save restores its hearing.

**At Higher Levels:** For each spell slot used higher than 4th level, the spell does 1d6 extra damage.
Bubble Net

*1st-level Conjuration*
 Range
 Components
 Duration

You cause an underwater creature you can see within range to be wrapped in a magical net of air bubbles that rises to the water’s surface. The creature must make a Dexterity saving throw. If the saving throw fails, the creature is restrained by the net and it rises 120 feet toward the surface at the end of each of its turns. Once the net reaches the surface, it remains there and keeps the creature restrained. As an action, a restrained creature can make a Strength or Dexterity check against your spell save DC to escape from the net. If the save succeeds, the net disappears and the spell ends.
Blindfold

*2nd-level Transmutation*
 Range
 Components
 Duration

By covering the eyes of a previously constructed spirit doll, you force the creature linked to that doll to make a Constitution saving throw. If the saving throw fails, the creature is blinded for the duration of the spell. If the save succeeds, the creature’s sight is impaired so that it has a -2 penalty on Wisdom (Perception) checks for the spell’s duration. Either effect can be removed by any magic that cures blindness, such as lesser restoration.
Dimension Door

*4th-level conjuration*
 Range
 Components
 Duration

You teleport yourself to any spot in range. You arrive at exactly the spot desired. It can be a place you can see or visualize, or one you can describe by stating distance and direction.

You can bring objects along if their weight doesn't exceed your carrying capacity. You can also bring one willing creature your size or smaller who isn't over its capacity. It must be within 5 feet of you.

If you would arrive in an occupied space, everyone teleporting takes 4d6 force damage, and the spell fails.
Deadly Doorway

*4th-Level Necromancy*
 Range
 Components
 Duration

*Life has many doors, just as death holds many keys.*

When you cast this spell, you touch a doorway, gate, window, or other construction that serves as an opening between two locations. You can speak a word, phrase, or describe an action or activity that must be performed to secure safe passage through the door. The first creature that does not perform this safeguard while passing through the doorway must succeed a Charisma saving throw or take 5d10 necrotic damage and be paralyzed until the start of their next turn. A creature slain by this damage instantly withers into dust, leaving all of their clothing and possessions behind.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 2d10 per spell slot level above 4th.
Blasphemy

*3rd-Level Abjuration*
 Range
 Components
 Duration

CHOOSE THIS AND ENEMIES WILL USE IT AGAINST YOU WHENEVER THEY CAN

*Defy those who create life, for their life is equally false.*

You curse, and will away the healing magics of nature and the gods. Each time a creature within a 60-foot radius of you would recover hit points from a spell, it must make a Charisma saving throw. If it fails, it does not recover hit points and instead takes 1d6 psychic damage.

You can end this spell as an action.
Commune with Nature

*5th-level divination*
 Range
 Components
 Duration

In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't work where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* Terrain and bodies of water
* Prevalent plants, minerals, animals, or people
* Celestials, fey, fiends, elementals, or undead of CR 1 or higher
* Influence from other planes of existence
* Buildings
Burning Hands

*1st-level evocation*
 Range
 Components
 Duration

Flames shoot from your fingers in a 15-foot cone. Any creature in range must pass a Dexterity save or take 3d6 fire damage. They take half as much on a success.

Flammable objects are also ignited if they are in range and aren't worn or carried.

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

***Necromancy cantrip***
 Range
 Components
 Duration

You use your action to make a ghostly, skeletal hand that attempts to cling to a creature you can see within range. Make a ranged spell attack. On hit, the hand grabs the target, dealing 1d8 necrotic damage. The hand then remains there until the start of your next turn. During this time, the target is unable to regain hit points. If you hit an undead creature with this spell, it has disadvantage on attack rolls against you until the end of your next turn.

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

*Transmutation Cantrip*
 Range
 Components
 Duration

One instrument you can see becomes detuned. Anyone using the instrument in a performance has tactical disadvantage on their ability checks to play it. If the instrument is held by a creature, that creature makes a Wisdom saving throw when the cantrip is cast; a successful save negates the effect.
Aetherthread

*3rd-level Conjuration*
 Range
 Components
 Duration

You pull threads of aether from the air and effortlessly fling them to up to six creatures you can see within range. Each creature must make a Strength saving throw or its speed drops to 0. A creature can repeat the saving throw as an action, ending the effect on a success.

If one creature bound by the threads takes damage,

each other creature bound takes 1 damage of the same type. Bound creatures don't take this damage more than once on the same turn.

If you move out of the spell's range of an affected creature, the spell ends for it as its threads snap.
Blight

*4th-level necromancy*
 Range
 Components
 Duration

A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs.

If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies.

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

*3rd-level abjuration*
 Range
 Components
 Duration

You attempt to interrupt a creature that you can see casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it's a spell of 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell is interrupted.

**At Higher Levels:** The interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Dark Geyser

*8th-level Necromancy*
 Range
 Components
 Duration

You select a point on the ground that you can see. A small gate to another plane of existence opens there, expelling pure negative energy in a 5-foot radius, 30-foot high cylinder of magical darkness. At the beginning of your next turn, the cylinder grows to a 30-foot radius and 60 feet high. At the beginning of your turn after that, it vanishes from existence.

Any living creature that’s in the area when the spell is cast, moves through it, or ends its turn in it, takes 8d8 necrotic damage, or half damage with a successful Constitution saving throw. Undead creatures are immune to this effect; in fact, they heal 8d8 hit points if they end their turn in the area of effect.
Bareilles'Armor

*2nd-Level Conjuration*
 Range
 Components
 Duration

You conjure a stylistic set of armor that protects you the more you need it. If you are already wearing armor, it transforms what you're wearing, and you retain its bonuses. For the duration, you add 1d6 to your saving throws and 1 to your AC. When you are below half your hitpoint maximum, you instead add 1d8 to your saving throws and 3 to your AC.
Eldritch Blast

***Evocation cantrip***
 Range
 Components
 Duration

You use your action to create a beam of magical energy and hurl it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d10 force damage.

**Leveling:**  The spell creates more beams as you level. At 5th, it makes two beams; at 11th, it makes three; and at 17th, it makes four. The beams can be directed at the same target or different ones. Each beam gets its own attack roll.
Caustic Spit

*1st-level Evocation*
 Range
 Components
 Duration

You produce a small, viscous glob of acid and hold it in your belly. As an action, you can spit the acid at one creature within 20 feet. Make a ranged spell attack roll. On a hit, the target takes 3d6 acid damage plus 1d6 for each round since you cast the spell. Thus, the spell does 3d6 damage on the round you cast it, 4d6 on the round after, etc. If the spell ends before you make the attack, you must make a Constitution saving throw or take the damage yourself. The spell ends after the attack is made.
Druidcraft

***Transmutation***  ***cantrip***
 Range
 Components
 Duration

You use your action to create one of the following effects within range:

* You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect lasts for 6 seconds, or 1 round.
* You make a flower blossom, a seed pod open, or a leaf bud bloom.
* You create a harmless nature-related sensory effect. The effect must fit in a 5-foot cube.
* You light or put out a small flame.
Death Gaze

*6th-level Necromancy*
 Range
 Components
 Duration

Your pupils reshape to resemble skulls. When a creature starts its turn within 30 feet of you, you can force it to make a Constitution saving throw if it can see your eyes and you can see it. If the saving throw fails, the creature takes 6d8 necrotic damage and is incapacitated until the start of its next turn.

A creature that isn’t surprised can avoid the saving throw by averting its gaze at the start of its turn. It takes the normal penalty for attacking an unseen target if it attacks you before the start of its next turn.

If you meet your own gaze through a reflection, you must also make the saving throw.
Divine Beacon's Answer

*5th-level Conjuration*
 Range
 Components
 Duration

You can cast this spell only if you can see a divine beacon. When you cast *divine beacon’s answer*, you are transported, along with all items you are carrying, to the location of the paladin in distress. No other living creatures can be transported by this spell.
Death Bringer

*8th-level Necromancy*
 Range
 Components
 Duration

QUEGSFAR ONLY

Using an ancient evil spell, you stab yourself in the chest and magically spread the pain over a wide area, potentially bringing death to sleeping creatures as far as a mile away. You take 5d8 piercing damage (which can’t be reduced) and are stunned for 5 rounds. Sleeping creatures with fewer than 25 hit points within 1 mile of you die instantly unless they make successful Constitution saving throws. Survivors, as well as creatures with more than 25 hit points, awaken suddenly from a nightmare that included the figure of Death looming over them and trying to slay them.
Black Ice

*2nd-Level Transmutation*
 Range
 Components
 Duration

You change the top layer of up to 6 five-by-five foot squares within range into black ice. Each square must touch at least one other square. The ice is invisible, though a creature can make a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC to see it.

If a creature starts its turn on or moves onto a square, it must make a Dexterity saving throw (for each square) or fall prone. If the creature moved onto a square, it slides until it reaches ground that isn't covered in black ice. Creatures similarly slide if they are shoved on the ice.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can make one additional square of black ice for each slot level above 2nd.
Death Ward

*4th-level abjuration*
 Range
 Components
 Duration

Touch a creature. The first time it drops to 0 hit points from taking damage, it instead drops to 1 hit point and the spell ends. If the target is subjected to an effect that would kill it instantly without dealing damage, the effect is negated and the spell ends.
Detect Poison and Disease

*1st-level divination*
 Range
 Components
 Duration

If they exist or appear within 30 feet, you sense the presence of poisons, poisonous creatures, and diseases. Their location and type also become known to you.

This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Coldfire Blast

*2nd-Level Evocation*
 Range
 Components
 Duration

*The freezing cold of the desert night compares* favorably *to the burning sunlight.*

You unleash a burst of frozen fire at a target you can see within range, which manifests as a missile of ever-changing ice glowing with a crackling heart.

Each creature in a line 5 feet wide and 120 feet long must make a Dexterity saving throw, starting with the creature closest to you. The spell impacts the first creature in the line that fails their saving throw, inflicting 2d8 cold damage.

If all targets succeed, the projectile continues in a straight line until it impacts a surface. Once the projectile impacts something or reaches the end of the line, it detonates in a blast of fire.

All objects and creatures within 10 feet of the detonation take 1d8 fire damage, and unattended flammable objects are ignited.

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

*1st-level Transmutation*
 Range
 Components
 Duration

This spell creates a perfect duplicate of any written or drawn document that you touch onto blank pages you supply. You can copy up to 10 pages of text with one casting of this spell. Magical writing, including spellbook pages, can’t be copied with this spell.
Bead of Frost

*2nd-level Evocation*
 Range
 Components
 Duration

You create a small bead of elemental frost that you then hurl at a target within range. If you make a successful ranged spell attack roll, the target takes 5d6 cold damage and has their movement halved until the beginning of your next turn.

**At Higher Levels:** When you cast *bead of frost* using a spell slot of 3rd level or higher, you deal an additional 1d6 damage for each slot level above 2nd.
Acolytes

Acolytes are Weavers-in-training. They are distinguished by their naevi of burden and their teal-coloured cloaks. Once Acolytes have completed their Weaver Trials, they are granted an **Infinitas Badg**e.

Giving the **Infinitas Badge** to another Weaver initiates **the Pledge of Weavership**, through which an Acolyte officially and willingly places themselves in service of reality. Once the Pledge is invoked, they must pass through **the Gates of Three Ways** (The Gate of Responsibility, of Freedom and of Reality) and avow to protect reality under pain of death. That means the Guild may execute you if you don’t comply. It also means reality itself may turn against you if you don’t uphold your vows.

Acolytes are officially initiated through the **Rite of Cloaking**. This consists of a Master of Ceremonies (Weaver or Cuperator) carving the ***naevi of burden*** (which have a spiraling pattern and glow a dull shade of amber) into their faces. They also **Ink** in everlasting **Ink**, the Glyph of the Architect (**the Esse’naar**) on the left of their cheek as a form of blessing and also a way of reminding Acolytes of their Pledge. “This is your purpose”.

They are then served red juice (symbolically represents Karura’s blood) and are clad in a White Cloak, which is subsequently **Inked** with the Architect’s Glyph as well. Upon that, the Cloak usually takes on a bright Teal colour.

In Vivian Amberville’s case, the Cloak turns a Crimson Red, which is the garment of the **Chaos Weavers**. The Glyph on her face meant to be her purpose, manifests unaided by the Master of Ceremonies and entirely by itself. The Glyph in question is ***the Ille’saar***, or the apocalyptic symbol of **Death by Water**.
Vesicle pH

1: Blackmore CG, Varro A, Dimaline R, Bishop L, Gallacher DV, Dockray GJ.

Measurement of secretory vesicle pH reveals intravesicular alkalinization by

vesicular monoamine transporter type 2 resulting in inhibition of prohormone

cleavage. J Physiol. 2001 Mar 15;531(Pt 3):605-17. PubMed PMID: 11251044; PubMed

Central PMCID: PMC2278512.

2: Natale VA, McCullough KC. Macrophage cytoplasmic vesicle pH gradients and

vacuolar H+-ATPase activities relative to virus infection. J Leukoc Biol. 1998

Sep;64(3):302-10. PubMed PMID: 9738656.

3: Krogstad DJ, Schlesinger PH. The basis of antimalarial action: non-weak base

effects of chloroquine on acid vesicle pH. Am J Trop Med Hyg. 1987

Mar;36(2):213-20. PubMed PMID: 2435182.

4: Krogstad DJ, Schlesinger PH, Gluzman IY. Antimalarials increase vesicle pH in

Plasmodium falciparum. J Cell Biol. 1985 Dec;101(6):2302-9. PubMed PMID: 3905824;

PubMed Central PMCID: PMC2113995.
Create Undead

*6th-level necromancy*
 Range
 Components
 Duration

This spell can only be cast at night. Up to three corpses of Medium or Small humanoids you choose become ghouls under your control.

You can mentally command a ghoul as a bonus action if they are within 120 feet of you. You can command multiples at once if you issue the same command. You decide what action the ghoul will take and where it will move during its next turn, or issue a general command. If you issue no commands, the ghoul only defends itself against hostile creatures. Once given an order, the ghoul will follow it until its task is complete.

The ghouls are under your control for 24 hours. To maintain control of the ghouls for another 24 hours, you must recast this spell on up to three of them before the current 24 hours end.

**At Higher Levels:** With a 7th-level spell slot, you can control up to four ghouls. With an 8th-level slot, five ghouls, or two ghasts or wights. With a 9th-level slot, six ghouls, three ghasts or wights, or two mummies.
Bloodletting Bite

Necromancy ***cantrip***
 Range
 Components
 Duration

As part of the action used to cast this spell, you must make a weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and if the target has less than half of its maximum hit points remaining it takes an additional 1d12 necrotic damage.

This spell’s damage increases when you reach higher levels. At 5th level, the additional damage dealt by this attack becomes 2d12. This damage increases by 1d12 again at 11th level (3d12) and 17th level (4d12).
Devouring Darkness

*5th-level Conjuration*
 Range
 Components
 Duration

A cloud of darkness erupts from a point that you can see. The cloud fills a 20-foot-radius sphere around the target point. Everything inside the affected area is heavily obscured. Each creature in the cloud when it appears takes 8d6 necrotic damage, or half damage with a successful Constitution saving throw.
Bound Hearts

*7th-level Enchantment*
 Range
 Components
 Duration

You cause two willing creatures to become linked with a psychic bond. Each becomes perpetually aware of the other’s location accurately enough to find the other even when blindfolded. They are aware of each other’s physical and emotional condition at all times. This knowledge doesn’t give any information about the subject’s surroundings — one of the spell’s recipients could know that the other is 10 miles away in a castle and distraught, for example, but wouldn’t know that the other person is chained to a wall and awaiting trial for witchcraft.

A person can be under the effect of only one *bound hearts* spell at a time, and it’s not possible for more than two people to be simultaneously linked by this spell.

**At Higher Levels:** If *bound hearts* is cast using a 9th-level slot, the duration becomes permanent.
Clairvoyance

*3rd-level divination*
 Range
 Components
 Duration

You make an invisible sensor in a location you've visited or seen, or in an obvious location that you haven't. The sensor remains for the duration and can’t be interacted with.

Choose seeing or hearing. You can see or hear as if you are where the sensor is. As an action, you can switch which sense.

If something can see it, it sees a luminous, intangible, fist-sized orb.
Arcane Eye

*4th-level abjuration*
 Range
 Components
 Duration

You create an invisible eye that hovers in the air. You mentally receive visual information from the eye. It has darkvision out to 30 feet and can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There's no limit on how far away from you it can be, but it can't enter another plane. A solid barrier blocks the eye's movement, though it can pass through an opening at least 1 inch in diameter.
Animal Shapes

*8th-level transmutation*
 Range
 Components
 Duration

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature’s normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Cloudkill

*5th-level conjuration*
 Range
 Components
 Duration

You create a 20-foot-radius sphere of fog centered on a point. It spreads around corners. It lasts for the duration or until strong wind disperses it. Its area is heavily obscured.

When a creature enters the fog for the first time on a turn or starts its turn there, it must make a Constitution save. It takes 5d8 poison damage on a fail, or half on a success. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the ground. The vapors sink to the lowest level of the land.

**At Higher Levels:** The damage increases by 1d8 for each slot level above 5th.
Drawmij's Instant Summons

*6th-level conjuration*
 Range
 Components
 Duration

You touch an object weighing at most 10 pounds and whose longest dimension is 6 feet or less. Each time you cast this spell, you must use a different sapphire. The items name is invisibly inscribed on the sapphire.

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand and the spell ends. If another creature is carrying the item, crushing the sapphire instead causes you to learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell's effect.
By Class Including Homebrew

The following is a list of Homebrew-compliant Spell Lists of the Classes available.

## Original Classes

* Bard Spells
* Cleric Spells
* Druid Spells
* Paladin Spells
* Ranger Spells
* Sorcerer Spells
* Warlock Spells
* Wizard Spells

## Homebrew Classes

* Anchor Spells
* Animancer Spells
* Archivist Spells
* Artificer Revised Spells
* Atavist Spells
* Blood Mage Spells
* Cardmaster Spells
* Chained Ancient Spells
* Death Knight Spells
* Druid (Handbook) Spells
* Grandma Spells
* Illrigger Spells
* Justicar Spells
* Mage Spells
* Magician Spells
* Magus Arcane Order Spells
* Magus Court of Shadows Spells
* Magus Knights of the Stygian Spells
* Magus Primordial Seal Spells
* Magus Sylvan Circle Spells
* Mesmer Spells
* Onmyouji Spells
* Oracle Spells
* Paladin (Handbook) Spells
* Pendragon Spells
* Priest Spells
* Red Mage Spells
* Seeker Spells
* Shaman Spells
* Slayer Spells
* Soul Binder Spells
* Spirit Medium Spells
* Vampire Spells
* Warlock (Demonology) Spells
* Wayfarer Spells
* Wiccan Spells
* Witch (Gilnean) Spells
* Witch Spells
Douse

*Conjuration **cantrip***
 Range
 Components
 Duration

*The ocean’s spray conceals a cold and callous nature.*

You gesture, summoning a splash of saltwater to fall upon a creature or object within range. Flames are instantly quenched, and objects targeted by this spell cannot be ignited for at least one minute. If you target a creature, you can choose to have the saltwater be bone-chillingly cold. The target must make a Constitution saving throw. If they fail, they take 1d8 cold damage.

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

*1st-Level Abjuration*
 Range
 Components
 Duration

*Preserve stability, for the world must persist.*

You point to an object that you can see, filling it with preservative magic. The object gains resistance to all damage, and cannot be damaged by any effect that would inflict less than 5 damage. You can touch the object as a bonus action to remove this magical effect.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 8 hours per spell slot level above 1st.
Dark Lightning

*2nd-Level Necromancy*
 Range
 Components
 Duration

*Authority is the manifestation of power over another, and power is the expression of one’s will upon the world.*

You thrust out your hands, unleashing a deadly coil of lightning infused with wrathful hate towards a creature you can see within range. The target must make a Constitution saving throw. If they fail, they take 2d8 lightning damage. If the target is below their maximum hit points, the lightning forks to another creature of your choosing within 10 feet of the target. This new target must make their own Constitution saving throw, taking 2d8 lightning damage if they fail. This process can repeat up to three times, and the same target cannot be affected twice. If a target succeeds on their saving throw and is below their maximum hit points, they take 1d8 necrotic damage instead.

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

*2nd-level enchantment*
 Range
 Components
 Duration

A tiny beast will send a message for you, but you must be able to see it within range of you, and you must have already been to the location (no more than 25 miles away, or 50 if the messenger flies, per 24 hours of travel) you will send it.

The animal messenger will speak up to 25 words to only the creature matching a description you give. If the messenger doesn't arrive at your specified location before the spell ends, the message is lost and the beast will return to where you first found it.

**At Higher Levels:** The duration of the spell increases by 48 hours for each slot level above 2nd.
Command

*1st-level enchantment*
 Range
 Components
 Duration

Choose a creature you can see to make a Wisdom save. If they fail, they follow a one-word command from you. The spell fails if the creature is undead, doesn't understand your language, if obeying the command will harm it, or if they can't follow the command.

You may use any single word and the DM will interpret it as they feel is appropriate. Common commands and their effects are as follows:

* Approach: The target comes directly toward you and, if it is able to reach within 5 feet of you, it stops and ends its turn.
* Drop: The target drops whatever it is holding and then ends its turn.
* Flee: The target uses its turn to move directly away from you.
* Grovel: The target falls prone and then ends its turn.
* Halt: The target doesn't move and takes no actions. If a creature is flying and is able to stay aloft for the duration of the spell, it will move the minimum necessary for it to stay in the air.

**At Higher Levels:** You can affect one more creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Cosmic Vision

*3rd-Level Evocation*
 Range
 Components
 Duration

You force a vision of the cosmos with stars, planets, and moons onto your life, using the spirit of the cosmic bindings to fulfill the vision. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature starts its turn within 30 feet of you, it must make a Charisma saving throw or take 2d10 force damage and be moved up to 15 feet closer to you. On a success, a target takes half as much damage and isn't moved.

**At Higher Levels.** If you cast this spell using a spell slot of 4th level or higher, the force damage is increased by 1d10 for each slot level above 3rd.
Augury

*2nd-level divination*
 Range
 Components
 Duration

Some otherworldly being gives you an omen through the use of some divining tool. Asking it about the result of something you intend to do in the next 30 minutes will reveal one of four omens:

* If things will turn out well, **Weal**,
* If they will turn out badly, **Woe**,
* If both good and bad, **Weal and woe**,
* or if nothing particularly good or bad will happen, you will see **Nothing** at all.

The otherworldly being isn't capable of accounting for changes in circumstances between now and doing the thing, and if you try to ask again before taking a long rest, there is a 25% chance the reading will be random.
Death Grip

*2nd-Level Transmutation*
 Range
 Components
 Duration

Necrotic energy grasps around a Huge or smaller creature within range. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet towards you in a straight line.
Crew of the Dead

*6th-level Necromancy*
 Range
 Components
 Duration

You animate all dead humanoid creatures you can see within 60 feet of yourself to act as a crew for a ship or boat. Treat the animated corpses as zombies or skeletons, as appropriate. They have a +8 bonus on skill checks related to crewing the ship, but they are incapable of doing anything else. They must be constantly commanded (by your mental commands) or they do nothing.

If your concentration is broken, they halt their activity immediately and you must spend an action to regain control over them.The undead crew does not fight, even if commanded to do so.If instructed to do anything but operate a boat, they simply stand in place, doing nothing.
Branch Assault

*2nd-level Transmutation*
 Range
 Components
 Duration

You imbue one tree you can see with the ability to strike creatures with its branches. The tree remains immobile otherwise. When you cast the spell, and as an action on your turn, you direct the tree to attack one target that it can reach. Make a melee spell attack against the target; a successful hit does 2d10 + 5 bludgeoning damage.
Call Divine Warrior

*8th-level Conjuration*
 Range
 Components
 Duration

BOON ONLY, 1 CAST/WEEK

You summon the spirit of a powerful, once-living champion of your deity and give it physical form. The spirit champion arrives within range, looking as it did in the prime of its life. The spell must be cast at a site hallowed to the caster’s deity.

The spirit champion possesses all abilities and items that it possessed during life. In addition, the spirit champion is able to cast *command* or *suggestion* as an action on any worshipper of the caster’s deity. Its exact statistics are determined by the GM; we suggest using the planetar’s stat block as a starting point, but the specifics are entirely up to the GM. It won’t give or loan items to other characters.

The spirit champion is not under the control of the caster. It acts in the best interest of its deity as it sees it. Often, a spirit champion will take command of the situation. Followers of the deity are always well-disposed toward taking commands from a *divine warrior*.

The champion and all its items disappear when it is slain or when the spell ends.

The ghost of the summoned champion can level up through the use of soul stones
Cyclone

*2nd-level Transmutation*
 Range
 Components
 Duration

A whirl of wind 5-foot wide and 15-foot high rushes up around a target within range. The target must make a successful Dexterity saving throw, or be grappled for the spells duration. A grappled target can use its action to make a Dexterity saving throw. On a successful save, the target forces itself out of the cyclone in an empty space within 5 feet of it.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you conjure one additional cyclone beneath a target within range for every two slot levels above 2nd.
Birds of a Fire

*5th-level Conjuration*
 Range
 Components
 Duration

You spawn hundreds of flame birds at a point you can see within range that coalesce into one Gargantuan flying raptor.  You can move it on your turn as an action.  Anything it moves adjacent to, it touches and sets alight: buildings, trees, grounds, creatures.  Creatures can make a Dexterity saving throw to avoid ignition.  On a failed save, a creature takes 4d8 fire damage and another 3d8 fire damage at the start of each of its turns.  It can repeat the saving throw at the end of each of its turns.  On any successful save, a creature takes half as much damage and stops burning.  Ignited buildings, objects, and creatures continue burning when the spell ends.
Corpse Mask

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

Touching the corpse of a humanoid you transform your physical appearance - including your clothing, armor, weapons, and other belongings on your person - to look like the corpse did in life minutes before its death. You retain all of your own ability scores, features, traits, and other abilities.

While disguised as the dead you also instinctively mimic its mannerisms. Creatures familiar with the deceased humanoid can attempt to ascertain if you are in fact the deceased by usings its action to make an Intelligence (Investigation) check against your spell save DC.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 24 hours.
Bone Trap

*3rd-level Necromancy*
 Range
 Components
 Duration

You enchant an arm or leg bone taken from a skeleton or corpse of a Medium or smaller creature. When any creature touches that bone, it explodes in a blast of red and violet energy. Every creature within 10 feet of the bone takes 4d10 necrotic damage, or half damage with a successful Constitution saving throw.
Duskwalk

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

*In the beginning, there was only darkness. It will return*

Choose a location within range that is within 5 feet of a creature or in dim light or darkness. You teleport to this location. As a bonus action before or after teleporting, you can make a single melee spell attack against a target within your reach. If you hit, the target takes 1d6 psychic damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet and the psychic damage increases by 1d6 per spell slot level above 1st.
Deva's Mace

*5th-level Conjuration*
 Range
 Components
 Duration

You toss a mace up into the air and call a celestial for momentary service. Choose a creature within range. The image of a deva flickers into existence long enough to take hold of the mace, attempt to strike the creature, then depart. Make two melee spell attacks against the target. On a hit, the target takes 1d6 + 4 bludgeoning + 4d8 radiant damage. You then catch the mace.
All the Lights are Souls

*6th-level Necromancy*
 Range
 Components
 Duration

You pull the shape of souls from creatures you have seen die or harmed yourself (your choice). These souls fly around you in a 120-foot radius of dim light and act on your guidance. You can ask them as an action (or immediately when you cast the spell) to either attack or defend.

If asked to attack, each creature other than those of your choice within range takes 5d6 radiant or necrotic damage (if they are souls you have seen or harmed respectively) and is deafened until the start of your next turn.

If asked to defend, each creature of your choice within range gains 5d6 temporary hitpoints that last until the start of your next turn.
Bond Item

*1st-level Conjuration*
 Range
 Components
 Duration

You touch a item weighing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.

If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw, and if they succeed, the spell fails. They make this save with advantage if they have had possession of the item for more than 1 minute.
Dragonwings

*2nd-Level Conjuration*
 Range
 Components
 Duration

You summon mighty draconic wings behind you that beat with a furious cadence. Each creature within 15 feet of you must make a Dexterity saving throw or be knocked prone and take 2d12 bludgeoning damage. You can then fly up to half your speed.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by 1d12 for each slot level above 2nd.
Creeping Dark

*3rd-Level Transmutation*
 Range
 Components
 Duration

*There are nightmares that cannot be slain with fire, only truth.*

You infuse yourself with dark energies and corporeal shadow, twisting your form into a terrible caricature. Until the spell ends, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you are heavily obscured.

While you are under the effects of this spell, you can move through spaces as small as one square inch without squeezing. While in this form, you cannot take actions other than the Attack action.

The first time you take the Attack action, you unleash a deadly spike of shadow against a target within your weapon’s reach in place of one of your attacks. Make a melee spell attack roll. If you hit, your target takes 4d6 force damage.

Once you take the Attack action, or you take damage from a magical attack, the spell ends at the end of the current turn.

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

*4th-level Divination* (Ritual)
 Range
 Components
 Duration

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Divine/Profane Lance

*3rd-level Conjuration*
 Range
 Components
 Duration

You conjure a lance in two open hands, or enchant a lance you are already holding. Make a melee attack with the weapon against a creature within range. You ignore disadvantage on the attack roll from being within 5 feet of the target. On a hit, you deal the normal damage of hitting the creature with the lance, an additional 5d6 damage, and you impale the target with the lance. On a miss it deals half as much damage, and the effect ends (the lance disappearing if conjured).

A creature can remove the lance from the target as an action, causing the target no additional damage. Additionally, choose divine or profane. The added damage is radiant for the former and necrotic for the latter. On a hit, the spell causes another effect.
Divine. While impaled with the lance, it brilliantly shines within them, causing them to take 3d6 radiant damage at the start of each of their turns.

Profane. While impaled with the lance, the target is crippled by a corruption running through them. The target's speed is halved, it can't take reactions, and it has disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
Once the lance is removed, it fades away or its enchantment fades, if it enchanted a lance that already existed.
Assassin's Mark

Transmutation ***cantrip***
 Range
 Components
 Duration

When cast upon a creature killed by you within one minute of its death, *assassin’s mark* reshapes the fatal wound in a way that unmistakably identifies you as the killer. You select the form this mark will take when you learn the spell, and you can’t change it later except through exceptional magic such as a *wish* spell. No two creatures can share the same *assassin’s mark*.
Call of the Wild Companion

*1st-level Evocation*
 Range
 Components
 Duration

You transmit a silent, one-word message to your animal companion, if it is within 10 miles. The spell does not require line-of-sight. If the message is “come,” the animal also learns your location. Only an animal companion or an animal bonded to the caster through *animal friendship* or similar magic can be the target of this spell.
Dissociative Edge

*2nd-Level Transmutation*
 Range
 Components
 Duration

*Formerly claimed she’d never touched him. She was truthful. Technically.*

When you cast this spell, your weapon hums with violent energy. The first time you could make a melee weapon attack before the end of your current turn, you can launch a scything blade of force from your weapon instead.

Each creature within a line 5 feet wide and 30 feet long must make a Dexterity saving throw, starting from the creature closest to you. The first creature that fails takes 2d8 force damage and suffers damage and effects as though you had hit them with a successful attack using that weapon.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d8 per slot level above 2nd.
Cover of Moonlight

*5th-level Evocation*
 Range
 Components
 Duration

You bestow a blessing of moonlight upon a creature you can see within range. The target immediately regains 40 hitpoints and until the end of that creature's next turn, it is invisible.

The creature regains an additional hitpoint for each moon of this world shining on the target, if there are any.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the healing increases by 5 for each slot level above 5th.
Alarm

*1st-level abjuration*
 Range
 Components
 Duration

Choose an area that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm.

You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Assassin's Burial

*1st-Level Enchantment*
 Range
 Components
 Duration

*Hiding in plain sight is something all the best will boast of, but few can conceal the results.*

You touch a single humanoid corpse that died within the last hour, and imbue it with a foul enchantment. If a creature discovers the corpse that was unaware of it when the spell was cast, they must make a Charisma saving throw. If they fail, they are frightened of the corpse until the end of their next turn and will attempt to move so that they can no longer see it. If the subject attempts to reveal the presence the corpse to any other creature, they immediately forget that they have detected the corpse for one hour. Each time this happens, the target can make a Wisdom saving throw. If they succeed, the spell ends after this instance of temporary memory loss.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 week per spell slot level above 1st
Asphyxiate

*3rd-level Necromancy*
 Range
 Components
 Duration

Shadowy tendrils extends from you and swirls around the throat of a creature within range. The target must make a successful Dexterity saving throw or be restrained for the spells duration. While restrained in this way, the target is also suffocating.

At the end of each of its turns, the target must make a Constitution saving throw. On a failed save, the target loses 1 minute of air until the target is knocked unconscious. On a successful save, the target is freed from the tendrils and the spell ends.