Arcane 5th Level Spells
Spell Name | School | Casting Time | Range | Duration | Components | Class |
---|---|---|---|---|---|---|
Animate Objects | Transmutation | 1 Action | 40m | Concentration, up to 1 minute | V, S | Bard, Sorcerer, Wizard |
Bigby's Hand | Evocation | 1 Action | 40m | Concentration, up to 1 minute | V, S, M | Sorcerer, Wizard |
Caustic Disc | Evocation | 1 Action | Self (50m Line) | Instantaneous | V, S, M | Sorcerer, Warlock, Wizard |
Cloudkill | Conjuration | 1 Action | 40m | Concentration, up to 10 minutes | V, S | Sorcerer, Wizard |
Cone of Cold | Evocation | 1 Action | Self (20m cone) | Instantaneous | V, S, M | Sorcerer, Wizard |
Contact Other Plane | Divination | 1 Minute R | Self | 1 minute | V | Warlock, Wizard |
Control Winds | Transmutation | 1 Action | 100m | Concentration, up to 1 hour | V, S | Sorcerer, Wizard |
Creation | Illusion | 1 Action | 10m | Special | V, S, M | Sorcerer, Wizard |
Dawn | Evocation | 1 Action | 20m | Concentration, up to 1 minute | V, S, M | Wizard |
Disintegrate | Transmutation | 1 Action | 15m | Instantaneous | V, S, M | Sorcerer, Wizard |
Dominate Person | Enchantment | 1 Action | 20m | Concentration, up to 1 minute | V, S | Bard, Sorcerer, Wizard |
Dream | Illusion | 1 Minute | Special | 8 hours | V, S, M | Bard, Warlock, Wizard |
Enervation | Necromancy | 1 Action | 20m | Concentration, up to 1 minute | V, S | Sorcerer, Warlock, Wizard |
Far Step | Conjuration | 1 Bonus Action | Self | Concentration, up to 1 minute | V | Sorcerer, Warlock, Wizard |
Geas | Enchantment | 1 Minute | 20m | 30 days | V | Bard, Wizard |
Hold Monster | Enchantment | 1 Action | 30m | Concentration, up to 1 minute | V, S, M | Bard, Sorcerer, Warlock, Wizard |
Immolation | Evocation | 1 Action | 30m | Concentration, up to 1 minute | V | Sorcerer, Wizard |
Infernal Calling | Conjuration | 1 Minute | 30m | Concentration, up to 1 hour | V, S, M | Sorcerer, Warlock, Wizard |
Legend Lore | Divination | 10 Minutes | Self | Instantaneous | V, S, M | Bard, Wizard |
Lightning Field | Transmutation | 1 Minute | 10m Circle | Infinite | V, S, M | Sorcerer, Wizard |
Mislead | Illusion | 1 Action | Self | Concentration, up to 1 hour | S | Bard, Warlock, Wizard |
Modify Memory | Enchantment | 1 Action | 10m | Concentration, up to 1 minute | V, S | Bard, Wizard |
Negative Energy Flood | Necromancy | 1 Action | 20m | Instantaneous | V, M | Warlock, Wizard |
Passwall | Transmutation | 1 Action | 10m | 1 Hour | V, S, M | Wizard |
Planar Binding | Abjuration | 1 Action | 20m | 24 hours | V, S, M | Bard, Warlock, Wizard |
Scrying | Divination | 10 Minutes | Self | Concentration, up to 10 minutes | V, S, M | Bard, Warlock, Wizard |
Seeming | Illusion | 1 Action | 10m | 8 hours | V, S | Bard, Sorcerer, Wizard |
Skill Empowerment | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S | Bard, Sorcerer, Wizard |
Steel Wind Strike | Conjuration | 1 Action | 10m | Instantaneous | S, M | Sorcerer, Wizard |
Summon Draconic Spirit | Conjuration | 1 Action | 20m | Concentration, up to 1 hour | V, S, M | Sorcerer, Wizard |
Synaptic Static | Enchantment | 1 Action | 40m | Instantaneous | V, S | Bard, Sorcerer, Warlock, Wizard |
Telekinesis | Transmutation | 1 Action | 20m | Concentration, up to 10 minutes | V, S | Sorcerer, Wizard |
Teleportation Circle | Conjuration | 1 Action | 3m | 1 round | V, M* | Bard, Sorcerer, Warlock, Wizard |
Temporal Shunt | Transmutation | 1 Reaction | 40m | 1 round | V, S | Wizard |
Transmute Rock | Transmutation | 1 Action | 40m | Instantaneous | V, S, M | Wizard |
Unleashed Vibrations | Evocation | 1 Action | Self (20m Radius) | Instantaneous | V, S, M | Sorcerer, Wizard |
Vile Summoning | Necromancy | 1 Action | 20m | Concentration, up to 1 hour | V, S | Warlock, Wizard |
Wall of Force | Evocation | 1 Action | 40m | Concentration, up to 10 minutes | V, S, M | Sorcerer, Wizard |
Wall Of Light | Evocation | 1 Action | 40m | Concentration, up to 10 minutes | V, S, M | Sorcerer, Warlock, Wizard |
Wall of Stone | Evocation | 1 Action | 40m | Concentration, up to 10 minutes | V, S, M | Sorcerer, Wizard |
Animate Objects - Objects of your choosing come to life at your command. Choose up to ten non-magical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four, and Huge targets count as objects. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 200m of you (or command multiple at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Animated Object Statistics
Size HP AC Attack Ability Scores
Tiny 20 18 +8 to hit, 1d4 + 4 damage Str: 4, Dex: 18
Small 25 16 +6 to hit, 1d8 + 2 damage Str: 6, Dex: 14
Medium 40 13 +5 to hit, 2d6 + 1 damage Str: 10, Dex: 12
Large 50 10 +6 to hit, 2d10 + 2 damage Str: 14, Dex: 10
Huge 80 10 +8 to hit, 2d12 + 4 damage Str: 18, Dex: 6
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 10m; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 10m and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 10m and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 2m of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Bigby's Hand - You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 20m and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 2m of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 2m of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 2m plus a number of meters equal to 3 times your spellcasting ability modifier. The hand moves with the target to remain within 2m of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 2m of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
Caustic Disc (M* - a 250 GP emerald, not consumed) - You pull the most lethal of acids from the ground around you, creating a huge 10m radius ring (with an inner radius of 9m and 10cm thick) above your head. You can then pick any direction and toss this ring in a straight line along that path at your discretion. Any Creatures that this ring passes must make a Reflex Save, taking 10d10 Acid Damage on a Failure and ½ that on a Success. In addition any objects not worn or carried within range shorten the range of this Spell’s Line (50m maximum reduced by 5m for each object a size small or larger hit) as the disc cuts directly through most objects, examples are listed below but use similar structures based on the list. However, if the object’s type is thicker than the listed distance the disc splatters against the structure instead. If this occurs any creature within 3m of the object takes 2d10 Acid damage as the ring splatters everywhere within that radius.
1cm - Lead
10cm - Iron (A piece of armor on a wall or a thick plate)
1m - Stone (about ½ to ⅙ of a castle wall, depending on quality)
5m - Wood (such as a house wall or small town wall)
10m - Any weak object (such as a field of grain or curtains)
Cloudkill - Select a point within Range, a 8m radius sphere of green-yellow gas appears and begins to drift in accordance with the wind, though if a strong enough wind interacts with it it’ll be dispersed to the point where the Spell fades. It also heavily obscures the area contained within it. When a Creature enters the area or begins its turn in the area it must make a Fortitude Save, taking 6d8 Poison Damage on a Failed Save or half as much on a Successful Save. Creatures that don’t need to breathe or who hold their breath are not affected by it. The cloud initially moves 3m away from you per turn with input from the wind (if in an unventilated building for instance) and continues to move and fall in that way, eventually soaking into the ground if the spell goes the whole duration.
Cone of Cold - You summon a huge blast of cold wind that tries to freeze anything in its path. Each creature in the area must make a Fortitude Save. A creature takes 9d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. In addition any solid surface affected by this spell becomes Difficult Terrain for the next minute.
Contact Other Planes - You mentally contact a powerful and/or mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Will Save. On a failure, you take 6d6 psychic damage and Incapacitated until you finish a long rest. While in this state you can’t take Actions or Reactions as normal and in addition can barely understand other Creatures plus can speak only in gibberish. A Greater Restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. The DM answers each question with one word, such as "yes", "no", "maybe", "never", "irrelevant", or "unclear". If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. You can spend extra mana to increase the number of questions by 1.
Control Winds - You take control of the air in a 40m cube that you can see within range. When doing so you pick an option from the list below to enact, which you can use your action on a later turn to switch to a different effect if desired, otherwise the effect continues. You can also use your action to temporarily halt the effect.
Gusts - A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, the area is Difficult Terrain.
Downdraft - You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Fortitude Save if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone and takes the appropriate amount of falling Damage.
Updraft - You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 3m higher than normal.
Creation - You pull the essence of magic out of the natural world to create a nonliving object of organic matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 2m cube, and the object must be of a form and material that you have seen before. However this is not a true object and so cannot be used for any kind of Spell component and lasts for an amount of time shown in the table.
Material - Duration
Organic - 1 Day Inorganic - 12 Hours
Inorganic (Precious Metals or Gems) - 1 Hour
Dawn - The light of dawn shines down on a location you specify within range. Until the spell ends, a 15m radius and 30m high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Fortitude Save, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 20m of the cylinder, you can move it up to 20m as a bonus action on your turn, as long as you remain in Range.
Disintegrate - You send out a multi-colored beam of energy at a target within range, forcing it to make a Reflex Save. On a failed save, the target takes 8d6 + 20 force damage. If this damage reduces the target to 0 HP, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 2m spherical portion of it. A magic item is unaffected by this spell.
Dominate Person - You attempt to control a humanoid that you can see within range. It must succeed on a Will Save or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While it’s charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Will Save against the spell. If the saving throw succeeds, the spell ends.
Dream - This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Will Save. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Enervation - A strand of inky dark runes reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Reflex Save, taking 2d8 Necrotic Damage, and ending the Spell on a Successful Save. On a Failure, the target takes 4d8 Necrotic Damage, and until the spell ends you can use your Action on each of your turns to automatically deal 4d8 Necrotic Damage to the target again. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals Damage to a target, you regain HP equal to ½ the amount of necrotic damage the target takes.
Far Step - As a Bonus Action you teleport up to 20m to a point you can see, while this spell is active you can use your subsequent Bonus Actions to teleport again in this way.
Geas - You place a magical force over a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Will Save or become charmed by you for the duration. While the creature is charmed by you, it takes 6d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an Action to dismiss it. A Remove Curse (using a 5th Level Spell Slot), Greater Restoration, or Wish spell also ends it.
Hold Monster - Choose a Creature that you can see within range. The target must succeed on a Will Save or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Will Save. On a success, the spell ends on the target.
Immolation - Flames wreathe one creature you can see within range. The target must make a Reflex Save. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 5m radius and dim light for an additional 5m. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through non magical means. You can spend extra mana to increase the initial Damage by 1d6.
Infernal Calling (M* - A ruby worth at least 1000GP) - You summon a Barbed Devil at a point within Range that you can see that is unoccupied. The spell ends either by duration or when this Creature drops to 0HP. The Devil works for its own devices and is unfriendly to all Creatures, working under the DM and being in its own Initiative. If you exchange something it may decide to help you, though this normally involves the commitment to enacting an Evil deed. If you use your Action you can Roll a Persuasion or Deception check vs its Insight to determine if it listens to you, however if your task falls within its desires you won’t need to Roll. You have Advantage if you utter the Devil’s True Name, and if you fail this once you become an enemy of the Devil and cannot attempt this again. If you succeed then the Devil reports back to you once the task has been accomplished. If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil’s talisman, you can summon that devil and it obeys all your commands, with no Charisma checks required. You can spend 5 extra Mana to give the Devil Disadvantage on its Saving Throws versus your Commands.
Legend Lore (M* - 400GP of Ivory and Incense) - Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. With little information the information you learn is accurate but might be couched in figurative language. You can spend 5 extra Mana to receive the information in a more clear Language.
Lightning Field (M* - 100GP of magically enchanted chalk, consumed by the Spell) - You take a minute to formulate a series of runes that control lightning, writing them in a 10m circle around a specific point, this circle cannot be interrupted by walls or trees or any object size small or larger. Once this is finished it becomes your domain of Lightning. You gain a few benefits while conscious and within this domain as long as it remains unbroken or until you create another domain of Lightning using this Spell. Additionally, if it is scuffed you can repair it with 10GP of material and another 5th Level Spell Slot but if it is destroyed (either physically or via Dispel Magic) then you must recast the Spell completely. Finally, you can activate additional benefits by Concentrating on the Spell and inside of it, you can do this once per day for up to 1 minute.
Passive Benefits
You have Advantage on Fortitude Saves
You have Resistance to Lightning Damage
Any time you deal Damage you deal additional Lightning Damage equal to your Spellcasting Modifier
You can cast the Scrying Spell without expending a Spell Slot once per day
You can cast Counterspell at 5th Level once per day without expending a Spell Slot
You can cast Shield at 1st Level once per day without expending a Spell Slot
Concentration Benefits
You gain 15 Shielding when you first begin concentratingAs a Bonus Action you can target a Creature you can see within 30m and they take 10 Lightning Damage
As a Bonus Action you can disappear in Lightning, returning at the start of your next turn, entering the ethereal realm for this duration
When you cast a Spell that deals Lightning Damage with a 3rd Level or 4th Level Spell Slot in this area you roll Damage as if you used a 5th Level Spell Slot
Once per Concentration you can reroll any Saving Throw but you must use this roll after doing so
Once per this minute if you’re still Concentrating on this Spell and drop to 0HP you instead stay at 1 HP
Mislead - You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Modify Memory - You attempt to reshape another creature’s memories. One creature that you can see must make a Will Save. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
Negative Energy Flood - You send great bands of negative energy at one creature you can see within range. It must make a Fortitude Save, taking 6d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. If you target an undead with this spell, the target automatically succeeds its Saving Throw. You can spend extra mana to increase the Damage by 1d12.
Passwall - A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 2m wide, 3m tall, and 5m deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Planar Binding (M* - A gem worth at least 1000GP) - You attempt to bind a celestial, an elemental, a fey, or a fiend to your service with your Magic. The creature must be within range for the entire casting of the spell. At the completion of the casting, the target must make a Will Save. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
Scrying (M* - A reflective magical object worth at least 1000GP, such as a crystal ball or a silver mirror) - You put your sight through a reflective object and can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Will Save vs your Spell Save Dc, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sphere within 3m of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 3m of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
You gain the following benefits based on your knowledge - If you’re familiar (spent multiple weeks with the target) they have a -5 to their Save, if you’ve met them once they gain no benefit or detriment, and if you’ve only heard of them they have a +5 to their save. In addition, if you have a drawing of them (or seeing an image via an illusion) they have a -2 penalty to their save, increasing to a -4 if you have an item of theirs (jewelry or clothing), and increasing to -6 if you have a piece of their body such as a hair or finger
Seeming - This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Will Save, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem .5m shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Skill Empowerment - Touch a Creature and pick a Skill it is Proficient in, for the Duration they have Expertise in that Skill
Steel Wind Strike - You use your Action to flourish a weapon in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 3m of one of the targets you hit or missed.
Summon Draconic Spirit (M* - A Ruby worth at least 500GP) - You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. In addition you can pick 1 Elemental Resistance of the Dragon Spirit and gain it for the Spell’s Duration.
Draconic Spirit (Large Dragon): AC: 14; HP: 50, Speed: 30ft Walk, 80ft Fly
Str: 19, Dex: 14, Con: 17, INT: 12, Wis: 14, Cha: 14
Strength Saves +8, Con Saves +7
Resist Acid Cold, Fire, Lightning, and Poison Damage; Immune to Charmed, Frightened, and Poisoned; Blindsight 10m, Darkvision 30m
Knows Draconic and Common
Attack - Breath (Fire, Lightning, or Cold, your Choice) - Reflex Save in the 30ft Cone, dealing 3d6 Damage of your chosen type
Attack - Bite + Claw - Use your Spell Attack Modifier, make one of each Attack per turn, deals 2d6+4 Slashing and Piercing Damage
You can spend extra mana to increase the Dragon’s AC by 1, HP by 10, Damage Bonus by 1, and +1d6 Damage on its Breath Weapon
Synaptic Static - Target a Creature within Range and blast it with Psychic energy, a purple aura emanating within a 10m area. The targeted Creature must make an Will Save, though if it has an Intelligence of 2 or lower it isn’t affected. If it fails it takes 8d6 Psychic Damage and suffers -1d4 on all Ability Checks, Attack Rolls, and Saving Throws for the Duration. In addition the closest Creature to the one that failed (if it is within 20m) must make the save as the Spell infects them as well. This continues until 1 succeeds or until all Creatuers within 20m of the first have been infected. Each Creature affected can repeat the Saving Throw (with the -1d4) at the end of their turn to try and end the effect.
Telekinesis - You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature - You can try to move a Huge or smaller creature. 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 10m in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object - You can try to move an object that weighs up to 500kg. If the object isn’t being worn or carried, you automatically move it up to 10m in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 10m in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, storing or retrieving an item from an open container, or pouring the contents from a vial.
Teleportation Circle (M* - 50GP of enchanted chalk) - As you cast the spell, you draw a 3m circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 hour. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way and you do not need to use the material components if you have teleported to your destination circle before.
If a Dispel Magic Spell is cast on a teleportation circle and succeeds it destroys the magical ability for the circle to receive signals but it does not remove the rune markings, as they are physically inscribed. These markings can be scuffed or removed completely after the magic has been removed with enough time and effort instead. To recover this magical circle it requires the knowledge of its origin and at least 5 castings of this Spell along with a successful Arcana Check with a DC of 20. This can be increased by 1 for every 100 years it's been abandoned or for the scuffing of the runes, however these additional modifiers are up to the GM.
Temporal Shunt - When a Creature you can see within Range makes a Weapon Attack or Casts a Spell you can use your Reaction to form a magical watch to encompass them. They must succeed on a Will Save or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
Transmute Rock - You choose an area of stone or mud that you can see that fits within a 15m cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud - Non-magical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each .5m that a creature moves through the mud costs 1m of movement, and any creature on the ground when you cast the spell must make a Fortitude Save. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Reflex Save. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock - Non-magical mud or quicksand in the area no more than 3m deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Reflex Save. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.
Unleashed Vibration - You sunder all the creatures around you internally as you find their internal frequencies and force the air around and inside them to vibrate uncontrollably, disrupting their natural functions. Each creature within range must make a Fortitude Save, taking 5d6 Thunder Damage on a Failed Save and ½ as much on a Success. In addition any Creatures that Fail by 5 or more are Stunned until the end of their next turn, any that Fail by 4 or less are Slowed instead, and any that Succeed are Dazed instead.
Vile Summoning - Threads of dark power leap from your fingers to raise up to five Small or Medium corpses you can see within range, becoming an Undead. You decide whether it is a zombie or a skeleton and they gain a bonus to their attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 20m of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
Wall of Force - An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 3m, or you can shape a flat surface made up of ten 3x3m panels. Each panel must be contiguous with another panel. In any form, the wall is 1cm thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Wall Of Light - shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 20m long, 3m high, and 2m thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 40m and dim light for an additional 40m. When the wall appears, each creature in its area must make a Fortitude Save. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Fortitude Save at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 20m of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 3m. If the wall’s length drops to 0, the spell ends. You can spend an additional mana to increase the Damage by +1d8 Radiant.
Wall of Stone - A non-magical wall of solid stone springs into existence at a point you choose within range. The wall is 10cm thick and is composed of ten 3x3 m panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex Save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 5m in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per 1cm of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends