Category: Spells
A spell is a manipulation of reality accomplished using a combination of will and energy. Every spell must have energy to fuel its effects and a spellcaster capable of controlling the flow of energy. Spells can accomplish any number of things—harm, protection, problem-solving— all guided by a caster’s imagination.
9th-Circle Arcane, Divine, and Wyrd (Enchantment) Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 HP or fewer, it dies. Otherwise, the …
9th-Circle Divine (Enchantment) Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You utter a word of power that completely heals one creature you can see within range. The creature is restored to maximum hit points. In addition, any charmed, frightened, paralyzed, or stunned conditions affecting the target …
8th-Circle Arcane, Divine, and Wyrd (Enchantment) Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dazed. If the target has 150 HP or fewer, it is stunned. …
Arcane Cantrip (Transmutation) Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor trick that novice spellcasters use for practice. You create one of the following magical effects within range: If you cast this spell multiple times, you can have …
7th-Circle Arcane (Evocation) Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a DEX save. For …
Primordial Cantrip (Conjuration) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand. It remains for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 …
9th-Circle Arcane (Abjuration) Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical, opaque wall (up to 90 feet long, 30 feet high, and 1 inch thick) centered on a point you can see within range. Alternatively, you …
6th-Circle Arcane (Illusion) Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade worth at least 25 gp) Duration: Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition …
3rd-Circle Divine (Abjuration) Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on WIS saves and death saves, and regains the maximum …
5th-Circle Arcane and Wyrd (Conjuration) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until …