# Spells V ###### tags: `E5E`, `spells` [toc] ### Stoneskin *4th-level abjuration* Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) Duration: up to 1 hour This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage. ### RUNEWORD 4 *4th-level evocation* Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You trace a rune with your holy symbol in mid-air while praying to your deity and affect a target or area within range. Choose one of the following runes; the target or area is affected as specified in the rune description. **Bhelaerak.** The target gains the benefits of the blur spell for 1 minute. Corsimmyr. You cast a passwall spell at a point of your choice within range. The opening can be up to 5 feet wide, 5 feet tall and 10 feet deep and lasts for 10 minutes. **Delhaubrin.** You cast the shatter spell at a point of your choice within range and each creature within the 10-foot-radius sphere must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. **Elemsyr.** The target gains the benefits of the invisibility spell for 10 minutes. Faelryn. The target gains the benefits of the *mirror image* spell for 1 minute. Herudryl. You cast the knock spell on an object of your choice within range. **Jessramyr.** The target gains the benefits of the haste spell for 1 minute but gains only a +1 bonus to AC. **Kharnas.** The target gains the benefits of the *stoneskin* spell for 1 minute. ### ASH CLOUD 4 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of ash) Duration: Concentration, up to 10 minutes You create a 20-foot radius sphere of billowing ash centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d6 fire damage on a failed save, or half as much on a successful one. Creature are affected even if they hold their breath or don't need to breathe. The cloud moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every slot level above 4th. ### Captivating Melody aka Song of Siren 4th level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute With this spell you create a haunting melody that fascinates all those who hear it. Choose a point within range; each creature in a 30-foot- radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature becomes charmed for the duration, quietly listening to the song. While charmed by this spell, a creature is incapacitated, and their speed is reduced to 0. A deaf creature or a creature within the area of a silence spell or similar effect automatically succeeds on their saving throw. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ### Righteous Shield 4nd-level abjuration Casting Time: 1 action Range: 10 feet Duration: Concentration, up to 1 minute Holy power radiates from you, protecting friendly creatures within 10 feet of you. For the duration, each friendly creature in the area, including you, gains resistance to bludgeoning, piercing, and slashing damage. ### Holy Power 4 4th level Conjuration Casting time: 1 bonus action Range: self Duration: 10 min You gain +4 to hit, +4 to damage to Strength-based weapon attacks and ability checks. Also you can spent your bonus action to make additional weapon attack. ## 5TH LEVEL ### Lightning Armor 5 5th-level evocation Secret Spell: Faithful of Hurrian Casting Time: 1 action Range: Self Components: V, S, M (a small sliver of iron) Duration: 10 minutes Crackling tendrils of lightning wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The lightning gives you resistance to lightning and thunder damage; if you already have resistance you gain immunity instead. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with lightning and your attacker takes 2d8 lightning damage. You can end the spell early by using an action to dismiss it. Classes: Sorcerer, Warlock, Wizard ### Reanimate Construct 5 5th-level transmutation Casting Time: 1 hour Range: 30 feet Components: V, S, M (A gemstone worth 50 gp that the spell consumes) Duration: Concentration, up to 24 hours This spell reanimates a construct that has been reduced to 0 hit points. The target must be within range and visible and it must be relatively intact. It can be missing limbs or a head, but it must still be possible for the target to move under its own power. This spell cannot reanimate disintegrated constructs, iron golems destroyed by rust, or constructs reduced to a limbless torso. If the construct is destroyed a second time, further attempts at reanimation are hopeless. The target construct is recreated and placed under your control as if you had created it. It retains only half of its maximum hit points while all its damage immunities become resistances instead. It also loses both the berserk and magic resistance abilities. If you cast this spell on a shield guardian or any other construct that utilizes a control amulet or similar device, you are considered to be in possession of this device for the spells duration. On each of your turns, you can use a bonus action to mentally command any construct you reanimated with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them 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 chamber or corridor. If you do not issue any commands, the creature will only defend itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The target construct is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control on one construct you have reanimated with this spell, rather than reanimating a new one. Classes: Priest of Gond, Artificer ### Focal Stone 5 5th-level transmutation Range:Touch Components:V, S, M Duration:Permanent Casting Time:1 action Area of Effect: 1 clear or translucent gemstone of crystalline structure no larger in size than the caster's balled fist Saving Throw:Special This spell transforms the internal structure of a clear or translucent gemstone of crystalline structure no larger in size than the caster's balled fist to enable it to receive and hold a spell dweomer (usually cast into it by use of a dweomerflow spell). At the time the spell is cast, roll an item saving throw for the gem¬stone vs. magical fire (rock, crystal vs. magical fire). Success means that the spell is successful; failure destroys the gemstone. Gemstones of above-normal quality may receive a bonus to the saving throw at the DM's discretion (usually from +1 to up to +3 for flawless or otherwise extremely exceptional quality stones). The gemstone glows with a soft internal radiance once focal stone is cast (which in some markets raises its value), and it emits a faint dweomer. If immersed in a poisonous liquid, the focal stone turns a vivid purple and can be commanded by touch and will to neutralize poison. If so commanded, the focal stone dissolves and is destroyed, but it leaves the liquid safe to drink or touch. A focal stone otherwise has no special properties; contrary to popular belief, it cannot reach out and trap spells cast near it or suck in passing enchanted creatures, though it is an ideal recepta-  cle for the life force of a being using a magic jar spell. The focal stone spell does not prevent the focal stone from being shattered by deliberate attack (a crushing blow, for instance), but does pre¬vent it from being damaged by natural and magical heat, flame, lava, extreme cold, or mineral contamination. Shattering a focal stone immediately unleashes the full effects of any spell stored in it in a manner determined by the DM. A dispel magic cast on such a stone does not affect it or any stored magics. The material component is a pinch of any sort of opal dust. ### Blood Storm 5 5th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (the corpse of a creature that died no more than 1 minute ago) Duration: Instantaneous With a touch and a few arcane words, you rip the lifeblood from a freshly fallen foe, forming it into a torrent of crystallized blood that slices through those around you. All creatures within 20-feet of you must make a Dexterity saving throw. On a failed save they suffer 10d6 magical slashing damage, or half as much on a successful one. The effect of this spell is so unnerving that any living, intelligent creature within 60 feet that can see the spell's effect must make a Wisdom saving throw or be frightened until the end of their next turn. Undead or constructs automatically succeed on their Wisdom saving throw. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. ### Disintegrating Smite 5 5th-level transmutation Casting Time: Swift Range: Self Duration: 1 minute You can cast this spell when you hit with a melee weapon attack on your turn. A pulse of green light flashes from your weapon, and the attack deals 5d10 extra force damage to the target. Additionally, the target must make a Constitution saving throw or take 2d10 force damage at the start of each of its turns until the spell ends. The spell ends when the target makes a successful saving throw against it. If the target is reduced to 0 hit points by this spell, the target is disintegrated. ### FIRE STRIDE 5 5th-level evocation Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot) Duration: Concentration, up to 1 minute You gain the ability to enter a fire and move from inside it to inside another fire within 500 feet. Both fires must be at least the same size as you and you must use 5 feet of movement to enter a fire. You instantly know the location of all other fires within 500 feet and, as part of the move used to enter the fire, can either pass into one of those fires, or step out of the fire you're in. You appear in a spot of your choice within 5 feet of the destination fire, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the fire you entered. You can use this transportation ability once per round for the duration and have immunity to fire damage during transportation. You must end each turn outside a fire. ### CIRCLE OF MIGHT 5 5th-level abjuration Casting Time: 1 minute Range: 20 feet Components: V, S, M (powdered mithral worth at least 10 gp, which the spell consumes) Duration: 1 hour You create a 20-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. For the duration, each friendly creature in the area (including you) has advantage on attack rolls, resistance to one damage type of your choice: acid, cold, fire, lightning or thunder, and can roll a d4 and add the number rolled to any saving throw. ## 6TH LEVEL ### Permanency 6th-level Transmutation Casting Time: 1 min Range: Touch Components: V, S Duration: Permanent This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanent is known to be effective are as follows: * Detect magic * Longstrider * Unseen servant * Comprehend languages * Alter Self * Darkvision * See Invisibility * Tongues * The wizard casts the desired spell and then follows it with the Permanency spell. Each Permanency spell lowers the wizard’s Constitution by 1 point for duration of Permanency spell. The wizard cannot cast these spells upon other creatures. This application of Permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell. In addition to personal use, the Permanency (also with lowering of wizard’s Constitution) spell can be used to make the following object/creature or area-effect spells permanent: * Web * Enlarge/Reduce * Invisibility (Note that any action that break Invisibility will also break Permanency) * Fear * Gust of Wind * Magic Mouth * Stinking cloud * Wall of fire * Wall of force * Tiny Servant (if tiny servant will be destroyed Permanency will end) Additionally, the following spells can be cast upon objects or areas only and rendered permanent (without lowering of caster’s Constitution): * Dancing lights * Alarm * Illusory Script * Fog Cloud * Grease * Snare (only affecting duration of Snare before triggering — after triggering Permanency will end) * Magic Circle * Scrying (only if Scrying is targeting location and not creature) * Teleportation Circle * Programmed Illusion * These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated. The Permanency spell is also used in the fabrication of magical items (see the 4th-level spell Enchant an Item). At the DM’s option, Permanency might become unstable or fail after a long period of at least 1000 years. Unstable effects might operate intermittently or fail altogeth ### RUNE OF POWER 6 6th-level abjuration (ritual) Casting Time: 2 hours Range: Touch Components: V, S, M (incense, gold dust and powdered granite worth at least 400 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a rune either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the rune. If you choose a surface, the rune can cover an area of the surface no larger than 20 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the rune is broken, and the spell ends without being triggered. The rune is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the rune when you cast the spell. For runes inscribed on a surface, the most typical triggers include touching or standing on the rune, removing another object covering the rune, approaching within a certain distance of the rune, or manipulating the object on which the rune is inscribed. For runes inscribed within an object, the most common triggers include opening the object, approaching within a certain distance of the object, or seeing or reading the rune. Once a rune is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect undead or orcs), or alignment. You can also set conditions for creatures that don't trigger the rune, such as those who say a certain password. Most runes duplicate or resemble the effects of certain wizard spells and unless specified, any target must make a save against your spell save DC t determine how and if they are affected. These runes are: **Alhalbrin.** This rune acts as a sunburst spell and any creature or creatures activating it in a 60 foot radius centered on the rune must make a Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by the rune. Undead and oozes have disadvantage on this saving throw. **Dhelearak.** This rune acts as a disintegrate spell on creatures activating it. Unlike the wizard spell of the same name, more than one living creature may be affected by the rune. **Faerindyl.** This rune acts as a flaming sphere spell doing 6d6 fire damage of a failed save, or half as much damage on a successful one. The sphere will move to contact the triggering creature or any triggering creature (if more than one the DM can choose or determine randomly) and can move up to 30 feet in any turn for up to 1 minute. If there are no triggering creatures within 30 feet of the sphere it does not move that turn. **Kharramsyr.** This rune acts as a flesh to stone spell on creatures activating it. Unlike the wizard spell of the same name, more than one living creature may be affected by the rune. Sabras. This rune acts as a circle of death spell doing 8d6 necrotic damage on a failed save, or half as much damage on a successful one on any creature or creatures activating it in a 60 foot radius centered on the rune. **Saerindyl.** This rune acts as a chain lightning spell doing 10d8 lightning damage on a failed save, or half as much damage on a successful one on a creature activating it (if more than one the DM can choose or determine randomly). **Thundaril.** This rune acts as a polymorph spell on creatures activating it for up to one hour. Unlike the wizard spell of the same name, more than one living creature may be affected by the rune. This rune typically transforms affected creatures into snails, slugs, or toads. **Ulthabrin.** This rune acts as a confusion spell on any creature or creatures activating it in a 20 foot radius centered on the rune for 1 minute. Velurndyn. This rune acts as a reverse gravity spell on creatures activating it in a 40-foot radius, 80-foot high cylinder centered on the rune for 1 minute. ### SEARING BRAND 6 6th-level evocation Casting Time: 1 action Range: 80 feet Components: V, S, M (a small metal rod) Duration: Instantaneous You choose a creature you can see within range and mark it with fiery rune. The target must make a Constitution saving throw. On a failed save, a creature takes 8d6 fire damage and is stunned for one minute. A creature stunned by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer stunned. ### FLAME LASH 6 6th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a burning cord that is consumed in the casting) Duration: Concentration, up to 1 minute You create a long, ever-coiling whip of fire that hovers within range. It lasts for the duration. When the whip appears, you make a melee spell attack against a target of your choice within 5 feet of the whip. On a hit, the target must succeed on a Dexterity saving throw or take 4d6 fire damage and be restrained by the whip until the spell ends. A creature that starts its turn restrained by the whip takes 4d6 fire damage. A creature retrained by the whip can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. Until the spell ends, you can use a bonus action on each of your turns to move the whip up to 20 feet to a spot you can see and repeat the attack against the same target or a different one. ## 7TH LEVEL ### Resurgence 7 7th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (gems or art objects that total to a value of 500gp, which the spell consumes) Duration: Instantaneous You return a dead creature you touch to life if it has been dead for no less than 1 minute. If the creature's soul is both willing and at liberty to rejoin the body, the creature painfully returns to life with all its hit points. This spell also neutralizes any poisons and cures diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds and restores any missing body parts. Classes: Wizard, Sorcerer ### Awakening 7th-level Enchantment or Invocation Range:Touch Components:V, S, M Duration:Permanent Casting Time:2 rounds Area of Effect:One item Saving Throw:Special This spell is used to activate a touched magical item bearing mul¬tiple enchantments or exhibiting multiple functions. It is an alterna¬tive to the better-known enchant an item spell, but accomplishes less. To create a magical item with an awakening spell, several other spells must be used first, including eternal flame and usually wondrous web or holy vesting and various dweomerflow castings. Awakening can be used on a magical item that has been created with an enchant an item spell if additional powers are added to the item after its initial creation and enough use of the item has occurred to call upon all of the original powers at least once. When the spell is cast, the item must make a saving throw to determine if the awakening has been successful. The item's base saving throw is the same as the caster's saving throw vs. spell, modified as follows: a -1 penalty per being other than the spell- caster who cast spells on the item during preparation or con¬tributed magics that were put into the item before the awakening attempt, a +1 bonus per meld and crown meld spell existing on the item, and a +1 bonus if both an eternal flame and a Veladar's vambrace, Nulathoe's ninemen, or holy might spell were cast on the item before the awakening attempt. These bonuses are cumu¬lative, but a roll of 1 is always a failure. The failure of an awakening attempt means either the item crumbles to worthless dust or explodes violently. Roll 1d6; a result of 1 or 2 means an explosion occurs similar to a fireball centered on the item that deals 1d6 points of damage per level of the awak¬ening caster and in addition destroys the item utterly. A roll of 4-6 means that the item collapses into dust. A wind will rise from nowhere to carry this dust away, and even if some dust is some¬how retained, it is magically inert and worthless. Success of the awakening attempt means the item is awakened instantly into operation. It functions perfectly, though if the creator has been careless or inattentive in his or her preparations, the item's performance may involve some surprises. A successful awak¬ening may be heralded by a flash of light from the item, but this effect is never a harmful discharge of wild magic or item powers. The material components for this spell are a single wizard spell scroll bearing at least as many spells as the item has functions, a gem of any sort of not less than 2,500 gp value each for each item function, and a living plant that has been altered by magic. Some sages believe an awakening is more likely to succeed (an additional +l bonus to the item's saving throw at the DM's discretion) if a random dweomer-bearing component is also present in the spell¬casting components. ## 8TH LEVEL ### RUNE CHANT 8 *8th-level evocation* Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You cause a rune of power (see above) to form anywhere within range in mid-air without inscribing it on a surface or object. The rune takes immediate effect against a target or area centered on the rune. ### BURNING WIND 8 *8th-level evocation* **Casting Time:** 1 action **Range:** Self (120-foot line) **Components:** V, S, M (a feather that is set alight and consumed in the casting) **Duration:** Concentration, up to 1 minute A line of searing wind 100 feet long and 10 feet wide blasts out from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line takes 6d8 fire damage and must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The wind disperses gas or vapour, and it extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 75 percent chance to extinguish them, while fanning larger fires in the area. The wind has a 50 percent chance every turn to ignite flammable objects in the area that aren't being worn or carried. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line emanates from you. ### RUNE CHANT 8 8th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You cause a rune of power (see above) to form anywhere within range in mid-air without inscribing it on a surface or object. The rune takes immediate effect against a target or area centered on the rune. ## 9TH LEVEL ## EPIC SPELLS ## Work in progress [Spells II](/UTm25sqRR_qo9FIKF2pBIw?edit) [Spells III](/R2noCWeeRZKfsQXOhE0ljQ?both) # Cantrips ## Shifting Shadow Conjuration cantrip Casting Time: 1 action Range: Self Components: S Duration: Instantaneous Too quickly for mortal eyes to perceive, you move no further than the reach of your shadow. Your movement doesn't provoke opportunity attacks for the rest of the turn, and you instantly move to an empty space within 5 feet. # New Spells by Class ## Bard Spells ### Cantrip Flying Blade ### First Level Detect Life Fire Burst Invigorate Scatterspray Snilloc's Snowball Tasso's shriek Wardaway ### Second Level Irithra's Spelltouch Mind Mantle Protection from Missiles Seasight ### Seventh Level Create soundstaff ## Cleric Spells ### First Level Invigorate Repair Undead ### Second Level Examine the Weft Glyph of Revealing Maskstone ### Third Level Spell Shield ### Fourth Level Mantle of Mystra Stars of Mystra ### Fifth Level Spell Phylactery ### Sixth Level Flameproof ### Seventh Level Holy Star ## Paladin Spells ### First Level Invigorate ## Mage Spells ### Cantrip Flying Blade ### First Level Detect Life Detect Metals and Minerals Dunragarr's Steelstone Fire Burst Repair Undead Rune of Power Scatterspray Snilloc's Snowball Storm Imbuement Tasso's shriek Wardaway ### Second Level Disguise Undead Irithra's Spelltouch Lightningrod Maskstone Mind Mantle Poisonstar Portal Well Rockburst Seasight Sunbolt ### Third Level Analyze Portal Cone of Teeth Fiery Fists Gembolt Protection from Missiles Scintillating Sphere Spell Shield Teleport Object ### Fourth Level Dweomerflow Hailcone Stars of Mystra ### Fifth Level Spell Phylactery Wind Carpet ### Sixth Level Flameproof Gate Seal Spellmantle ### Seventh Level Create Shade Create Soundstaff Holy Star Water Form ### Eighth Level Dimensional Lock # Untitled Analyze Portal 3rd-level divination \(ritual\) Casting Time: 1 minute Range: 60 ft Components: V, S, M \(a crystal lens and a small mirror\) Duration: Concentration, up to 1 minute You can tell if an area contains magical portals. If you study an area for 1 round, you know the sizes and locations of any portals in the area. Once you find a portal, you can study it. \(If you find more than one portal, you can only study one at a time\). Each round you study a portal, you discover one property of the portal, making an ability check using your spellcasting ability against a DC 17. If successful, you gain learn one property, in this order. If a given property does not apply to a portal, skip to the next applicable topic. Any key or command word needed to activate the portal. Special circumstances governing the use of the portal. Whether the portal is one-way or two-way. Any unusual properties of the portal. A glimpse of the area to where the portal leads, allowing you to view it for one round \(though other divination spells may not be cast through it\). This spell interacts in different ways with variant types of portals, as follows: Random portals are revealed only as random, and whether it can be activated now. It does not reveal when the portal starts or stops functioning. Variable portals are revealed only as variable. If you study the portal's destination, the spell reveals only the destination to which the portal is currently set. Creature-only portals are revealed as such. If you study the portal's destination, the spell reveals where the portal sends creatures. If it is the type of portal that sends creature one place and their equipment another place, the spell does not reveal where the equipment goes. Malfunctioning portals are revealed as such, without detailing what sort of malfunction it produces. Chromatic Blade 5th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M \(small dagger set with gems in the color of the spectrum, worth at least 100gp\) Duration: Concentration, up to 1 minute You create a shimmering prismatic blade of needle width and magical sharpness. This weapon functions as a sword of sharpness \(including the light-shedding abilities\), with a rapier's basic stats, and uses your spell attack bonus. While this spell is active, you are immune to color spray. If you are the target of a prismatic spray while using this spell, you may elect to sacrifice the chromatic blade, causing it to end in exchange for immunity to the effects of the prismatic spray. The blade can only be destroyed by a dispel magic, disintegrate, or a properly worded limited wish. Cone of Teeth 3rd-level evocation Casting time: 1 action Range: Self \(40-foot cone\) Components: V, M \(a shark’s tooth\) Duration: Instantaneous You shape water into thin blades as sharp as a shark’s teeth and grind your enemies in your watery maw. The water extends in a 40-foot cone, dealing 8d6 slashing damage unless the target succeeds at a Constitution saving throw for half damage. The spell leaves a bit of water on the ground \(and often blood too\), and extinguishes candles and other small flames. When used against fire elementals or other creatures that take damage from water, the spell deals additional damage equal to your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage in- creases by 1d6 for each slot level above 3rd. Create Shade 7th-level transmutation Casting time: 1 action Range: 120 feet Components: V, S Duration: 12 hours You transform one patch of natural ground \(e.g. a beach or park, not city streets or the deck of a ship\) into a shaded area. The patch may be any shape as long as it fits within a 100-foot by 100-foot cube. There is no obvious source of the shade, but the temperature in the area is cool and the light is not otherwise dimmed. Those in the area do not suffer from ill effects of the sun \(whether dehydration, sun-light sensitivity, or effects of excessive heat caused by sun exposure\). Any creature taking a short rest in your shade recovers from one level of exhaustion caused by heat or the sun, while a creature taking a long rest in your shade recovers from all levels of exhaustion that were caused by heat or the sun. At Higher Levels. When you cast this spell using an 8th level spell slot, the duration increases to one week. When you cast this spell using a 9th level spell slot, the duration increases to one month. Create Soundstaff 7th-level transmutation Casting time: 10 minutes Range: Touch Components: V, S, M \(a dark wooden staff with a blue stone at its tip worth 300gp\) Duration: 60 days You fix a staff into the ground, which absorbs ambient noise within 300 feet. This creates an area of tranquility surrounding the staff for up to 60 days. All thunder attacks within 300 feet of the staff are made with disadvantage and saving throws against thunder are made with advantage; all creatures within 300 feet of the staff resist thunder damage. The spell ceases to function if the staff is moved before the 30th day. If the staff is removed after the 30th day, it functions as a limited staff of thunder and lightning, except it can only produce one thunder or thunderclap effect for each full 10 days that it was in place before the staff loses its potency. The staff ceases to have any magic after the 60th day. Detect Life 1st-level divination \(ritual\) Casting Time: 1 action Range: Self Duration: Concentration, up to 10 minutes For the duration, you detect the presence of intelligent, living creatures within 30 feet of you, and such creatures cannot become hidden from you. You can tell if each creature is aware, but not exactly what the life is. It also does not give exact numbers - merely an indication of life and sentience in a general direction relative to the caster. Detect Metals and Minerals 1st-level divination \(ritual\) Casting Time: 1 action Range: Self Components: V, S, M \(a bit of the material sought\) Duration: Concentration, up to 10 minutes For the duration, you can sense the presence and location of a single type of ore or mineral deposit within 30 feet of you. The spell can penetrate most barriers, but it is blocked by 3 feet of wood. Dimensional Lock 8th-level abjuration Casting Time: 1 action Range: 120 ft. Components: V, S Duration: 10 days A target point within range is the center of a 15' radius effect for the duration of the spell. Extradimensional travel within this area is completely barred, preventing passage into other planes \(including the astral and ethereal\), all teleportation magics, phasing, and similar abilities. The dimensional lock does not interfere with the movement of creatures already in ethereal or astral forms, nor does it block extradimensional perception. It also does not prevent summoned creatures from returning to their home planes at the end of a summoning spell, but it does prevent creatures from being summoned from other planes within it. Disguise Undead 2nd level illusion Casting Time: 1 action Range: Touch Components: V, S, M \(cocoon of a death's head moth\) Duration: 1 hour You make one mindless or willing corporeal undead look different, including clothing, armor, weapons, and equipment. You can make it seem one foot shorter or taller, and anywhere between very thin or very fat. You cannot change the creature's body type, however: bipedal creatures retain that form. Otherwise, the extent of the change is entirely up to you. This spell can alter how the creature in question smells, as well, allowing even rotting undead to be disguised by it - although the spell does only work in the moment, so that a putrescent undead disguised by it will fool viewers in the moment, but may leave the stench of death in its wake. The changes wrought by the spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to the undead creature, objects pass through the hat, and anyone who touches it would feel only the creature's true form beneath. To discern that the undead is disguised, a creature can use its action to inspect its appearance and must succeed on an Intelligence \(Investigation\) check against your spell save DC. Dunragarr's Steelstone 1st-level transmutation Casting Time: 1 action Range: Touch Duration: 1 hour You touch an item made of steel or iron, and it transforms into a strange amalgamation of stone and steel with a gout of \(non-damaging\) steam. This can transform items no heavier than 15lbs in weight. This transformation has the following effects: Weapons inflict +1 damage. Armor reduces all damage taken by 1 point \(to a minimum of 1\). Metal barriers and objects inflict disadvantage to attempts to force, damage or destroy them. At Higher Level: For each additional spell level above 1st used to cast this spell, add another 15lbs of weight that may be so transformed. Dweomerflow 4th-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 1 round One of the works of Wyara of Mystra, dweomerflow is a work of meta-magic, creating a field of magic that encompasses another spell and shifts them into or out of a receptacle without permitting the spell to manifest normally. There are two forms of this spell, which the caster chooses to use when the spell is cast. Fill Receptacle: With this version, the spell causes the next spell the target casts to flow from the caster into a prepared receptacle instead of taking its usual effect. Only receptacles innately prepared to accept a spell can be targeted by this effect. These include a focal stone, a magic item into which spells can be stored, or other myriad items, such as crucibles empowered to accept enchantments, certain artifacts, and the like. If the magic item is one that can already accept spells \(such as a ring of spell storing\), the spell level limit of the item becomes equal to the level at which dweomerflow is cast instead of its normal limits. This function can also be used with effects such as glyph of warding; in that case, the subsequent spell cast is imbued into the glyph as a secondary magical effect that is triggered at the same time as its main effect. Charge Transference: With this version, the caster may alter the charges contained by magic items that use them, such as wands. It functions as the Fill Receptacle effect above, but the spell that is cast into the item must be one of the spells that item can cast, and it regains a number of charges equal to the cost of casting that charge for the item. Alternately, it can be used to siphon charges from one item to another, transferring up to one charge per level of spell slot used in casting dweomerflow. Excess charges are wasted, and an item that is reduced to 0 charges has its normal effect. If one or both of these items are in the possession of an unwilling owner, that owner is permitted an Intelligence save to totally negate the effect. At Higher Levels: When this spell is cast using a spell slot of 5th or higher, increase the possible spell levels of the effects noted above. Examine the Weft 2nd-level divination \(ritual\) Casting Time: Swift, or Reaction Range: Self Duration: Instantaneous You immediately peruse a spell as it is being cast \(as a Reaction\), is currently in effect \(if it has no visible effects, you must study it while using detect magic\) or that is in written form before you. You tap into the Weave to discern the pattern of that magic, and then fill your mind with its weft. As long as you are able to prepare a spell of that level, you prepare the studied spell; if necessary, you lose a spell you already have prepared in order to make room for the new one. As long as you retain the prepared spell, you may scribe it or cast it as normal. If the spell is too high in level for you to cast, you take 1d6 radiant damage per spell level above your ability from the attempt to read and incorporate something of spell power too great for you to manage. Gods Granted: Any god that can grant the Arcane Domain. Fiery Fists 3rd-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M \(a lump of coal\) Duration: 1 minute Your hands burst into flames that emit noxious smoke and shed light as torches. While the spell is active, you may use your action to make a melee spell attack against one adjacent creature. Creatures hit by your touch take 4d6 fire damage and must make a Constitution saving throw against your spell- casting DC or be poisoned until the end of your next turn. At Higher Levels. When you cast the spell using a slot of 5th level or higher, you may make two at- tacks when you use your action to make a melee spell attack with your fiery fists. Fire Burst 1st-level transmutation Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Instantaneous You make a non-magical flame \(equivalent to a can- dle, torch or campfire\) erupt in an arrow, firing at a creature within 5 feet before extinguishing itself. You extinguish the target flame and the creature must make a Dexterity saving throw. If your target was a candle, the creature takes 2d4 damage on a failed saving throw. If your target was a torch, the creature takes 2d6 damage on a failed saving throw. If your target was a campfire \(up to a 5-foot cube of flame\), the creature takes 2d8 damage on a failed saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional die of damage for each slot level above 1st. Flameproof 6th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M \(a bit of wax\) Duration: Concentration, up to 1 hour You touch a creature or item and imbue them with the strength to withstand any flame. The target is immune to fire damage and is not affected by any deleterious effects caused by fire, heat, or the sun. Flying Blade Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M \(a dagger\) Duration: 1 minute You toss a dagger into the air and it is borne aloft by the winds. For the duration of the spell, the dagger hovers and you may use your action to make a ranged weapon attack with the dagger against a target creature or object within 60 feet of you. When you do so, you may use your spellcasting ability in place of your Strength or Dexterity for the attack and damage roll. As you increase in level, this spell can animate additional daggers, and make attacks with them simultaneously. It can animate two daggers at 5th level, three at 11th level, and 4 at 17th level. Gate Seal 6th-level abjuration \(ritual\) Casting Time: 1 action Range: 30 ft. Components: V, S, M \(a silver bar with 50gp\) Duration: Permanent You permanently seal a gate or portal you designate within range as part of the casting. This prevents any activation of the gate or portal, although the gate seal remains as a magical effect around the gate or portal, and is subject to effects such as dispel magic. A knock does not function on a gate seal, though a chime of opening does. Gembolt 3rd-level evocation Casting Time: 1 action Range: 200 feet Duration: Instantaneous Holding aloft a gemstone, you map tap into the power locked within it, causing it to streak forth in the form of a bolt of energy that shimmers with the same hue as the stone itself, striking a single target in range. This inflicts six dice worth of damage, with the specific die type being based on the quality of the gem: ornamental gems inflict d4s of damage, semiprecious inflict d6s of damage, and precious stones inflict d8s. This does not consume the gemstone, although you may choose to do so in the casting. In such case, the damage is d6s for ornamental stones, d8s for semiprecious and d10s for precious. All that remains of the stone after the casting is simple, inert grey dust of half the volume of the original stone. At Higher Level: For each level of spell above 3rd used to cast this spell, increase the damage by one additional die. Material Component: A gemstone of ornamental, semiprecious or precious quality. This does not usually consume the stone, but you may choose to have the casting of the spell do so in order to inflict additional damage. Glyph of Revealing 2nd-level evocation \(ritual\) Casting Time: 1 action Range: Touch Duration: 1 hour You write a glyph upon any surface that will retain the ink necessary to cast the spell, even for just a few seconds. When it is complete, the glyph glows for a moment and then sends out a wave of white light 120' in every direction and then vanishes. When the wave of light touches anything magical, it begins to glow with a white radiance the same brightness as faerie fire. The outlines of magically hidden inscriptions or magical writing of any kind is immediately revealed. This allows them to be read without triggering their effects. Material Components: An ink made of the juiced of crushed eyebright, white chalk and crushed quartz. Gods Granted: Any god that can grant the Knowledge or Logos Domains. Hailcone 4th-level evocation Casting Time: 1 action Range: x Components: V, S, M \(pinch of dust and a few drops of water\) Duration: x The spellcaster causes large hailstones \(2 inches across and greater\) to rain down in an cylindrical area 30 feet across and 30 feet high. As the magically conductive hailstones fall, they spark with lighting that leaps from stone to stone in a torrent, filling the area with a web of blue-white burning threads and the smell of ozone. Creatures in the area of effect take 6d6 points of lightning and bludgeoning damage and are knocked prone. A Strength save prevents being knocked prone, and reduces the damage to half. At Higher Levels: When this spell is cast using a spell slot of 5th level or higher, add 1d6 damage to the damage for each spell slot above 4th. Holy Star 7th-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create a gleaming magical construct about the size of a dinner plate in the shape of a star. It stays near your shoulder, providing light out to 20', and dim light for a further 20'. This star has the following three functions, and you can designate which function to activate as a free action on your turn. Protection. You gain a +3 AC bonus from the holy star, which swerves to intercept attacks against you. Starbolt. As an action, you may cause the holy star to fire a bolt of searing white-blue stellar fire at a target within 90 feet. This attack uses your spell attack bonus, and inflicts 8d6 radiant and lightning damage \(creatures must be resistant or immune to both to apply such defenses\). Spell Reflection. As a reaction, you can cause the holy star to reflect back a spell directed at you or that includes you in its area of effect. The holy star may reflect up to six levels worth of spells; as a spell is reflected, the level of that spell is subtracted from the remaining levels worth of spell turning available. When a spell is reflected, its target is simply moved to the originator of the spell - all other effects are as though the original caster were still its caster. If there are not enough levels left to reflect a spell, they may still be expended to instead counter it, as though by a counterspell cast at a level equal to the number of spell levels available. If the last spell level of a holy star's spell reflection is used, the spell ends early. Gods Granted: Mystra, Azuth Invigorate 1st-level evocation Casting Time: 1 action Range: Touch Duration: Instantaneous You touch the target of the spell, refreshing it and undoing the effects of weariness. The creature's Exhaustion Level drops by one. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, it reduces Exhaustion Level by another step for each level above 1st. Irithra's Spelltouch 2nd-level enchantment Casting Time: 10 minutes Range: Touch Duration: 1 hour, or until discharged You cast this spell on a non-living item. Another spell is then cast "into" that item on the subsequent round - you do not have to be the caster of the second. This second spell is then "stored" in the item, awaiting touch by a trigger creature. You determine the trigger creature when you create this spell: it can be race and/or sex, or by "type" \(undead, etc\). When the trigger creature touches the item, the stored spell is unleashed, taking immediate effect as though cast by the one who cast that spell into the item. This second spell cannot be directed \(i.e., it must work without choosing a specific target\), and the item is ground zero for any spell effect. Neither you nor the caster of the second spell can trigger the stored spell, even if you meet the requirements for the trigger. Someone may throw the item to strike a target, making a normal Dexterity attack roll to do so. If the item hits a creature that is its trigger, the magic is unleashed. The spelltouch item radiates magic faintly, and identifying magics never reveal more than the fact that this item has "a single to-be-triggered magic stored by another, underlying enchantment". If the spelltouched item is shattered or more than half of it is broken away, the stored spell is lost, silently and harmlessly dissipating. This also occurs if the spelltouched item comes within the area of effect of a dispel magic effect, or within 10 feet of any other spelltouched item. Higher Levels: For each spell level beyond 2nd level this spell is cast at, double the duration \(so 2 hours at 3rd level, 4 hours at 4th, etc\). Material Components: The material components of this spell are a pinch of powdered gemstone \(requiring 10gp worth of powdered gemstone per level of the second spell to be stored\) and a pinch of the ash left by any fire created or augmented by a spell, combined with a drop of water and touched to the item during the casting. Liquid Earth 4th-level transmutation Casting Time: 1 action Range: Self Components: V, M \(a bent tube of nickel costing 100gp\) Duration: Concentration, up to 10 minutes You can burrow through nonmagical, unworked earth and stone at your normal speed. While burrow- ing, you cannot be tracked except by magical means nor can any creatures follow you; you do not disturb the sand or earth that you burrow through. If you have not ceased to burrow when the spell ends, you are forcibly ejected to nearest inhabitable space and take 5d4 damage. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature that you can touch per spell slot level above 4th. Lightning Rod 2nd-level transmutation \(ritual\) Casting Time: 1 action Range: Touch Components: V, S, M \(braided copper wire\) Duration: Until discharged, or 1 day This spell forces magical lightning to a specific spot imbued with this spell. When cast, the wizard touches the material component to the target object, which cannot be animate, living, or magical, nor can it weight more than 100 pounds. When any part of a ranged magical attack of 3rd level or lower that inflicts lightning damage passes within 150 feet of the item thus imbued, the attack is diverted away and pulled into the item imbued with lightning rod. If someone is in contact with the item affected by lightning rod, that person receives the full damage of the attack; if the attack normally permits a Dexterity saving throw, it instead becomes a Constitution saving throw that is made at disadvantage. Though nominally a defensive spell used to ground out lightning attacks by an enemy, Rogaster was also fond of using this spell offensively, imbuing an enemy's breastplate or weapon. At Higher Levels: When this spell is cast using a spell slot of 3rd level or higher, increase the level of the spell the lightning rod may coopt by two levels for each spell slot level above the 2nd. Thus, a 3rd level spell slot may ground out up to a 5th level spell, a 4th level spell slot may ground out up to a 7th level spell, and a 5th level spell slot may ground out up to a 9th level spell. ### Mantle of Mystra 4th-level abjuration Casting Time: 10 minutes Range: Self Duration: 1 year, or until discharged The spell creative an invisible protective aura around you. Choose any spell that you have cast, felt the effects of or observed cast, or a spell that you know the specific name of, of any level equal to or lower than the spell slot level used to cast this spell. The first time you are struck by this spell, the mantle of Mystra absorbs it perfectly, negating its effects and then rechannels it into an immediate casting of another spell that you know how to cast and sends that spell back at the original caster. The spell that is sent against the target must be equal to or lower in level than the one it absorbed. Both of these spell selections must be made when the mantle of Mystra is cast. Higher Level: This spell may be cast at higher levels in order to absorb and reflect spells of higher than 4th level. Gods Granted: Mystra, Azuth ### Maskstone 2nd-level illusion \(ritual\) Casting Time: 1 action Range: Touch Duration: 1 year You weave a complicated illusion over a stone surface. The illusion is simply that of any kind of solid, unbroken stone surface, hiding any seams, carvings or even openings. The stone created by the illusion blends perfectly with the surrounding stone in appearance. Anyone with reason to doubt the veracity of the illusion may make a Wisdom save to pierce it \(dwarves, gnomes and other subterranean denizens gain advantage on this save\). The illusion is visual-only, and touching it can reveal any details concealed by the spell that could be sensed by touch, also granting advantage on the save. At Higher Level: Casting this spell at higher spell levels increases the duration to 5 years at 3rd level, a decade at 4th, twenty years at 5th and a full century at 6th. Each spell level after that adds an additional century to the duration. Gods Granted: Any god in the dwarven or gnomish pantheons. ### Mind Mantle 2nd-level abjuration Casting Time: 1 action Range: Touch Duration: 1 hour You create a cloaking web of random mental impulses that screens the mind of the one protected by the spell. All mind-reading and influencing spells of 4th level or less are useless against the one thus protected, as are magic items or other powers that mimic those effects. The caster may end it by silent act of will. Higher Levels: For every level above 2nd this spell is cast at, it lasts one additional hour.