TEXT: /
  The (In)Complete Tome of Spells
  The (In)Complete Tome of Spells
  A collection of over 260 spells converted from 2nd Edition to 5th. 
  (Printer-Friendly Version)
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  You Open The Tome And See...
  You Open The Tome And See...
  T
  hat quite a number of pages have been chewed
  up, leaving the spells that had been written
  upon them unintelligible. Only what you will
  find within remains intact and ready for your
  perusal...
  Hello, and welcome to the third iteration of
  The (In)Complete Tome of Spells. It used to
  be called The (Not Really) Complete Tome of Spells, but
  that doesn't fit on the cover, now that I made it all fancy..
  This collection of spells has been converted from The
  Wizard's Spell Compendium Volumes I-1V and the Priest's
  Spell Compendium Volumes I-III, all of which were
  published by TSR, Inc., in 1996-2000. These spells contained
  every (or nearly every) spell that had been published by TSR,
  Inc., at the time. I also converted spells from The Complete
  Net Spellbook and Prayerbook (available here), last
  updated in 2002. These spells were collected from,
  presumably, USENET and other forums of the time. All of
  them were written for AD&D First and Second Edition.
  I only converted a fraction of the spells within those
  sources--there were literally thousands of spells in them--but
  the spells I picked are, I think, among the more interesting,
  useful, and unique among them; they are the spells that I felt
  would be the best able to fill in the gaps that exist among the
  current 5e spell lists. There are spells here for all spellcasting
  classes, including the Alchemist, as well as new Dunamancy
  spells for Chronurgists.
  I don't claim to own these spells. All of them were written
  by scores of other people, both professionals and hobbyists. I
  merely adapted them to Fifth Edition so they wouldn't be lost
  to history.
  I'd very much like to thank those people on r/dndnext who
  helped be out by beta-reading this document and providing
  me with important notes on balance and corrections for other
  mistakes. Any typos, grammar-os, or other mistakes are mine
  alone. Special thanks to Anqied, ArchonMoros,
  AuxWasTaken, Lotso2004, LT_Corsair, and
  Shocked_Anguilliform, and to my real-life gaming group for
  being generally awesome.
  As always, send direct questions, comments, and cute cat
  pictures to u/faolyn on Reddit or faolyn@gmail.com.
  And enjoy!
  (oh, and I did the cover art on the regular version as well)
  List of Spells by Class
  List of Spells by Class
  Note: Spells marked with (rit.) are ritual spells, and those
  marked with (chr.) are dunamancy/chronurgy spells.
  Artificer, Bard, & Cleric
  Artificer, Bard, & Cleric
  Druid & Paladin
  Druid & Paladin
  Ranger, Sorcerer, & Warlock
  Ranger, Sorcerer, & Warlock
  Wizard
  Wizard
  Spells in Alphabetical
  Spells in Alphabetical
  Order
  Order
  A • 
   • B • 
   • C • 
   • D • 
   • E • 
   • F • 
   • G
  H • 
   • I • 
   • K • 
   • L • 
   • M
  N & O
  N & O • 
   • P • 
   • R • 
   • S • 
   • T
  U • 
   • V • 
   • W • 
   • Y
  List of Spells by School
  List of Spells by School
  2
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Spells by Class
  Spells by Class
   
   
  Artificer Spells
  Artificer Spells
  0th Level
  Scatterspray
  1st Level
  Adhesion
  Bladeleap
  Chameleon
  Coalstone
  Color (rit.)
  Control Smoke and Vapor
  (rit.)
  Copy
  Detect Metals and Minerals
  Erase
  Float/Sink
  Preserve from Decay
  Sigil
  2nd Level
  Analyze Device (rit.)
  Candletrick (rit.)
  Cook (rit)
  Detect Curse
  Drawmij's Tool Box
  Frisky Chest
  Glitterdust
  Impart Knowledge (rit.)
  Invisible Object
  Mystic Rope
  3rd Level
  Analyze Dweomer
  Bigby's Useful Hand
  Bladebend
  Bone Shape
  Cloak of Warding
  Diary (rit.)
  Forcelash
  Glassee
  Mass Jump
  Metal to Rust
  Probing Arm
  Repair Item
  Transmute Pebble
  Transmute Water to Dust
  Warp
  Wood Shape
  4th Level
  Bigby's Force Sculpture
  Glass Shape
  Magic Eye (rit.)
  Metal Shape
  Moon Rune
  Motion
  5th Level
  Barrier Reaver
  Consume Knowledge
  Distort Life
  Fantastic Machine
  Graft
  Ironguard
  Sands of Time
  Sculpt Features
  Shandaril's Tracer
  Unburn
   
  Bard Spells
  Bard Spells
  0th Level
  Daydream
  Gemidan's Paralytic Missile
  Glamer
  Mimicry
  Narin's Mask
  Nybor's Admonishment
  Scatterspray
  1st Level
  Adhesion
  Banish Dazzle
  Beneficence
  Bladeleap
  Copy
  Crier's Boon (rit.)
  Curse of Tongues
  Drawmij's Light Step (rit.)
  Erase
  Katrine's Total Tent
  Last Image
  Magic Motes
  Patternweave (rit.)
  Sound Bubble
  Thump
  2nd Level
  Candletrick (rit.)
  Castigate
  Comfort
  Cook (rit.)
  Dancing Shadows
  Dark Fire (rit.)
  Detect Curse
  Detect the Living
  Fool's Speech
  Ghost Pipes (rit.)
  Glitterdust
  Impart Knowledge (rit.)
  Intensify Sensation
  Invisible Object
  Moon Shield
  Mystic Rope
  Stormvoice
  3rd Level
  Bewilder
  Call Society (rit.)
  Diary (rit.)
  Dream Sight
  Flock of Birds
  Grasping Hands of Horror
  Grimly's Elasticity
  Isolde's Answer
  Power Word Attention
  See Through Other Eyes
  Shadow Play
  Spectral Force
  Talon's Skitmaster
  4th Level
  Beckoning Mirage
  Emotion
  Magic Eye
  Mirage
  Moon Rune
  Mystic Bolt
  Oath
  Read Object
  Scapegoat
  Teleport Tracer
  Unluck
  Vander's Librarian
  Warp Sense
  5th Level
  Code of Secrecy
  Consume Knowledge
  Moonfire
  Neverending Nightmares
  Shandaril's Tracer
  6th Level
  Communicate
  Power Word Silence
  7th Level
  Decent into Madness
  Mass Phantasmal Force
  Power Word Sleep
  8th Level
  Airboat
  Feeblebody
  Power Word Blind
  Power Word Vaporize
  9th Level
  Mindkiller
   
  Cleric Spells
  Cleric Spells
  0th Level
  Bleeding Touch
  Daydream
  Glamer
  Nybor's Admonishment
  1st Level
  Banish Dazzle (rit.)
  Beneficence
  Coalstone
  Control Smoke and Vapor
  (rit.)
  Copy
  Crier's Boon
  Curse of Tongues
  Detect Metals and Minerals
  Erase
  Float/Sink
  Last Image
  Patternweave
  Preserve from Decay
  Sacred Guardian
  Thump
  2nd Level
  Animate Dead Beasts
  Animate Warrior
  Body Blades
  Bone Blade
  Burrow
  Caldur's Starry Sky (rit.)
  Candletrick
  Castigate
  Cloudburst
  Comfort
  Detect Curse
  Hibernation
  Hold Animal
  Hold Wave
  Impart Knowledge
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Level 2 (cont.)
  Intensify Sensation
  Moon Shield
  Petition
  Stormvoice
  Strength of the Avenger
  3rd Level
  Bladebend
  Bone Shape
  Call Society (rit.)
  Cloak of Warding
  Detect the Living
  Diary (rit.)
  Dream Sight
  Exaltation
  Grasping Hands of Horror
  Spiritwatch
  Warp
  Wood Shape
  4th Level
  Cloudscape
  Dimensional Anchor
  Emotion
  Eyes of the Sun
  Glass Shape
  Hasten Growth
  Hovering Skull
  Infected Wounds
  Metal Shape
  Mirage
  Moon Rune
  Mystic Bolt
  Oath
  Putrefaction
  Read Object
  Remorse
  Unluck
  Vander's Librarian
  Warp Sense
  5th Level
  Blessed Abundance
  Bloodgloat
  Code of Secrecy
  Consume Knowledge
  Create Air
  Force Shapechange
  Godrage
  Rain of Terror
  Sands of Time
  Storm Cone
  Wall of Bones
  6th Level
  Animate Dead Monster
  Call Spirit
  Communicate
  Create Spring
  Darklight's Planar Weapon
  Holy Crown
  Stormrage
  Unliving Identiy
  7th Level
  Create Shade
  Decent into Madness
  Hovering Road
  Revenance
  Sunstone
  8th Level
  Airboat
  Illumination
  Land of Stability
  Planar Link
  Soul Anchor
  9th Level
  Earthwrack
  Heart of Stone
  Holy Presence
  Mindkiller
  Revelation
   
  Druid Spells
  Druid Spells
  0th Level
  Bear Hug
  Flying Quills
  Mimicry
  1st Level
  Banish Dazzle (rit.)
  Beastmask
  Beneficence
  Chameleon
  Cloud Stairway (rit.)
  Coalstone
  Control Smoke and Vapor
  (rit.)
  Detect Metals and Minerals
  Float/Sink
  Frost Fingers
  Preserve from Decay (rit.)
  Weapon of the Earth
  2nd Level
  Animal Animosity
  Animal Call
  Body Blades
  Burrow
  Caldur's Starry Sky
  Cloudburst
  Comfort
  Dark Fire (rit.)
  Detect Curse
  Garinthrall's Hideous Leech
  Hailstones
  Hibernation
  Hold Animal
  Hold Wave
  Impart Knowledge
  Moon Shield
  Scalding Spout
  Scent Mask
  Sharptooth
  Stormvoice
  Thunderball
  3rd Level
  Ball Lightning
  Bolt of Stone
  Bone Shape
  Call Society
  Detect the Living
  Flock of Birds
  Ice Blade
  Manyjaws
  Mass Jump
  Metal to Rust
  Transmute Pebbles
  Transmute Water to Dust
  (rit.)
  Warp
  Wood Shape
  4th Level
  Beckoning Mirage
  Cloudscape
  Earthmaw
  Eyes of the Sun
  Hasten Growth
  Moon Rune
  Putrefaction
  Stonefall
  Tentacles
  5th Level
  Airball
  Basilisk Glare
  Create Air
  Deep Delve
  Distort Life
  Force Shapechange
  Moonfire
  Storm Cone
  Unburn
  Vanquil's Drifting Blizzard
  Weather Stasis
  6th Level
  Create Spring
  Darklight's Planar Weapon
  Ivy Siege
  Stormrage
  Thornwrack
  Treeform
  7th Level
  Eliminate Element
  Orko's Elemental Triad
  Sunstone
  Unwilling Treeform
  8th Level
  Airboat
  Changestaff
  Feeblebody
  Land of Stability
  Planar Link
  Uncontrolled Weather
  9th Level
  Comet Strike
   
  Paladin Spells
  Paladin Spells
  1st Level
  Beneficence
  Thump
  2nd Level
  Body Blades
  Bone Blade
  Castigate
  Moon Shield
  Scent of Vengeance
  Stormvoice
  Strength of the Avenger
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  3rd Level
  Call Society
  Detect the Living
  Exaltation
  4th Level
  Oath
  Remorse
  Warp Sense
  5th Level
  Blessed Abundance
  Bloodgloat
  Force Shapechange
  Godrage
   
  Ranger Spells
  Ranger Spells
  1st Level
  Banish Dazzle
  Beastmask (rit.)
  Chameleon
  Cloud Stairway
  Coalstone
  Drawmij's Light Step (rit.)
  Trailfinder
  2nd Level
  Animal Call
  Boneblade
  Candletrick
  Comfort
  Cook
  Dark Fire
  Hold Animal
  Moon Shield
  Scent Mask
  Scent of Vengeance
  Sharptooth
  3rd Level
  Call Society
  Detect the Living
  Mass Jump
  4th Level
  Warp Sense
  5th Level
  Force Shapechange
  Sorcerer Spells
  Sorcerer Spells
  0th Level
  Gemidan's Paralytic Missile
  Glamer
  Mimicry
  Nybor's Admonishment
  Scatterspray
  1st Level
  Bladeleap
  Cloud Stairway
  Control Smoke and Vapor
  (rit.)
  Crier's Boon
  Frost Fingers
  Magic Motes
  Patternweave
  2nd Level
  Alpha's Heat Lightning
  Body Blades
  Cloudburst
  Cook
  Dancing Shadows
  Detect Curse
  Glitterdust
  Hailstones
  Intensify Sensation
  Invisible Object
  Mirror Damage
  Mystic Rope
  Scalding Spout
  Stormvoice
  Thunderball
  3rd Level
  Alpha's Chill of the Void
  Alpha's Comet
  Alpha's Ice Bolt
  Bewilder
  Cloak of Warding
  Forceball
  Forcelash
  Grimly's Elasticity
  Lance of Disruption
  Mass Jump
  Metal to Rust
  Nystul's Radiant Baton
  Power Word Attention
  Random Causality
  See Through Other Eyes
  Shadow Play
  Spectral Force
  Venom Bolt
  Wall of Gloom
  Warp
  4th Level
  Alpha's Blue Blaze
  Azura's Soul Whip
  Disfigure
  Emotion
  Hellish Hail
  Mystic Bolt
  Read Object
  Shadowstrike
  Teleport Tracer
  Unluck
  Warp Sense
  5th Level
  Acid Rain
  Airball
  Alpha's Aurora Borealis
  Barrier Reaver
  Deep Delve
  Drive Insensate
  Lifesteal
  Moonfire
  Storm Cone
  Throbbing Bones
  Unburn
  Vanquil's Drifting Blizzard
  6th Level
  Darklight's Planar Weapon
  Fellblade
  Fireblast
  Power Word Silence
  Stormrage
  7th Level
  Crystalbrittle
  Dheryth's Energy Net
  Eliminate Element
  Mass Phantasmal Force
  Orko's Elemental Triad
  Power Word Sleep
  Sunstone
  8th Level
  Airboat
  Deathshroud
  Planar Link
  Power Word Blind
  Power Word Vaporize
  Uncontrolled Weather
  Year Stealing
  9th Level
  Absorption
  Comet Strike
  Mindkiller
  Warlock Spells
  Warlock Spells
  0th Level
  Bleeding Touch
  Glamer
  Mimicry
  Nybor's Admonishment
  1st Level
  Beneficence
  Bladeleap
  Cloud Stairway (rit.)
  Crier's Boon (rit.)
  2nd Level
  Animate Dead Beasts
  Animate Warrior
  Bloodburn
  Bone Blade
  Burrow
  Dancing Shadows
  Detect Curse
  Garinthrall's Hideous Leech
  Hailstones
  Intensity Sensation
  Invisible Object
  Petition
  3rd Level
  Bladebend
  Forcelash
  Grasping Hands of Horror
  Grimly's Elasticity
  Isolde's Answer
  Manyjaws
  Power Word Attention
  Shadow Play
  Spectral Force
  Venom Bolt
  Wall of Gloom
  Warp
  5
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  4th Level
  Azura's Soul Whip
  Disfigure
  Emotion
  Hovering Skull
  Infected Wounds
  Magic Eye (rit.)
  Mirage
  Moon Rune
  Putrefaction
  Read Object
  Scapegoat
  Shadowstrike
  Steal Skill
  Tentacles
  Unluck
  Warp Sense
  5th Level
  Basilisk Glare
  Bloodgloat
  Code of Secrecy
  Consume Knowledge
  Distort Life
  Lifesteal
  Neverending Nightmares
  Rain of Terror
  Throbbing Bones
  Unburn
  Wall of Bones
  6th Level
  Animate Dead Monster
  Call Spirit
  Crawling Darkness
  Darklight's Planar Weapon
  Fellblade
  Power Word Silence
  Soul Safe
  7th Level
  Descent into Madness
  Eliminate Element
  Power Word Sleep
  8th Level
  Deathshroud
  Feeblebody
  Mass Flesh to Stone
  Planar Link
  Power Word Blind
  Power Word Vaporize
  Year Stealing
  9th Level
  Mindkiller
  Wizard Spells
  Wizard Spells
  0th Level
  Bleeding Touch
  Daydream
  Gemidan's Paralytic Missile
  Glamer
  Mimicry
  Narin's Mask
  Nybor's Admonishment
  Scatterspray
  1st Level
  Adhesion
  Banish Dazzle (rit.)
  Bladeleap
  Chameleon
  Cloud Stairway (rit.)
  Coalstone
  Color (rit.)
  Control Smoke and Vapor
  (rit.)
  Copy
  Crier's Boon
  Curse of Tongues
  Detect Metals and Minerals
  Drawmij's Light Step (rit.)
  Erase
  Float/Sink
  Frost Fingers
  Katrine's Total Tent
  Last Image (rit.)
  Magic Motes
  Patternweave (rit.)
  Pilpin's Prompt (rit.)
  Preserve from Decay (rit.)
  Sigil
  Sound Bubble
  Thump
  2nd Level
  Animate Dead Beasts
  Animate Warrior
  Bloodburn
  Body Blades
  Caldur's Starry Sky (rit.)
  Candletrick (rit.)
  Cloudburst
  Comfort
  Cook (rit.)
  Dancing Shadows
  Dardan's Dryness
  Dark Fire (rit.)
  Detect Curse
  Drawmij's Steed
  Drawmij's Tool Box
  Frisky Chest
  Garinthrall's Hideous Leech
  Glitterdust
  Hailstones
  Hibernation
  Hold Animal
  Impart Knowledge (rit.)
  Intensify Sensation
  Invisible Object
  Mirror Damage
  Mystic Rope
  Petition
  Sanh's Ray of Light
  Scalding Spout
  Sharptooth
  Stormvoice
  Thunderball
  3rd Level
  Analyze Dweomer
  Ball Lightning
  Bewilder
  Bigby's Useful Hand
  Bladebend
  Bolt of Stone
  Bone Shape
  Call Society (rit.)
  Cloak of Warding
  Diary (rit.)
  Dream Sight
  Forceball
  Forcelash
  Glassee
  Grasping Hands of Horror
  Grimly's Elasticity
  Isolde's Answer
  Lance of Disruption
  Manyjaws
  Mass Jump
  Metal to Rust
  Nystul's Radiant Baton
  Power Word Attention
  See Through Other Eyes
  Shadow Play
  Spectral Force
  Spiritwatch
  Time Snare (chr.)
  Transmute Pebble
  Transmute Water to Dust
  (rit.)
  Venom Bolt
  Wall of Gloom
  Warp
  4th Level
  Azura's Soul Whip
  Beckoning Mirage
  Bigby's Force Sculpture
  Create Darkenbeast
  Dimensional Anchor
  Disfigure
  Emotion
  Glass Shape
  Hasten Growth
  Hellish Hail
  Hovering Skull
  Infected Wounds
  Lightning Shield
  Magic Eye
  Metal Shape
  Mirage
  Moon Rune
  Motion
  Mystic Bolt
  Otiluke's Steaming Sphere
  Putrefaction
  Read Object
  Scapegoat
  Shadowstrike
  Steal Skill
  Stonefall
  Teleport Tracer
  Tenser's Flaming Blade
  Tenser's Master of Arms
  Tentacles
  Unluck
  Vander's Librarian
  Warp Sense
  Wood Shape
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  5th Level
  Acid Rain
  Airball
  Barrier Reaver
  Basilisk Glare
  Code of Secrecy
  Consume Knowledge
  Create Air
  Deep Delve
  Distort Life
  Drive Insensate
  Force Shapechange
  Graft
  Ironguard
  Kaldane's Insomnia
  Lifesteal
  Neverending Nightmares
  Rain of Terror
  Sands of Time
  Sculpt Features
  Shandaril's Tracer
  Temporal Wall (chr.)
  Throbbing Bones
  Unburn
  Vanquil's Drifting Blizzard
  Wall of Bones
  Weather Stasis
  6th Level
  Animate Dead Monster
  Call Spirit
  Communicate
  Create Room
  Darklight's Planar Weapon
  Fellblade
  Fireblast
  Paradox (chr.)
  Power Word Silence
  Soul Safe
  There/Not There (chr.)
  Timed Stasis (chr.)
  Unliving Identity
  7th Level
  Create Shade
  Crystalbrittle
  Descent into Madness
  Dheryth's Energy Net
  Eliminate Element
  Fog of Nightmares
  Hovering Road
  Lestat's Legion
  Mass Phantasmal Force
  Orko's Elemental Triad
  Power Word Sleep
  Revenance
  Soul Shift
  Sunstone
  Temporal Eye (chr.)
  8th Level
  Airboat
  Bone to Dust
  Curse of Lycanthropy
  Deathshroud
  Feeblebody
  Gunther's Kaleidoscopic
  Strike
  Lifeblend
  Mass Flesh to Stone
  Planar Link
  Power Word Blind
  Power Word Vaporize
  Skip Day (chr.)
  Soul Anchor
  Uncontrolled Weather
  Year Stealing
  9th Level
  Absorption
  Comet Strike
  Earthwrack
  Estate Transference
  Heart of Stone
  Mindkiller
  7
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Absorption
  Absorption
  9th-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an amulet worth at least 1,000 gp)
  Duration: 1 minute
  Classes: Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  This spell surrounds you with pulsating, sparkling, glow. For
  the duration, if you are targeted by a spell of 6th level or
  lower that has a duration of Instantaneous, you may use your
  reaction to add your spellcasting ability modifier to your
  saving throw (if the spell requires one) or to your AC (if the
  spell requires an attack roll). As part of the same reaction, you
  may absorb that spell's energy.
  Until the absorption spell has ended, you may then use
  your bonus action to either immediately cast the absorbed
  spell yourself at its lowest level, without spending a spell slot,
  or to transform the spell into a spell slot of a level equal to the
  spell's lowest level. For example, if you are caught in a fireball
  cast with a 5th-level spell slot, you may choose to be able to
  cast the fireball as if with a 3rd-level slot, or gain a 3rd-level
  slot to use.
  You may absorb multiple spells during absorption's
  duration. When the spell ends, the absorbed spells are lost,
  but you may keep any transformed spell slots. These slots last
  until you use them or you complete a long rest.
  Acid Rain
  Acid Rain
  5th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of acid)
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  An intense downpour of gelatinous, corrosive droplets
  appears in a 20-foot-radius, 40-foot high cylinder centered on
  a point within range, raining down on all below. Each
  creature in the cylinder when it appears and that ends its
  turn there must make a Dexterity saving throw, taking 6d6
  acid damage on a failed save or half as much damage on a
  successful one.
  In addition, if a creature takes 15 or more acid damage
  from this spell, then any nonmagical armor the creature is
  wearing takes a permanent and cumulative -1 to the AC it
  offers. Armor reduced to an AC of 10 or a shield that drops to
  a +0 bonus is destroyed. A mending spell can be used to
  restore these items to full functionality, at the rate of one
  casting of mending per -1 penalty.
  Adhesion
  Adhesion
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pinch of powdered horse hoof)
  Duration: 1 hour
  Classes: Artificer, Bard, Wizard
  Source: Wizard's Spell Compendium
  You touch two solid, inanimate objects and cause them to
  stick to each other. The two objects can be separated only
  through brute force, requiring a successful Strength
  (Athletics) check against your spell save DC. If the two items
  are wrested apart before the spell ends, then they will re-
  adhere if brought into contact with each other again.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the duration increases by one hour
  for each slot level above 1st. In addition, when you use a 4th
  level or higher spell slot, the Strength check is made with
  disadvantage.
  Airball
  Airball
  5th-level evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Druid, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  A streak of stormy-blue air flashes from your outstretched
  finger to a point you choose within range and then bursts into
  a powerful blast of air that continues to roar for the duration.
  All creatures within a 10-foot-radius sphere centered on that
  point must make a Strength saving throw. On a failure, the
  creature takes 6d6 bludgeoning damage and is pushed 20
  feet away from the center of the sphere. If it fails the saving
  throw by 5 or more, it is also knocked prone.
  For the duration, the area is difficult terrain. The roaring
  winds and stirred-up dust and water droplets also cause the
  area to be lightly obscured. A creature that ends its turn in
  that area must succeed on a Strength saving throw. The
  creature takes 3d6 bludgeoning damage and is pushed 15
  feet away from the center of the sphere on a failed save, or
  half as much damage and isn't pushed away on a successful
  one. The roaring winds disperse gases or vapors, and
  extinguishes nonmagical flames in the area.
  At Higher levels. When you cast this spell with spell slot of
  6th level or higher, the damage for both the initial and
  secondary damage increases by 1d6 for each slot level above
  5th.
  8
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Airboat
  Airboat
  8th-level conjuration
  Casting Time: 1 action
  Range: Special
  Components: V, S
  Duration: 24 hours
  Classes: Bard, Cleric, Druid, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You must be outdoors to cast this spell, and the sky must be
  at least lightly cloudy. You point to a cloud, which immediately
  descends towards you. The cloud has the attributes of a
  sailing ship (Armor Class 15, 300 hit points, damage
  threshold 15, can carry 100 tons of cargo and 20 passengers)
  and looks like a cloudy version of whatever type of ship you
  like. You control the airboat with mental commands (no
  action required by you) and you do not need any other crew.
  It has a flying speed of 90 feet (60 feet while sailing into
  the wind, and 120 feet while sailing with the wind), and a
  travel pace of 10 miles per hour 240 miles per day). On your
  turn, you can use your action to cause the airboat to rise or
  sink up to 50 feet or to make a 90-degree turn. The airboat
  doesn't come with any weapons, although you may install
  some.
  You will recieve a mental ping ten minutes before the spell
  ends, allowing you to lower it to ground level. You can cast
  this spell again while it is active to maintain the airboat's
  existence for another 24 hours.
  You may also cast this on the fog created by a cloudkill, fog
  cloud, stinking cloud, or similar spell or magical effect,
  instead of on a cloud in the sky. You must still be outdoors to
  do so, however, and you don't gain any of the spell's or effect's
  original benefits.
  Alpha's Aurora Borealis
  Alpha's Aurora Borealis
  5th-level evocation
  Casting Time: 1 action.
  Range: Self (10-foot-radius)
  Components: V, S, M (a clear gemstone worth 100 gp and a
  glowworm)
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer
  Source: The Great Net Spellbook
  You create an aura of dancing, shifting, colorful light to
  coalesce around you to a radius of 10 feet. The aura travels
  with you. Each creature that is within 30 feet of you must
  make a Wisdom saving throw. On a failure, the creature
  becomes charmed for the duration. While charmed by this
  spell, the creature is incapacitated and has a speed of 0.
  A creature that touches the aura or begins its turn in it, or
  that takes damage from another source, takes 2d10 radiant
  damage and may make a new Wisdom saving throw. On a
  success, the spell ends for it. The spell also ends for an
  affected creature if someone else uses an action to shake the
  creature out of its stupor.
  Alpha's Blue Blaze
  Alpha's Blue Blaze
  4th-level evocation
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S
  Duration: Instantaneous
  Classes: Sorcerer
  Source: The Great Net Spellbook
  A sheet of purple acidic vapors and electric-blue flames leaps
  forth from your hand in a 60-foot cone. Each creature in that
  area must make a Dexterity saving throw. A creature takes
  3d8 acid damage and 3d8 fire damage on a failed save, or
  half as much on a successful one.
  At Higher levels. When you cast this spell with spell slot of
  5th level or higher, the damage increases by either 1d8 acid
  damage or fire damage (your choice) for each slot level above
  4th.
  Alpha's Chill of the Void
  Alpha's Chill of the Void
  3rd-level conjuration
  Casting Time: 1 action
  Range: Self (100-foot line)
  Components: V, S, M (a piece of ice)
  Duration: Instantaneous
  Classes: Sorcerer
  Source: The Great Net Spellbook
  You summon a wave of frigid, airless cold taken from the void
  of space itself and send it in a 100-foot line that is 5 feet wide.
  Each creature in that area must make a Dexterity saving
  throw, taking 3d6 cold damage and 3d6 necrotic damage on a
  failed save, or half as much damage on a successful one.
  Nonmagical plants in the spell's area that aren't creatures
  and are Medium or smaller wither and die, and larger plants
  have a 50% chance of dying.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, you inflict either an additional 1d6
  cold damage or necrotic damage (your choice) per slot level
  above 4th.
  Alpha's Comet
  Alpha's Comet
  3rd-level conjuration
  Casting Time: 1 action
  Range: 180 feet
  Components: V, S, M (a ball of pitch mixed with sulfur and
  phosphorus)
  Duration: Instantaneous
  Classes: Sorcerer
  Source: The Great Net Spellbook
  You summon a flaming missile that trails poisonous,
  superheated gases and cause it to strike a creature you see
  within range. Make a ranged spell attack. On a hit, the target
  takes 3d6 bludgeoning damage and 3d6 fire damage.
  Whether it hits or not, the target and all creatures within 5
  feet of it also must make a Constitution saving throw or be
  poisoned for 1 minute. A creature may make a new save at
  the end of each of its turns, ending the effect on itself on a
  success.
  9
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you inflict either an additional 1d6
  bludgeoning damage or fire damage (your choice) per slot
  level above 3rd.
  Alpha's Heat Lightning
  Alpha's Heat Lightning
  2nd-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a piece of loadstone)
  Duration: Instantaneous
  Classes: Sorcerer
  Source: The Great Net Spellbook
  You call down a bolt of reddish-purple lightning, striking a
  single creature you see within range. Make a ranged spell
  attack. On a hit, the creature takes 2d6 fire damage and 2d6
  lightning damage, and all creatures within 5 feet of the target
  must also make a Dexterity saving throw. A creature takes
  1d6 fire damage on a failed saving throw, or half as much
  damage on a successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the initial damage increases by
  either an additional 1d6 fire damage or lightning damage
  (your choice) per slot level above 2nd.
  Alpha's Ice Bolt
  Alpha's Ice Bolt
  3rd-level conjuration
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a clear gemstone)
  Duration: Instantaneous
  Classes: Sorcerer
  Source: The Great Net Spellbook
  You call forth a shaft of elemental ice and strike a creature
  you see within range. Make a ranged spell attack. On a hit,
  the creature takes 3d6 bludgeoning damage and 3d6 cold
  damage. Whether it hits or not, all creatures within 5 feet of
  the target must also make a Constitution saving throw. A
  creature takes 3d6 cold damage on a failed saving throw, or
  half as much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the initial damage increases by
  either an additional 1d6 bludgeoning damage or cold damage
  (your choice) per slot level above 3rd.
  Analyze Device
  Analyze Device
  2nd-level divination (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 10 minutes
  Classes: Artificer
  Source: Wizard's Spell Compendium
  You touch a nonmagical mechanical device or an object with
  moving parts and receive an image of how that device was
  put together. For the duration, you have advantage on any roll
  needed to analyze, fix, or take it apart., and for the next hour,
  you also have advantage on any roll needed to write or draw
  the schematics for the device. If the object is a lock, you have
  advantage when using thieves' tools to pick it.
  If you cast this spell two or more times on a particular
  object before completing your next long rest, there is a
  cumulative 25% chance for each casting that it fails.
  Analyze Dweomer
  Analyze Dweomer
  3rd-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a wand cut from a 100-year-old oak
  tree)
  Duration: Instantaneous
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  While casting this spell, you must touch a magical or
  alchemical object of some sort, or a construct, then make an
  Intelligence (Arcana) check. The DC depends on how
  common the object is:
  Frequency
  Check DC
  Common
  DC 10
  Uncommon
  DC 12
  Rare
  DC 15
  Very Rare
  DC 18
  Legendary
  DC 22
  On a success, you learn the spells, reagents and
  components (and their proportions), and processes that were
  used when crafting the item. The knowledge appears
  instantly in your mind but fades away in an hour. You can
  attempt to properly write the information down by making a
  second Intelligence (Arcana) check, using the same DC as the
  first one. On a failed attempt, you write down partial or
  incorrect information.
  If you cast this spell two or more times on a particular
  object before completing your next long rest, there is a
  cumulative 25% chance for each casting that it fails.
  This spell does not provide any information if used on an
  artifact.
  10
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Animal Animosity
  Animal Animosity
  2nd-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 8 hours
  Classes: Druid
  Source: Priest's Spell Compendium
  You curse a creature in a way so that beasts and
  monstrosities with an Intelligence of 3 or lower become
  hostile to it, unless the target succeeds on a Charisma saving
  throw. For the duration, the target has disadvantage on all
  Wisdom (Animal Handling) checks. In addition, if the target
  attempts to cast a spell that would charm a beast or
  monstrosity with Int 3 or lower (such as animal friendship or
  dominate beast), the beast or monstrosity has advantage on
  its saving throw.
  This spell includes domesticated animals, but not animal
  companions (who will be wary of the target, but not hostile to
  it) or magical creatures such as familiars.
  At Higher Levels. If you cast this spell using a spell slot of
  4th level or higher, the duration is concentration, up to 24
  hours. If you use a spell slot of 6th level or higher, the
  duration is 24 hours. If you use a spell slot of 8th level or
  higher, the duration is 1 week. Using a spell slot of 5th level
  or higher grants a duration that doesn't require
  concentration.
  Animal Call
  Animal Call
  2nd-level conjuration (ritual)
  Casting Time: 1 action
  Range: Self (120-foot-radius)
  Components: V, S
  Duration: 10 minutes
  Classes: Druid, Ranger
  Source: The Great Net Prayerbook
  You call all beasts within 120 feet of you, and they will arrive
  over the course of 1 minute. You must specify a general
  animal type (mammals, birds, fish, insects, etc.). You have no
  specific control over the animals, but for the duration the
  animals will be peaceful and will attack not harm you, your
  allies, or each other, unless provoked.
  If you or one of your allies performs a hostile action against
  any of the animals, the spell will end and the animals will
  flee. Casting non-damaging spells such as animal messenger,
  beast bond, or dominate beast won't break the spell.
  Animate Dead Beasts
  Animate Dead Beasts
  2nd-level necromancy
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a drop of blood, a piece of flesh, and a
  pinch of bone dust)
  Duration: Instantaneous
  Classes: Cleric, Warlock, Wizard
  Source: Wizard's Spell Compendium
  This spell creates an undead servant. Choose one or two
  piles of bones or corpses of a beast of CR 0 that is within
  range. Your spell animates it as a skeletal animal if you
  choose bones or zombie animal if you choose a corpse. Such
  a creature has the same statistics of a living creature of the
  same type, with the following changes:
  Skeletal animals have Intelligence 1 (-5), are vulnerable to
  bludgeoning damage, immune to poison damage, exhaustion,
  and the poisoned condition, and have darkvision to 60 feet.
  The skeletal animal's type changes to undead.
  Zombie animals have Intelligence 1 (-5), are immune to
  poison damage and the poisoned condition, and have
  darkvision to 60 feet. They also have the Undead Fortitude
  Trait. The zombie animal's type changes to undead.
  Undead Fortitude. If damage reduces the zombie
  animal to 0 hit points, it must make a Constitution
  saving throw with a DC of 5 + the damage taken,
  unless the damage is radiant or from a critical hit.
  On a success, the zombie animal drops to 1 hit
  point instead.
  As undead, the creature doesn't need to breathe, eat, or sleep,
  and it loses any trait, such as Amphibious, that assumes a
  living physiology.
  On each of your turns, you can use a bonus action to
  mentally command any creature you made 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 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.
  The creature is under your control for 24 hours, after
  which it stops obeying any command you've given it. To
  maintain control of the undead animal 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 over up to four creatures you have animated with
  this spell, rather than animating a new one. You can also
  reassert control of undead beasts by casting animate dead on
  them.
  11
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   At Higher Levels. When you cast this spell using a spell
  slot of 3rd level, you can animate or reassert control of one or
  two undead beasts of CR 1/8 or lower, one undead beast of
  CR 1/4 or lower, or up to four undead beasts of CR 0.
  When you cast it using a spell slot of 4th level, you can
  animate or reassert control of one or two undead beasts of
  CR 1/4 or lower, one undead beast of CR 1/2 or lower, or up
  to four undead beasts of CR 1/8 or lower.
  When you cast it using a spell slot of 5th level, you can
  animate or reassert control of one or two undead beasts of
  CR 1/2 or lower, one undead beast of CR 1 or lower, or up to
  four undead beasts of CR 1/4 or lower.
  When you cast this spell using a spell slot of 6th level, you
  can animate or reassert control of one or two beasts of CR 1
  or lower, one undead beast of CR 2 or lower, or up to four
  undead beasts of CR 1/2 or lower.
  When you cast this spell using a spell slot of 7th level, you
  can animate or reassert control of one or two beasts of CR 2
  or lower, one undead beast of CR 3 or lower, or up to four
  undead beasts of CR 1 or lower.
  When you cast this spell using a spell slot of 8th level or
  higher, the CR of the undead beasts you can animate or
  reassert control over increases by 1 for each slot level.
  Animate Dead Monster
  Animate Dead Monster
  6th-level necromancy
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a drop of blood, a piece of flesh, and a
  pinch of bone dust)
  Duration: Instantaneous
  Classes: Cleric, Warlock, Wizard
  Source: Wizard's Spell Compendium
  This spell creates an undead servant. Choose a pile of bones
  or a corpse of an aberration, beast, dragon, humanoid, giant,
  monstrosity, or plant of CR 4 or lower that is within range.
  Your spell animates it as a skeletal monster if you choose
  bones or zombie monster if you choose a corpse. Such a
  creature has the same statistics of a living creature of the
  same type, with the following changes:
  Skeletal monsters have Intelligence 6 (-2), unless it was
  already lower, are vulnerable to bludgeoning damage,
  immune to poison damage, exhaustion, and the poisoned
  condition, and have darkvision to 60 feet. The skeletal
  monster's type changes to undead.
  Zombie monsters have Intelligence 3 (-4), unless it was
  already lower, are immune to poison damage and the
  poisoned condition, and have darkvision to 60 feet. They also
  have the Undead Fortitude Trait. The zombie monster's type
  changes to undead.
  Undead Fortitude. If damage reduces the zombie
  monster to 0 hit points, it must make a
  Constitution saving throw with a DC of 5 + the
  damage taken, unless the damage is radiant or from
  a critical hit. On a success, the zombie monster
  drops to 1 hit point instead.
  As undead, the creature doesn't need to breathe, eat, or sleep,
  and it loses any trait, such as Amphibious, that assumes a
  living physiology. If it had the Innate Spellcasting trait, it
  loses it. There is a 50% chance it will lose a magical or
  supernatural trait or action that it has.
  On each of your turns, you can use a bonus action to
  mentally command any creature you made 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 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.
  The creature is under your control for 24 hours, after
  which it stops obeying any command you've given it. To
  maintain control of the undead 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 over up to four creatures you have
  animated with this spell, rather than animating a new one.
  You can also reassert control of undead creatures by casting
  animate dead on them.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the CR of the creature you animate
  increases by 1 for each slot level above 6th.
  Animate Warrior
  Animate Warrior
  2nd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a drop of your blood and two silver
  coins, which are consumed by the spell)
  Duration: 1 minute
  Classes: Cleric, Warlock, Wizard
  Source: The Complete Net Spellbook
  You point to a humanoid corpse within range and animate it,
  turning it into a zombie under your control (the DM has the
  creature's game statistics). For the spell's duration, the
  zombie is under your control.
  On each of your turns, you can use a bonus action to
  mentally command the zombie. You decide what action the it
  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.
  When the spell ends, the zombie collapses and it can't be
  affected by this spell again.
  12
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Azura's Soul Whip
  Azura's Soul Whip
  4th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a length of braided tendon)
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  You create a long whip of shimmering ebony energy that
  lashes out at your command towards a creature in range. On
  each of your turns, you can make a melee spell attack against
  the target. If the attack hits, the creature 3d6 necrotic
  damage and 3d6 psychic damage and is grappled and
  restrained (escape DC equal to your spell save DC) until the
  start of your next turn. You also regain hit points equal to half
  the amount of necrotic damage dealt. If the creature you
  struck was undead, you instead gain temporary hit points
  equal to half the psychic damage dealt. You can also pull the
  creature up to 15 feet closer to you.
  At Higher Levels. When you cast this spell with a 6th level
  or higher spell slot, the necrotic damage increases by 1d6 for
  each slot level above 5th.
  Ball Lightning
  Ball Lightning
  3rd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a pinch of powdered blue dragon
  scale)
  Duration: Concentration, up to 10 minutes
  Classes: Druid, Wizard
  Source: Wizard's Spell Compendium
  You create four glowing spheres that crackle with lightning
  and hover a few feet off the ground. Each ball is Small and
  doesn't fill its space. When you cast the spell and as a bonus
  action on your subsequent turns, you can move one or more
  of the balls up to 20 feet. A creature that touches a ball of
  lightning or comes within 5 feet of it while wearing metal
  armor or carrying a metal weapon or object causes the ball to
  explode. All creatures within 5 feet of the ball must make a
  Dexterity saving throw, taking 2d8 lightning damage on a
  failed saving throw, or half as much on a successful one. The
  ball lightning than vanishes.
  When the spell ends, the remaining balls of lightning wink
  out of existence harmlessly. If a ball of lightning travels
  further than 120 feet of you, it also vanishes.
  Banish Dazzle
  Banish Dazzle
  1st-level abjuration (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a shard of class or clear stone)
  Duration: 1 hour
  Classes: Bard, Cleric, Druid, Ranger, Wizard
  Source: Wizard's Spell Compendium
  A willing creature you touch is protected from the blinding
  effects of the sun. If the creature has the Sunlight Sensitivity
  trait, then for the spell's duration, they won't be affected by it.
  In addition, a creature protected by this spell has advantage
  on saving throws against being blinded. This spell doesn't
  prevent a creature such as a vampire from taking damage
  from sunlight.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can target one additional
  creature for each slot level above 1st.
  In addition, when you cast this spell using a spell slot of 6th
  level or higher, the duration becomes 8 hours.
  Barrier Reaver
  Barrier Reaver
  5th-level abjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a metal key)
  Duration: Concentration, up to 1 round
  Classes: Artificer, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  With this spell, you can force a portal to open in any magic
  barrier, including antilife shields, antimagic fields, magic
  circles, and magically created walls, such as prismatic walls
  or walls of stone.
  You automatically create a portal in a barrier created by a
  spell of 5th level or lower. For a barrier created by a spell of
  6th level or higher, make an ability check using your
  spellcasting ability. The DC equals 10 + the spell's level. On a
  successful check, you create an opening.
  The portal is large enough for a Medium creature to move
  through without squeezing. It lasts until the end of your next
  turn, then closes abruptly. If the portal closes on a creature
  that is passing through it, the creature must make a Dexterity
  saving throw, taking 4d6 force damage, and the creature is
  pushed to one side of the wall (your choice which side).
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, you automatically create a portal if
  the level of the spell that was used is equal to or less than the
  level of the spell slot you used.
  13
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Basilisk Glare
  Basilisk Glare
  5th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a stone chip)
  Duration: Concentration, up to 1 minute
  Classes: Druid, Warlock, Wizard
  Source: Wizard's Spell Compendium
  When you cast this spell, your eyes glow ruby-red, causing you
  to shed dim light in a 10-foot radius. On each of your turns,
  you may use your action to force a creature within range to
  make a Constitution saving throw, as long as you can see that
  creature's eyes. On a failure, the creature is petrified for 1
  minute.
  The creature may make a new saving throw at the end of
  each of its turns, ending the effect on a success.
  Bear Hug
  Bear Hug
  Transmutation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S, M (a bit of bear's fur)
  Duration: Concentration, up to 1 minute
  Classes: Druid
  Source: Priest's Spell Compendium
  You crush your enemies in a powerful bear hug. As part of the
  action used to cast this spell, you must make a melee attack
  to grapple one creature within range; otherwise, the spell
  ends. On a hit, the target is grappled (escape DC equal to
  your spell save DC) and is restrained. When you cast this
  spell and as an action on each of your turns for the duration,
  you can squeeze the target, inflicting an additional 1d4
  bludgeoning damage plus your spellcasting ability modifier
  plus your Strength modifier. While this spell is in effect, you
  can't use your hands to perform any other action, unless you
  have more than two hands.
  This spell's damage increases by 1d4 when you reach 5th
  level (2d4), 11th level (3d4), and 17th level (4d4).
  Beastmask
  Beastmask
  1st-level illusion (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a miniature wooden mask carved to
  look like an animal's head)
  Duration: 8 hours
  Classes: Druid, Ranger
  Source: Priest's Spell Compendium
  You are covered with an illusion that makes you appear to be
  a member of a particular type of beast, provided it is no more
  than one size larger or smaller than you. Only other animals
  of that type will sense the illusion, and to them you will look,
  sound, and smell like one of their own. All other types of
  creatures will sense your natural form.
  While this spell is in effect, you get +5 to Wisdom (Animal
  Handling) rolls made with members of this animal species.
  Through sounds and gestures, you can communicate simple
  ideas with this type of creature. This doesn't allow for as
  clear of communication as the speak with animals spell does;
  you won't be able to ask the animal questions or engage in
  conversation.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can also disguise yourself as a
  monstrosity that has an Intelligence of 3 or lower.
  Beckoning Mirage
  Beckoning Mirage
  4th-level enchantment
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (several drops of water which are
  flicked into the air)
  Duration: 1 hour
  Classes: Bard, Druid, Wizard
  Source: Priest's Spell Compendium
  Up to six creatures you choose within range must succeed on
  a Wisdom saving throw or begin to see an elusive mirage of
  something they want most to see in the distance. A creature
  that can't be charmed isn't affected. You may choose which
  direction the mirage appears to come from. The creature will
  feel an intense urge to chase after the mirage and must use
  its movement on each of its turns to attempt to do so. It will
  avoid opportunity attacks and damaging terrain while
  moving.
  Whenever it encounters dangerous terrain or takes
  damage, or someone uses its action to slap or shake sense
  into the creature, it can make a new saving throw, ending the
  effect on itself on a success. If you place the mirage in an
  inaccessable location (such as in the air, when you target a
  creature that can't fly), the creature may make a new saving
  throw, at advantage.
  A creature that successfully saves against this spell can't be
  affected again by this casting of it.
  Beneficence
  Beneficence
  1st-level enchantment
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Cleric, Druid, Paladin, Warlock
  Source: Priest's Spell Compendium
  This spell surrounds you in an aura of virtue, wisdom, and
  authority, making others more likely treat you with respect.
  You have advantage on Charisma (Persuasion) checks that
  rely on you speaking from such a position of authority.
  In addition, reaction rolls (as per Dungeon Master's Guide,
  Chapter 8: Social Interaction) made to determine NPC
  reactions are made at advantage.
  14
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Bewilder
  Bewilder
  3rd-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a preserved eye and a bit of wool)
  Duration: Concentration, up to 1 minute
  Classes: Bard, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You target a creature you can see within range and force it to
  make an Intelligence saving throw. On a failure, the creature
  is charmed by you. For the duration, the creature forgets
  where it's going and what it was planning on doing. It
  automatically fails any check made to determine its
  whereabouts or follow a trail, and it can't read maps properly.
  It also can't take reactions. In order to take an action other
  than defending itself from attack, it must first succeed on a
  new Intelligence saving throw.
  Bigby's Force Sculpture
  Bigby's Force Sculpture
  4th-level evocation
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a lump of soft clay with 5 gp worth of
  diamond dust mixed in)
  Duration: Concentration, up to 1 hour
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  You create a visible plane of force no more than 5 feet square
  which you can mold into any shape that suits your purpose,
  within the following limitations: it can't have sharp edges, and
  it must be fairly rigid. It can have up to two hinges and a latch,
  but finer mechanical detail isn't possible.
  The plane of force is an object that has AC 20, hit points
  equal to your hit point maximum, immunity to poison and
  psychic damage, and resistance to all other forms of damage
  except for Force damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the size of the plane of force
  increases by 5 feet for each slot level above 4th.
  In addition, when you cast this spell using a spell slot of 7th
  level or higher, you can include multiple moving parts, flexible
  planes, and much finer detail.
  Bigby's Useful Hand
  Bigby's Useful Hand
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a child's kid glove)
  Duration: Concentration, up to 10 minutes
  Classes: Artificer, Wizard
  Source: The Complete Net Spellbook, Wizard's Spell
  Compendium
  You create a Tiny 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 10 + your level. It has Strength 12 (+1) and Dex 14 (+2).
  When you cast the spell and as a bonus action on your
  subsequent turns, you can move the hand up to 30 feet and
  then cause one of the following effects with it.
  Bookworm Bane. The hand seeks out Tiny beasts and
  within range that are CR 0 and have no more than 1 hit point,
  such as roaches and mice. On each of its turns, the hand kills
  1d4 such creatures, provided that they are within 5 feet of
  each other.
  Construction Crew. The hand splits into two hands and
  will assist you while you are working with a tool set. For the
  duration, you have advantage on ability checks using that tool
  set.
  Fantastic Fighters. The hand splits into two hands, and
  will accept a weapon you give it, or will fight bare-knuckled. It
  will then spar with you or a willing creature you designate,
  using your Spell Attack Modifier. The hand will vanish after
  inflicting five hits (or a greater or lesser number that you
  specify), inflicting damage according to the weapon it is
  wielding (or 1 point bludgeoning damage, if fighting
  unarmed)
  if the fantastic fighters brings its sparring partner to 0 hit
  points, that creature instead drops to 1 hit point and is
  knocked prone. It must also succeed on a Constitution saving
  throw or be knocked unconscious for 1 minute, or until it
  takes any damage or another creature uses its action to shake
  or slap it. The hand then returns to your side. You or the
  fantastic fighter's sparring partner may also order to hands to
  stop fighting at any point.
  Feeling Fingers. The hand has a remarkable sense of
  touch. As an action, you can feel through the hand until the
  start of your next turn. During this time, you are numb. The
  hand can't pick up or carry anything, but is capable of
  triggering traps, either by accident or on purpose.
  Flying Fist. The hand flies to a creature of your choice you
  can see within range. Make a ranged spell attack. On a hit,
  the fist punches the target, inflicting 1d10 plus your
  spellcasting ability modifier bludgeoning damage. If this
  damage would drop a creature to 0 hit points, the creature
  instead drops to 1 hit point and is knocked prone. It must
  also succeed on a Constitution saving throw or be knocked
  unconscious for 1 minute, or until it takes any damage or
  another creature uses its action to shake or slap it. The hand
  then returns to your side.
  Handling Hand. You can use the hand to manipulate an
  object, open an unlocked door or container, or perform
  similar actions. It can't attack or use magic items, and it can
  carry up to 100 pounds.
  Pinning Palm. The hand flies to a creature of your choice
  you can see within range and that is within 10 feet of a wall
  or that is standing on the ground. Make a ranged spell attack,
  at disadvantage if the creature is not close to a wall. On a hit,
  the hand pins the target to the wall, or knocks the target
  prone and pins it to the ground. The creature is grappled and
  restrained (using your spell save DC to escape) until you
  recall the hand (no action required), at which point it releases
  the target and returns to your side.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   Silencing Hand. The hand flies to a creature of your
  choice you can see within range. Make a ranged spell attack.
  On a hit, the hand clamps across the creature's mouth.
  Unless the creature has another way of communicating, it
  can't speak or cast spells that require verbal components
  until the hand is removed. Removing the hand requires a
  Strength (Athletics) check using your spell save DC. At your
  command (no action required), the hand releases the target
  and returns to your side.
  Slapping Hand. The hand flies to a creature of your choice
  you can see within range. Make a ranged spell attack. On a
  hit, the hand slaps the target. This inflicts no damage, but can
  be used to wake an unconscious creature. If used against a
  creature that is concentrating on a spell or other effect, it
  must make a concentration check using your spell save DC,
  at advantage, or lose concentration. The hand then returns to
  your size.
  Strangling Grip. The hand flies to a creature of your
  choice you can see within range. Make a ranged spell attack.
  On a hit, the hand clamps across the creature's throat. Until
  the hand is removed, the creature can't breathe and is at risk
  of suffocating (as per Player's Handbook chapter 8,
  Environment). Removing the hand requires a Strength
  (Athletics) check using your spell save DC. At your command
  (no action required), the hand releases the target and returns
  to your side.
  Bladebend
  Bladebend
  3rd-level transmutation
  Casting Time: 1 reaction, taken when you see a creature
  attacking with a melee weapon
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Artificer, Cleric, Warlock, Wizard
  Source: Priest's Spell Compendium
  You target a creature who is attacking with a weapon and
  cause the weapon to twist around and strike the attacker
  instead. It uses the same attack roll the attacker made, and if
  that is sufficient to hit the attacker, it takes damage.
  Bladeleap
  Bladeleap
  1st-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a pinch of iron filings)
  Duration: Concentration, up to 1 minute
  Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  This spell causes a dagger, dart, or other simple thrown
  weapon that you're holding to leap out of your hand and fly at
  a foe you see within range. It will then attack the target, using
  your spell attack modifier to hit and damage rolls, then return
  to your hand. If your hand isn't empty, it hovers in the air next
  to you. During each of your turns, you may use a bonus action
  to send the weapon flying to a new target. You must make a
  new ranged spell attack each time to hit.
  Bleeding Touch
  Bleeding Touch
  Necromancy cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M
  Duration: Instantaneous
  Classes: Cleric, Warlock, Wizard
  Source: The Great Net Spellbook
  Make a ranged spell attack against a creature you see within
  range. On a hit, the creature takes 1d4 slashing damage and
  the creature must succeed on a Constitution saving throw or
  its hit point maximum is reduced by 1 as a gaping, bleeding
  wound appears on it. The reduction lasts until the creature
  takes a short or long rest or recieves any magical healing.
  The target dies if this effect reduces its hit point maximum to
  0.
  If used against a creature that doesn't have blood, is a
  construct, elemental, or undead, or is protected by a pariapt of
  wound closure or similar form of protection, this spell only
  inflicts slashing damage and doesn't reduce the creature's hit
  point maximum.
  This spell's damage increases by 1d4 and the amount by
  which the target's hit point maximum is reduced is increased
  by 1 when you reach 5th level (2d4 slashing and hp
  maximum is reduced by 2), 11th level (3d4 and hp maximum
  is reduced by 3) and 17th level (4d4 and hp maximum is
  reduced by 4).
  Blessed Abundance
  Blessed Abundance
  5th-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Classes: Cleric, Paladin
  Source: Priest's Spell Compendium
  You touch foodstuffs that can fit inside of a 5-foot square and
  duplicate it, thus doubling the amount of food.
  This spell won't duplicate food that has been deliberately
  poisoned or tampered with (but will duplicate food that has
  gone bad normally, such as through age or infestation by
  insects); nor will it duplicate magical food or drink, living
  animals or whole corpses, plants still in the ground or on the
  vine, or minerals. You can, however, duplicate raw meat.
  At Higher Levels. When you cast this spell with a 6th- or
  7th-level spell slot, you can quadruple the amount of food that
  is produced. When you cast it with an 8th- or 9th-level spell
  slot, you can octuple the amount of food that is produced.
  16
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Bloodburn
  Bloodburn
  2nd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a drop of blood and a pinch of sulfur)
  Duration: Concentration, up to 1 minute
  Classes: Warlock, Wizard
  Source: The Great Net Spellbook
  You target a creature that is not an elemental, construct, or
  undead and that is not at full hit points and force it to make a
  Constitution saving throw. On a failure, it takes 1d8 + your
  spellcasting ability modifier fire damage and its blood begins
  to boil. In addition, its hit point maximum is reduced by the
  amount of damage it takes.
  At the start of each of the creature's turns, it must make a
  new saving throw. The creature takes an additional 1d8 fire
  damage on a failed save, and its hit point maximum is
  reduced by that amount. The creature dies if this reduces its
  hit point maximum to 0. If any of these saving throws fails by
  5 or more, the creature also takes a level of exhaustion.
  The reduction of the creature's hit point maximum, and any
  levels of exhaustion taken, go away when the spell ends.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the initial damage increases by 1d8
  for each slot level above 2nd.
  Bloodgloat
  Bloodgloat
  5th-level necromancy
  Casting Time: 1 reaction, which you take when you reduce a
  creature to 0 hit points
  Range: Self (30-foot radius)
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Paladin, Warlock
  Source: Priest's Spell Compendium
  This horrific spell allows you to convert a death into a
  powerful triumph for you. For the duration, all friendly
  creatures in the area have advantage on saving throws
  against being charmed or frightened, gain a number of
  temporary hit points equal to twice your level, and may roll a
  d4 and add the number rolled to one attack roll they make. In
  addition, all hostile creatures in the area have disadvantage
  on saving throws against being frightened and must roll a d4
  and subtract that number from their next attack roll.
  At Higher Levels. When you cast this spell using a 6th- or
  7th-level spell slot, the die increases to a d6. When you cast it
  using an 8th- or 9th-level spell slot, the die increases to a d8.
  Body Blades
  Body Blades
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (two sharp shards of metal or bone)
  Duration: 1 minute
  Classes: Cleric, Druid, Paladin, Sorcerer, Wizard
  Source: Priest's Spell Compendium
  You cause blades to sprout from all surfaces of your body.
  These blades seem metallic but aren't, and are therefore
  immune to heat metal or similar effects. The blades don't
  hurt you, pass harmlessly through your clothing and armor,
  and don't obstruct your movement or vision.
  Your unarmed strikes inflict 1d6 slashing damage. A
  creature that touches you or hits you with a melee attack
  while within 5 feet of you takes 1d6 piercing damage, and at
  the start of each of your turns, you deal 1d6 piercing damage
  to any creature grappling you or you are grappling.
  Bolt Of Stone
  Bolt Of Stone
  3rd-level conjuration
  Casting Time: 1 action
  Range: 180 feet
  Components: V, S, M (a polished piece of marble)
  Duration: Instantaneous
  Classes: Druid, Wizard
  Source: The Great Net Spellbook
  You create a heavy stone bolt, approximately two feet long,
  which strikes one target you can see within range. Make a
  ranged spell attack. On a success, the target takes 5d10
  bludgeoning damage. Objects and structures take double
  damage. Afterwards, the bolt of stone crumbles into pebbles
  and dust.
  Bone Blade
  Bone Blade
  2nd-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: (V, S, M (a sharp shard of bone)
  Duration: Special
  Classes: Cleric, Paladin, Ranger, Warlock
  Source: Wizard's Spell Compendium
  The material component for this spell is transformed into a
  large sword made of bone. This magic sword lasts until the
  spell ends. It counts as a simple melee weapon with which
  you are proficient. It deals 2d6 slashing damage on a hit and
  has the finesse, light, and thrown properties (range 20/60). If
  you strike an undead creature with this weapon, it must make
  a Constitution saving throw, taking an additional 4d8 force
  damage on a failed save, or half as much on a successful on.
  In addition, until the end of your next turn, the undead can't
  regain hit points and has disadvantage on Wisdom saving
  throws to avoid being turned.
  If you wield the sword yourself, the duration is 1 minute. If
  you give the sword to another creature to wield, the duration
  is concentration, up to 1 minute.
  17
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Bone Shape
  Bone Shape
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a drop of spittle or blood)
  Duration: Instantaneous
  Classes: Artificer, Cleric, Druid, Wizard
  Source: Wizard's Spell Compendium
  You touch bones, chitin, or other keratinous material that is
  not part of a creature and that forms a pile no more than 5
  feet in any dimension and form it into any shape that suits
  your purpose. For example, you can form a weapon, throne,
  or wall out of bones. The object you create can have up to two
  hinges and a latch, but finer mechanical detail isn't possible.
  You can also use this spell to set broken bones in a limb or
  other body part. If the DM requires that a broken bone can
  only be healed by time or a spell such as lesser restoration,
  greater restoration, or regenerate, them bone shape can be
  used in place of any of those. However, the caster should also
  make a DC 15 Wisdom (Medicine) check as well, unless it
  can actually see the broken bones. On a failure, the bone
  knits, but incorrectly, possibly leading to a long-term injury.
  Bone to Dust
  Bone to Dust
  8th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a miniature grinder)
  Duration: Concentration, up to 1 minute
  Classes: Wizard
  Source: The Great Net Spellbook
  You target a beast, dragon, giant, humanoid, monstrosity, or
  corporeal undead within range and force it to make a
  Constitution saving throw. On a failure, the creature's bones
  begin to turn to dust and it takes 8d6 force damage.
  For each round that you concentrate on this spell, the
  target suffers from additional effects.
  Round 2. The creature must make a Constitution saving
  throw. It takes 4d6 force damage on a failed save, or half as
  much on a successful one, and its move is reduced by 10 feet.
  Its hit point maximum is reduced by the amount of force
  damage it takes.
  Round 3. The creature must make a Constitution saving
  throw. It takes 4d6 force damage on a failed save, or half as
  much on a successful one, and its move is reduced by a
  further 10 feet. Its hit point maximum is reduced by the
  amount of force damage it takes.
  Round 4. The creature must make a Constitution saving
  throw. It takes 4d6 force damage on a failed save, or half as
  much on a successful one, and is has disadvantage on
  Strength and Dexterity ability checks, attack rolls, and saving
  throws. Its hit point maximum is reduced by the amount of
  force damage it takes.
  Round 5-10. The creature must make a Constitution
  saving throw. It takes 4d6 force damage on a failed save, or
  half as much on a successful one. On a failed save, it falls
  prone and is incapacitated. It also becomes vulnerable to
  bludgeoning damage. Its hit point maximum is reduced by
  the amount of force damage it takes.
  The hit point reduction, reduction to move, and
  disadvantage on Strength and Dexterity rolls lasts until the
  target takes a long rest or is subjected to a greater restoration
  or heal spell. The target dies if this spell reduces its hit point
  maximum to 0. A creature killed by this spell is reduced to
  dust and gristle.
  Burrow
  Burrow
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a tuft of badger fur)
  Duration: 10 minutes
  Classes: Cleric, Druid, Warlock
  Source: Priest's Spell Compendium
  Your fingernails lengthen and turn into stone-hard claws, and
  for the duration of the spell, you have a burrow speed of 20
  feet. You can't burrow through solid rock. If you choose to
  fight with your claws, they inflict 1d6 + your Strength
  modifier slashing damage on a successful hit.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, your burrow speed increases by 5
  feet per slot level above 2nd. You can't burrow faster than
  your normal walking speed.
  Caldur's Starry Sky
  Caldur's Starry Sky
  2nd-level illusion (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a silver mirror worth 25 gp)
  Duration: 3 hours
  Classes: Cleric, Druid, Wizard
  Source: Wizard's Spell Compendium
  This spell allows you to create an illusory planetarium,
  showing the current position of the stars and moon(s) as they
  would be seen on a cloudless night at your current location.
  The image appears approximately thirty feet overhead, or if
  indoors, projected onto the ceiling. This allows for navigation
  or astrological uses indoors, during the day, or on nights with
  heavy cloud cover.
  Call Society
  Call Society
  3rd-level evocation (ritual)
  Casting Time: 1 minute
  Range: Self (5 mile radius)
  Components: V, S, M (a badge, letter of membership, or
  other identification token of your society)
  Duration: Instantaneous
  Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
  Source: Wizard's Spell Compendium
  With this spell, you send an alert members of a particular
  guild, faction, order, church, or other social group to which
  you belong, as long as they are within 5 miles of you. Any
  creature who belongs to that organization and is currently
  wearing or carrying a token or badge identifying it as
  belonging to it will get a mental ping and a rough estimate of
  your location.
  18
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   You may include a message of eight words or fewer, which
  the recipient will telepathically hear in your voice. This spell
  doesn't compel the recipient to act in any way.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the spell's radius increases by 5
  miles for each slot level above 3rd.
  Call Spirit
  Call Spirit
  6th-level necromancy
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (burning incense and powdered silver
  worth at least 500 gp, which the spell consumes)
  Duration: Instantaneous
  Classes: Cleric, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You must cast this spell at night, inside a circle you inscribe
  using the powdered silver and incense. You call upon the
  spirit of a deceased individual whose name you know,
  regardless of where the deceased's body lies or how long it
  has been dead. There's a chance you might get a different
  spirit anyway (DM's choice), unless you also have an object
  belonging to the spirit.
  When the spirit appears, you can ask it up to ten questions,
  and it can take no other actions besides answering your
  questions. Unlike speak with dead, the spirit may have gained
  additional knowledge in the afterlife and isn't limited to what
  it knew in life, and it's also capable of speculation. The spirit
  will generally tell the truth as it understands it, but may
  decide to lie if you are hostile to it, if it recognizes you as an
  enemy, or if it is contrary or evil-minded. The DM will choose
  if and how it answers.
  If the spirit doesn't know the answer to a question, you can
  order it to search the afterlife for the answer. If the question
  is not to its liking, or searching for the answer may be
  harmful to the spirit, it may attempt to refuse by making a
  Charisma saving throw. If the DM doesn't know the spirit's
  Charisma modifier, assume it's +3. This search take 1d12
  hours.
  The spell lasts until you have asked all ten questions, you
  dismiss the spirit as a bonus action, or you cast this spell
  again. A dispel evil and good spell or similar magic will also
  banish the spirit, ending the spell early.
  Candletrick
  Candletrick
  2nd-level transmutation (ritual)
  Casting Time: 1 action
  Range: 10 feet
  Components: S
  Duration: 8 hours
  Classes: Artificer, Bard, Cleric, Ranger, Wizard
  Source: Wizard's Spell Compendium
  You cast this spell on a candle, lamp, or other fire no larger
  than a small campfire. Until the spell ends, the fire won't
  burn its fuel and can't be put out by nonmagical means. You
  can dismiss the spell at any time, causing the fire to
  extinguish itself.
  Castigate
  Castigate
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Bard, Cleric, Paladin
  Source: Priest's Spell Compendium
  You deliver a blasting rebuke upon your foes. Choose a
  number of creatures equal to your spellcasting ability
  modifier who are in a 20-foot-radius sphere centered on a
  point you choose within range. Each creature must make a
  Charisma saving throw. On a failure, the creature takes 1d8
  acid damage and 2d8 psychic damage and is deafened for 1
  minute, stung by your blistering words. The creature takes
  half damage and isn't deafened on a successful save.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you inflict an additional 1d8
  psychic damage for each slot level above 2nd.
  Chameleon
  Chameleon
  1st-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a bit of a lizard's shed skin)
  Duration: 1 minute
  Classes: Artificer, Druid, Ranger, Wizard
  Source: Wizard's Spell Compendium
  You grant a willing creature the ability to alter its coloration,
  and the coloration of its clothing, armor, and equipment, to
  blend into its surroundings. For the duration, it gets a +5
  bonus to Stealth (Dexterity) checks to hide. In addition, the
  target can try to hide even when it are not obscured from the
  creature from which it is hiding, and when it is hidden from a
  creature, attacks it with a ranged weapon, and misses, its
  position isn't revealed.
  Changestaff
  Changestaff
  8th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a staff made from a lightning-struck
  tree)
  Duration: 1 hour
  Classes: Druid
  Source: Priest's Spell Compendium
  You plunge your staff into the soil and speak the words for
  this spell, and the staff takes root and grows into treant. This
  is identical to the treant listed in the MM, except that its
  Intelligence is 6 and it doesn't have the Animate Trees action.
  The treant created by this spell turns back into the staff
  when it drops to 0 hit points, when the spell ends, or when
  you use a bonus action to command the treant to revert. If the
  treant is reduced to 0 hit points, when it reverts to staff form,
  the staff is broken.
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  /
   The treant is friendly to you and you and your companions.
  Roll initiative for it, as it has its own turns. It obeys any verbal
  commands that you issue (no action required by you). If you
  don't issue any commands to the treant, it defends itself from
  hostile creatures, but otherwise takes no actions.
  The DM has the creature's statistics.
  Cloak of Warding
  Cloak of Warding
  3rd-level abjuration
  Casting Time: 1 reaction, which you take when you take
  damage from a spell of 6th level or lower
  Range: Self
  Components: V, S
  Duration: Special
  Classes: Artificer, Cleric, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  This spell captures the energy from an incoming spell and
  transforms it into a protecting cloak of energy that swirls
  around you. You have resistance to the triggering damage and
  gain a number of temporary hit points equal to 3d8 plus your
  level. If you have any temporary hit points left over after
  taking the remainder of the damage, they last until they are
  used or you complete a short rest.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the number of temporary hit points
  you get increases by 1d8 for each slot level above 3rd.
  Cloud Stairway
  Cloud Stairway
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S,
  Duration: Concentration, up to 10 minutes
  Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You shape existing nonmagical cloud, fog, or smoke that is
  within range cause it to shape itself into the form of a spiral
  staircase up to 20 feet tall and either 5 or 10 feet wide (your
  choice). You and any number of creatures you choose can
  climb the staircase; to all others, it's as insubstantial as
  normal mist.
  When the spell ends, the staircase vanishes abruptly; any
  creature still on it falls.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the maximum length of the
  staircase increases by up to 20 feet for each slot level above
  1st.
  Cloudburst
  Cloudburst
  2nd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a handful of rock salt)
  Duration: Concentration, up to 10 minutes
  Classes: Cleric, Druid, Sorcerer, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  You cause rain to fall in a 30-foot diameter cylinder that is 60
  feet high. In particularly cold climates, this spell produces
  sleet instead; in particularly warm climates, it produces a
  thin, warm drizzle
  You may choose between light or heavy precipitation.
  When you choose heavy precipitation, the area is lightly
  obscured, and exposed flames in the area are doused. If the
  area already has light precipitation, the spell automatically
  creates heavy precipitation. If an area of ground is affected by
  heavy precipitation for 1 minute or more, it becomes muddy
  difficult terrain.
  When you cast the spell and as a bonus action on your
  subsequent turns, you can move the cylinder up to 20 feet.
  Cloudscape
  Cloudscape
  4th-level transmutation
  Casting Time: 1 action
  Range: 500 feet
  Components: V, S
  Duration: 8 hours
  Classes: Cleric, Druid, Ranger
  Source: Priest's Spell Compendium
  You shape existing nonmagical cloud, fog, or smoke that fits
  in a 1,000-foot cube solid enough to support any weight for
  the duration. The solidified cloud feels firm but plush, like a
  thick mattress. The cloud itself remains afloat in the air and
  will drift with the wind as usual. You can also shape the cloud
  to form images or words, but you aren't capable of producing
  fine detail.
  Coalstone
  Coalstone
  1st-level transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a fire agate worth 10 gp)
  Duration: 24 hours
  Classes: Artificer, Cleric, Druid, Ranger, Wizard
  Source: The Great Net Prayerbook
  You transform the fire agate you hold in your hand into a
  coalstone, a small stone that sheds bright light to a 10-foot
  radius and dim light to a further 10 feet. This coalstone is hot
  enough that, if touched to bare skin or a flammable object for
  a full round, it inflicts 1 fire damage and will set that object
  alight. The coalstone can be placed inside of a fireproof
  container when not in use.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Code of Secrecy
  Code of Secrecy
  5th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an animal's tongue)
  Duration: 30 days
  Classes: Bard, Cleric, Warlock, Wizard
  Source: Priest's Spell Compendium
  You prevent a creature from speaking about a specific topic
  you forbid to it. The topic must be specific enough to be
  described in 12 or fewer words. The creature must succeed
  on a Wisdom saving throw or become charmed by you for the
  duration.
  While the creature is charmed, it is physically incapable of
  speaking, writing, or otherwise communicating about the
  topic. The creature is aware that it is charmed by you, but
  can't speak, write, or communicate that fact. If it tries, it
  produces nothing more than gibberish and develops a non-
  debilitating headache. Using the detect thoughts or similar
  affect to read the target's mind will reveal the forbidden topic.
  You can end the spell early by using an action to dismiss it.
  A remove curse, greater restoration, or wish spell also ends
  it.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th or 8th level, the duration is 1 year. When you cast
  this spell using a spell slot of 9th level, the spell lasts until it is
  ended by one of the spells mentioned above.
  Color
  Color
  1st-level transmutation (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a drop of dye)
  Duration: Permanent
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  You permanently change the surface color of a 5-foot square
  of cloth, leather, paper, or other flexible material. If you wish
  to create multiple colors or patterns, you must concentrate
  on the desired result; otherwise, the material is dyed a single
  color.
  Comet Strike
  Comet Strike
  9th-level conjuration
  Casting Time: 1 action
  Range: 500 feet
  Components: V, S
  Duration: 1 minute
  Classes: Druid, Sorcerer, Wizard
  Source: The Great Net Spellbook
  You summon five shards of ice that fall from the sky and
  unerringly strike at one or more points you choose within
  range. When the shards hit, they explode into powerful bursts
  of frozen crystals. Each creature within 10 feet of a point of
  impact must make a Dexterity saving throw, taking 2d6
  bludgeoning damage, 4d6 cold damage, and 2d6 fire damage
  on a failed save, or half as much damage on a successful one.
  At the start of your next turn, chunks of ice begin to fall in a
  cylinder that is 20 feet tall with a 30-foot radius. The area
  becomes heavily obscured. Each creature in the cylinder
  must make a Dexterity saving throw. A creature takes 2d6
  bludgeoning damage and 4d6 cold damage on a failed save,
  or half as much damage on a successful one.
  In addition, the icy crystals make the areas of effect into
  difficult terrain for 10 minutes.
  Comfort
  Comfort
  2nd-level abjuration
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V, S
  Duration: 8 hours
  Classes: Bard, Cleric, Druid, Ranger
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  While this spell is in effect, you and up to ten willing people
  you choose have advantage on saving throws to avoid the
  effects of extreme natural heat or cold and on saving throws
  to avoid taking exhaustion, don't suffer the effects of
  breathing at high altitude, and require half as much food and
  water as normal. (As per Dungeon Master's Guide, chapter 5,
  Wilderness Surivival.)
  In addition, once during the spell's duration, you can take a
  short rest in half the length of time as normal, and if you
  spend Hit Dice during that rest, you regain an additional d6
  hit points.
  Communicate
  Communicate
  6th-level evocation
  Casting Time: 1 action
  Range: Unlimited
  Components: V, S, M (a mirror)
  Duration: 1 hour
  Classes: Bard, Cleric, Wizard
  Source: Priest's Spell Compendium
  You establish two-way communications with a creature you
  know who is on the same plane of existence as you are. For
  the duration, the two of you can have a verbal conversation
  and can be heard by the other, no matter the distance
  between the two. You can see the creature's face in the mirror
  used as the component, and if the creature has a mirror of its
  own, it can see your face as well. The mirror doesn't show
  anything but the creature's face.
  If the creature with whom you are speaking is willing, you
  can use your action to see through its eyes and hear what it
  hears until the start of your next turn. During this time, you
  are blind and deaf in regards to your own senses. In addition,
  if you are willing, the other creature may use your senses as
  well.
  While you are speaking, you can also cast spells of 1st level
  or lower on the other creature, provided that it is willing.
  At any time, either you or the other creature can use a
  bonus action to end the spell.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Consume Knowledge
  Consume Knowledge
  5th-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Classes: Artificer, Bard, Cleric, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You touch a nonmagical book, scroll, or other written or
  illustrated material and instantly "read" it, drawing the
  knowledge into your mind and rendering the source material
  blank in the process.
  For 1 day afterwards, you have perfect recall of the
  information you consumed. For the 7 days following, you have
  extremely good, but not perfect, recall, and have advantage on
  Intelligence ability checks to recall information from the
  source.
  The writing can be restored to the text with the use of a
  wish spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, you can affect an additional book
  for each slot level above 5th.
  Control Smoke and Vapor
  Control Smoke and Vapor
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a small glass tube)
  Duration: Concentration, up to 10 minutes
  Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  Until this spell ends, you control vapor, fog, mist, and smoke
  inside an area you choose that fits inside a 30-foot cube. You
  can choose from any of the following effects when you cast
  this spell. As a bonus action on your turn, you can repeat the
  same effect or choose a different one. You can have up to
  three its effects active at a time.
  • You cause the vapor to move up to 30 feet in any
  direction.
  • You cause the vapor to form into simple shapes and
  animate at your direction.
  • You change the vapor's color or opacity. You can cause the
  vapor to vanish completely (this ends the spell), or to lightly
  or heavily obscure the area. This change lasts for 1 hour.
  • Cause the fog to thicken, turning its area into difficult
  terrain.
  • You can cause the vapor to condense and produce a
  quarter-inch of rain in its area. This ends the spell.
  If the vapor was caused by a spell, such as fog cloud or
  cloudkill you must first succeed on a spellcasting ability
  check, with the DC being the caster's spell save DC. You don't
  have to make a check if you created the fog. You can't use this
  spell to make cloudkill or similar spells less (or more) deadly,
  but you can attempt to make it vanish.
  If the vapor is actually a creature, such as a vampiric mist,
  a vampire in mist form, or a creature in gaseous form, the
  creature must make a Strength saving throw. On a success, it
  isn't altered. This spell does not inflict damage, and the
  creature can reverse any changes you make on its turn by
  using a bonus action.
  Cook
  Cook
  2nd-level transmutation (ritual)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Artificer, Bard, Ranger, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You turn food ingredients into a meal for up to four people.
  The ingredients need not be fresh, but must be edible. The
  quality of the meals made by the spell is generally
  commensurate with the quality of the ingredients; however, if
  you are proficient in cook's utensils, you will produce a much
  higher-quality meal.
  This spell doesn't require you to prepare the ingredients
  beforehand, but won't work on entire animal carcasses or on
  vegetables still in the ground or on the plant. You can use this
  spell on the food created by the create food and water spell,
  but not on food created by heroes feast.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can prepare a meal for an
  additional two people for each slot level above 2nd.
  Copy
  Copy
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a drop of ink)
  Duration: Instantaneous
  Classes: Artificer, Bard, Cleric, Wizard
  Source: Wizard's Spell Compendium
  You touch a nonmagical map, letter, or sheet of paper on
  which there is writing, then a blank sheet of paper (or
  parchment, vellum, etc.) of similar size, and an exact copy of
  the original is made. It requires an Intelligence (Investigation)
  check, using your spell save DC, to determine which is the
  copy and which is the original.
  Crawling Darkness
  Crawling Darkness
  6th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a strand of spider silk and a pinch of
  soot)
  Duration: Concentration, up to 1 minute
  Classes: Warlock
  Source: Priest's Spell Compendium
  With this spell, you are surrounded by a shroud of pure black,
  writhing tentacles. Your area is in darkness and heavily
  obscured, but this darkness doesn't impede your vision and
  the tentacles don't hinder your movements. While this spell is
  in effect, you gain the following benefits:
  22
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   • You can climb difficult surfaces, including upside down on
  ceilings, without needing to make an ability check.
  • Your AC increases by 2 and your reach increases by 5
  feet.
  • A creature that touches you or hits with a melee attack
  while within 5 feet of you takes 3d10 necrotic damage.
  • You have advantage on Charisma (Intimidation) checks.
  • Your true appearance can't be discerned, except by
  truesight.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, you inflict an additional 1d10
  damage for each slot level above 6th.
  Create Air
  Create Air
  5th-level conjuration
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a glass bottle worth 100 gp and a drop
  of water)
  Duration: 30 days
  Classes: Cleric, Druid, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  With this sphere, you create a 100-foot-radius bubble filled
  with a renewable supply of fresh air, centered on the bottle
  used as the material component. The air can be temporarily
  fouled by smoke and similar means but will quickly clear
  itself. The air emanates from the bottle; as long as the bottle
  is intact, it will produce air for the duration of the spell. The
  air in the bubble will mingle with air in the surrounding
  environment.
  Create Darkenbeast
  Create Darkenbeast
  4th-level transmutation
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S, M (dried wyvern's blood)
  Duration: Permanent
  Classes: Wizard
  Source: Wizard's Spell Compendium
  You transform one Small, Medium or Large mammalian
  beast of CR 1 or lower into a darkenbeast. You can only cast
  this spell when you and your target creature are not in
  sunlight. A dispel magic can reverse this spell and restore
  darkenbeast's original form. The darkenbeast is friendly to
  you and your allies. It obeys verbal commands that you issue
  to it (no action required by you). If you don't issue any, it
  defends itself but otherwise takes no action.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, you can create one additional
  darkenbeast for each slot level above 4th. Each of the
  creatures must come from a different beast.
  23
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Darkenbeast
  Darkenbeast
  Medium monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 33 (6d8+6)
  Speed 5 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  13 (+1)
  1 (-5) 6 (-2) 1 (-5)
  Skills Perception +0, Stealth +2
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Created Mind. The darkenbeast can't be compelled
  to act in a manner contrary to its nature or
  instructions.
  Death Burst. When the darkenbeast dies, it explodes
  in a burst of violet flames. Each creature within 5
  feet of it must make a DC 11 Dexterity saving
  throw, taking 9 (2d8) fire damage on a failed save,
  or half as much damage on a successful one.
  Imprinted Spell. The darkenbeast may have a single
  spell of 5th level or lower imprinted in it. It may
  then cast the spell once without the need for any
  components, using its creator's spell save DC and
  spell attack bonus. When the darkenbeast casts the
  spell, roll a d4. On a 1, the spell fails to work
  properly. Whether the spell is successful or not, the
  darkenbeast instantly dies and explodes.
  Magic Resistance. The darkenbeast has advantage on
  saving throws against spells and other magical
  effects.
  Sunlight Hypersensitivity. The darkenbeast takes 20
  radiant damage when it starts its turn in sunlight.
  While in sunlight, it has disadvantage on attack rolls
  and ability checks.
  Actions
  Actions
  Multiattack. The darkenbeast makes three attacks:
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft.,
  one target. Hit: 5 (1d4+3) slashing damage
  Claws. Melee Weapon Attack: +4 to hit, Reach 5 ft.,
  one target. Hit: 7 (1d8+3) piercing damage
  
  /
  Create Room
  Create Room
  6th-level conjuration
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a stick of colored chalk, a small model
  of a house made of stained glass worth 100 gp, and a
  special component depending on the version of the spell)
  Duration: 24 hours
  Classes: Wizard
  Source: The Great Net Spellbook
  You conjure the furnishings and equipment for a specific type
  of room that you specify when you cast the spell. These
  objects fit in a 20-foot square that is marked by the chalk, and
  any object that is removed from the area dissipates into
  smoke. At the end of the spell's duration, all furnishings will
  also vanish. Choose one of the following options when you
  cast this spell:
  • Bathing Room. This includes a magical, self-emptying
  toilet; a bathtub (you can choose to make it large enough to fit
  up to 1-4 people); a magical brazier that produces warmth for
  the duration; towels; a standing mirror and hand mirror; one
  or two cushioned stools; one or two dressing gowns, and
  hygiene supplies for bathing, shaving, manicures, and
  pedicures. The material component is a vial of scented bath
  oils worth 1 gp.
  • Bedroom. This contains one or two beds (you can choose
  to make them large enough to fit 1-4 people) with sheets,
  blankets, or duvets; a bedside table with an oil lamp; a
  magical, self-emptying chamber pot for each bed; and up to
  four sets of of sleep clothes and slippers. The material
  component is a bit of cloth, a pinch of sand, and a feather.
  • Dining Room. This contains a table (you can choose to
  make it large enough to fit 2-8 people) which has a complete
  set of dishware, drinking glasses, utensils, placemat, folding
  napkin, and finger bowl for each place setting; and 1-3
  candeholders lit with continual flame. The material
  component is a miniature table setting.
  • Kitchen. This contains two sets of cook's utensils; a
  magic icebox that retains its temperature for the duration; a
  stove and an oven; two large fireplaces with spits;
  miscallaneous pots, pans, abd mixing bowls; and two large
  tubs of fresh water. The material component is a miniature
  kitchen knife and a miniature copper pot.
  • Sitting Room. This contains couches, armchairs, and
  footstools; side tables; a magic fireplace that remains lit for
  the duration; glasses and cups for various beverages; up to
  three lamps lit with continual flame; and thick rugs. The
  material component is a piece of mahogany, a bag of tea, and
  a silver piece.
  • Throne Room. This creates one to three padded thrones
  on a dias; a carpet that leads up to the dias; a court table with
  a gavel; a dozen standing lamps lit by continual flame; two
  magic fireplaces that remain lit for the duration; up to a
  dozen banners with your choice of symbol; and up to six long
  benches. The material component is a piece of mink fur and
  a foot of satin cloth.
  • Workshop. This creates one to three workbenches and
  up to six stools, a forge, a large trough of water, and two
  toolkits of your choice.
  You can cast this spell again while it is active to maintain
  the room's existence for another 24 hours. You can create a
  permanent room by casting the same variant of the spell in
  the same location every day for one year.
  If you cast this spell inside of a demiplane or a magical
  structure, such as that created by Galder's tower, then you
  can take the items anywhere within the structure; they're not
  limited to the 20-foot square. However, items will dissipate
  into smoke if taken outside the structure.
  Using any material created by this spell as another spell's
  material component causes that spell to fail.
  Create Shade
  Create Shade
  7th-level necromancy
  Casting Time: 8 hours
  Range: Touch
  Components: V, S, M (1,000 gp worth of powdered onyx and
  diamond, and rare poisons taken from the Shadowfell
  worth 500 gp, both of which the spell consumes)
  Duration: Instantaneous
  Classes: Cleric, Wizard
  Source: Wizard's Spell Compendium
  You infuse a willing dragon, giant, humanoid, or monstrosity
  with the dark energies of the Shadowfell and transform that
  creature into a shade, a being that is not quite alive but also
  not quite undead. The shade gains many abilities (most of
  which don't work in bright light), and while it can be slain, it is
  otherwise immortal.
  The shade template is on the following page.
  Create Spring
  Create Spring
  6th-level conjuration
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a bit of a freshwater plant and a water
  opal worth at least 500 gp)
  Duration: 24 hours
  Classes: Cleric, Druid
  Source: Priest's Spell Compendium
  You touch the ground, and as long as it consisted of
  nonmagical, unworked earth or stone, a freshwater spring
  bubbles up. The spring produces 100 gallons of water per
  minute in most areas. In very dry conditions (such as a
  desert), it produces a tenth as much water per minute, and in
  very wet conditions (such as in swamps or a jungle, or in an
  existing body of water), it produces ten times as much water
  per minute.
  If you wish, may also choose to make the spring a hot
  spring or a mineral spring.
  You can create a permanent spring by casting this spell in
  the same location every day for one year.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Shade Template
  Shades tend to be moody and cynical, and driven
  by their dedication to the powers of night. Their
  skin, hair, and eyes are leeched of color and turn
  ashy in both color and texture.
  A shade has the following traits:
  Type. Although technically living, the shade is
  treated as undead for all purposes and its type
  changes to undead. It still needs to breathe, drink,
  eat, and sleep, but only needs half as much drink,
  food, or sleep. The shade is incapable of
  reproducing and if slain, only a true resurrection or
  wish will bring it back from the dead (it will no
  longer be a shade in that case). It is capable of
  being affected by spells and other effects that
  target either undead or creatures of its original
  type.
  Alignment. Nearly all shades are of neutral or evil
  alignment.
  Speed. The shade's speeds increase by 10 feet
  when in dim light or darkness. When in bright light,
  its speeds decrease by 10 feet.
  Proficiencies. The shade is proficient in Stealth,
  and when in dim light or darkness, it may use
  double its proficiency bonus.
  Resistances and Immunities. The shade is
  resistant to cold, necrotic, and poison damage, and
  it is immune to the poisoned condition.
  Senses. The shade has darkvision to 120 feet.
  Innate Spellcasting. The shade's spellcasting
  ability is Charisma. While in dim light or darkness,
  the shade can cast the following spells, requiring
  no material components: 
  1/day each: blur, dancing shadows (q.v.), darkness,
  dimension door (start and ending points must both
  be within darkness)
  Light Sensitivity. While in bright light, the shade
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Living Shadow. While in dim light or darkness,
  the shade has resistance to damage that isn't force,
  psychic, or radiant, and it can take the Hide action
  as a bonus action.
  Magic Resistance. While in dim light or darkness,
  the shade has advantage on saving throws against
  spells and other magical effects.
  Regeneration. When in dim light or darkness, the
  shade regains 10 hit points at the start of its turn if
  it has at least 1 hit point.
  Shadow Vision. Magical darkness doesn't impede
  the shade's vision.
  Soulless. The shade can't be affected by any spell
  or magical effect that would affect its soul or spirit,
  or that would lower its hit point maximum or
  attributes.
  Turn Immunity. The shade is immune to against
  any effect that turns undead.
  Crier's Boon
  Crier's Boon
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a piece of vellum, rolled into a cone)
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  With this spell, a willing creature you cast this upon can
  speak loudly and clearly enough to be easily heard over 200
  feet away, regardless of any ambient noise.
  Crystalbrittle
  Crystalbrittle
  7th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Special
  Classes: Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  One Large or smaller nonmagical metallic object or construct
  you touch becomes as brittle and fragile as glass (as per
  Dungeon Master's Guide chapter 8, Statistics for Objects).
  Any type of metal can be affected, including adamantine and
  mithral.
  If the target is a construct, it may make a Constitution
  saving throw. On a success, it is unaffected. On a failure, it is
  affected for 1 minute. During this time, its AC is 13, unless it
  was already lower than that, and it has vulnerability to
  bludgeoning and thunder damage.
  If the target is an object, the transformation is permanent.
  Curse Of Lycanthropy
  Curse Of Lycanthropy
  8th-level transmutation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a piece of skin from a lycanthrope)
  Duration: Permanent
  Classes: Wizard
  Source: The Great Net Spellbook
  You curse a humanoid within range, forcing it to make a
  Charisma saving throw. On a failure, the creature is cursed
  and becomes a lycanthrope. For the next 30 days, the target
  is charmed by you, although it's not compelled to obey your
  orders. A creature that can't be charmed still becomes a
  lycanthrope. The creature won't be able to shapechange into
  its animal or hybrid form until the next full moon, and may
  not even be aware that it has been cursed until then.
  The type of lycanthrope you take the material component
  from determines the type of lycanthrope your target becomes.
  25
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Curse of Tongues
  Curse of Tongues
  1st-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a piece of knotted string)
  Duration: Concentration, up to 1 minute
  Classes: Bard, Cleric, Wizard
  Source: Priest's Spell Compendium
  You curse a creature so that it's speech becomes completely
  unintelligible, unless it makes a successful Wisdom saving
  throw. For the duration, the creature can't speak and can't
  cast spells with verbal components.
  Dancing Shadows
  Dancing Shadows
  2nd-level illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  A 20-foot cube of flickering lights and shadows appears at a
  point you choose within range. The area is dimly lit and all
  creatures inside the area have half cover.
  On your turn, you may use your action to choose a number
  of creatures within the area equal to your spellcasting ability
  modifier and force them them make a Wisdom saving throw.
  On a success, the creature is incapacitated until the begining
  of its next turn as the shadows whirl about in a confusing and
  mesmerizing pattern. While incapacitated, its speed is 0.
  Creatures that are blinded or have truesight are not
  affected by this spell.
  Dardan's Dryness
  Dardan's Dryness
  2nd-level abjuration (ritual)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a beetle's carapace)
  Duration: 1 hour
  Classes: Wizard
  Source: The Great Net Spellbook
  You gesture at an inanimate object that can fit in a 5-foot
  cube, or part of a larger object, that you can see within range
  and a faint magical field surrounds it. For the duration, the
  object is completely waterproof.
  Dark Fire
  Dark Fire
  2nd-level transmutation (ritual)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (a piece of charcoal)
  Duration: 8 hours
  Classes: Bard, Druid, Ranger, Wizard
  Source: Priest's Spell Compendium
  You alter a normal fire that is no larger than a small campfire,
  turning its flames purple-black. While it still emits heat and
  can ignite flammable objects, the flames produce neither
  light nor smoke. Any object lit by a dark fire acts like normal
  flame, shedding both light and smoke.
  Darklight's Planar Weapon
  Darklight's Planar Weapon
  6th-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a melee weapon, which is consumed
  by the spell, and an ivory eight-sided die worth at least 10
  gp)
  Duration: Concentration, up to 10 minutes
  Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  Source: The Complete Spell Netbook
  You summon planar energies and imbue a nonmagical melee
  weapon you are holding, transforming it into a magical planar
  weapon. You may wield the weapon yourself or give it to
  another creature to wield. If you choose to wield it, you are
  considered proficient in it. You have +1 to hit with this
  weapon, and you can treat it as a spellcasting focus, allowing
  you to cast other spells while wielding it.
  The weapon's appearance changes to reflect the energies
  with which you imbue it, and it gains new properties. When
  you cast this spell, you may attempt to choose which plane
  you are drawing your energies from by making a DC 15
  Intelligence (Arcana) check. If you have a tuning fork attuned
  to that plane, such as the fork needed to cast plane shift, you
  automatically succeed. Otherwise, the plane you draw energy
  from is determined randomly. Roll a d100 to determine the
  plane:
  1-3 Weapon of Elemental Ice. Drawing energy from the
  Planes of Air and Water, the weapon becomes coated with
  jagged, ice crystals. On a successful hit, it inflicts an
  additional 3d10 cold damage, and the target's speed is
  reduced by 10 feet and it has disadvantage on the next
  weapon attack roll or Dexterity saving throw it makes before
  the end of its next turn, as ice spreads over the target from
  the point of impact. If your target is an air- or earth-based
  elemental, it has disadvantage on attack rolls made against
  you, and you have advantage on saving throws made against
  spells and effects the creature causes, until the end of its next
  turn. Air- and water-based elementals have resistance to the
  damage inflicted by this weapon.
  26
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   4-6 Weapon of Elemental Magma. Drawing energy from
  the Planes of Earth and Fire, the weapon turns into lava rock,
  with cracks revealing the magma underneath. It sheds bright
  light to 5 feet and dim light for a further 5 feet. On a
  successful hit, it inflicts an additional 3d10 fire damage and
  the creature catches fire; until someone takes an action to
  douse the fire, the creature takes 5 (1d10) fire damage at the
  start of each of its turns. If your target is an air- or water-
  based elemental, it has disadvantage on attack rolls made
  against you, and you have advantage on saving throws made
  against spells and effects the creature causes, until the end of
  its next turn. Earth- and fire-based elementals have resistance
  to the damage inflicted by this weapon.
  7-9 Weapon of Elemental Ooze. Drawing energy from the
  Planes of Earth and Water; the weapon drips with foul-
  smelling, greenish-brown mud. On a successful hit, it inflicts
  an additional 3d10 acid damage and the target has
  disadvantage on Dexterity attack rolls and ability checks, and
  is poisoned until the end of its next turn, as the weapon
  covers the target in slime and muck. If your target is an air- or
  fire-based elemental, it has disadvantage on attack rolls made
  against you, and you have advantage on saving throws made
  against spells and effects the creature causes, until the end of
  its next turn. Earth- and water-based elementals have
  resistance to the damage inflicted by this weapon.
  10-12 Weapon of Elemental Smoke. Drawing energy
  from the Planes of Air and Fire, the weapon is shrouded with
  thick, cloying smoke to a radius of 5 feet. You are considered
  to be heavily obscured by the smoke, although it doesn't
  hinder your vision. On a successful hit, it inflicts an additional
  3d10 poison damage and the target spends its next action
  wheezing and choking. If your target is an earth- or water-
  based elemental, it has disadvantage on attack rolls made
  against you, and you have advantage on saving throws made
  against spells and effects the creature causes, until the end of
  its next turn. Air- and fire-based elementals have resistance to
  the damage inflicted by this weapon.
  13-15 Weapon of Elemental Lightning. Drawing energy
  from the Plane of Air and the Positive Plane, the weapon
  crackles with sparks of multicolored electricity, and emits
  resounding thunderclap. It sheds bright light to 5 feet and
  dim light for an additional 5 feet. On a successful hit, it
  inflicts an additional 3d10 lightning damage and is deafened
  until the end of its next turn. If the target is wearing metal
  armor, it instead inflicts 4d10 lightning damage. Air-based
  elementals have resistance to the damage inflicted by this
  weapon.
  16-18 Weapon of Elemental Mineral. Drawing energy
  from Plane of Earth and the Positive Plane, the weapon
  becomes encrusted with jagged crystals. On a successful hit,
  it inflicts an additional 3d10 force damage. If you score a
  critical hit, roll another d20. On a roll of 20, you lop off one of
  the target's limbs, or cut away part of its body if it doesn't
  have limbs. Earth-based elementals have resistance to the
  damage inflicted by this weapon.
  19-21 Weapon of Elemental Radiance. Drawing energy
  from the Plane of Fire and the Positive Plane, the weapon
  glows with beautiful, multicolored light. It sheds bright light
  to 30 feet and dim light for an additional 30 feet. On a
  successful hit, it inflicts an additional 3d10 radiant damage,
  and the target is blinded until the end of its next turn. Fire-
  based elementals have resistance to the damage inflicted by
  this weapon.
  22-24 Weapon of Elemental Steam. Drawing energy
  from the Plane of Water and the Positive Plane, this weapon
  becomes hot and damp to the touch and emits thick, cloying
  steam to a radius of 5 feet. You are considered to be heavily
  obscured by the steam, although it doesn't hinder your vision.
  On a successful hit, it inflicts an additional 3d10 fire damage,
  and the target is engulfed by a cloud of steam and is blinded
  until the end of its next turn. Water-based elementals have
  resistance to the damage inflicted by this weapon.
  25-27 Weapon of Elemental Ash. Drawing energy from
  the Plane of Fire and the Negative Plane, this weapon
  becomes a dull, lifeless gray and spews flakes of draining ash
  with every swing. On a successful hit, it inflicts an additional
  3d10 cold damage, the target has disadvantage on Strength
  ability checks, attack rolls, and saving throws until the end of
  its next turn. Fire-based elementals have resistance to the
  damage inflicted by this weapon.
  28-30 Weapon of Elemental Dust. Drawing energy from
  the Plane of Earth and the Negative Plane, this weapon turns
  a dirty brown-gray and becomes grainy, as if it's about to
  crumble away. On a successful hit, it inflicts an additional
  3d10 thunder damage, and it inflicts double damage to
  objects and structures. Earth-based elementals have
  resistance to the damage inflicted by this weapon.
  31-33 Weapon of Elemental Salt. Drawing energy from
  the Plane of Water and the Negative Plane, this weapon
  becomes coated with salt crystals. On a successful hit, it
  inflicts an additional 3d10 necrotic damage and the target
  has disadvantage on Constitution ability checks and saving
  throws until the end of its next turn. Eater-based elementals
  have resistance to the damage inflicted by this weapon.
  34-36 Weapon of Elemental Void. Drawing energy from
  the Plane of Air and the Negative Plane, this weapon turns
  darkly transluscent and begins to suck all of the air in the
  area into its form. On a successful hit, it inflicts an additional
  3d10 force damage and the if the target needs to breathe,
  spends its next action gasping for breath as the air is drawn
  out of its lungs. Air-based elementals and creatures that don't
  breathe have resistance to the damage inflicted by this
  weapon.
  37-39 Weapon of the Astral. The weapon becomes a flat
  silver color and it produces a hum that is heard psychically,
  not physically. On a successful hit, it inflicts 3d10 psychic
  damage, and the creature's hit point maximum is reduced by
  half that amount. The reduction lasts until the creature
  finishes a short or long rest. If the target's hit point maximum
  is reduced to 0, the target falls unconscious for 1 hour or until
  another creature uses its action to wake the creature up. In
  addition, if you are on the Astral plane and score a critical hit
  against a target in an astral body (as with the astral
  projection spell), you can cut the silvery cord that tethers the
  target to its material body, instead of dealing damage. Titans
  have resistance to the damage inflicted by this weapon.
  27
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   40-42 Weapon of the Ethereal. The weapon becomes a
  misty gray in color and feels insubstantial to the touch, even
  though it isn't. On a successful hit, it inflicts 3d10 force
  damage, and if your target is insubstantial, ethereal, or
  ephemeral, you have advantage on your attack roll. Undead
  have resistance to the damage inflicted by this weapon.
  43-45 Weapon of Mount Celestia. The weapon turns
  gleaming white and radiates golden light, shedding bright
  light in a 30-foot radius and dim light for an additional 30
  feet. On a successful hit, it inflicts 3d10 radiant damage. If
  your target is a fiend or undead, it has disadvantage on attack
  rolls made against you, and you have advantage on saving
  throws made against spells and effects the creature causes,
  until the end of its next turn. Celestials have resistance to the
  damage inflicted by this weapon.
  46-48 Weapon of Bytopia. The weapon turns silvery-white
  and radiates white light, shedding bright light in a 20-foot
  radius and dim light for an additional 20 feet. On a successful
  hit, it inflicts 3d10 radiant damage, and you can use your
  reaction to cause a creature that is within 30 feet of you that
  you can see to regain that many hit points. Ccelestials have
  resistance to the damage inflicted by this weapon.
  49-51 Weapon of Elysium. The weapon is made of pure
  silver that glows brightly, shedding dim light in a 20-foot
  radius and dim light for an additional 20 feet. On a successful
  hit, it inflicts 3d10 radiant damage. If your target is a
  shapechanger or undead, it has disadvantage on attack rolls
  made against you, and you have advantage on saving throws
  made against spells and effects the creature causes, until the
  end of its next turn. Celestials have resistance to the damage
  inflicted by this weapon.
  52-54 Weapon of the Beastlands. The weapon turns into
  stout oak, sprouting leaves along its hilt or shaft and sharp
  thorns along the weapon's striking edge. On a successful hit,
  it inflicts 2d10 damage of the weapon's original type and
  1d10 additional piercing damage. If your target is an
  aberration, it has disadvantage on attack rolls made against
  you, and you have advantage on saving throws made against
  spells and effects the creature causes, until the end of its next
  turn. Beasts and plants have resistance to the damage
  inflicted by this weapon.
  55-57 Weapon of Arborea. The weapon changes into fine,
  polished bronze and streaks of lighnting coruscates across its
  surface. On a successful hit, it inflicts an additional 3d10
  lightning damage and is deafened until the end of its next
  turn. In addition, you and friendly creatures within 5 feet of
  you can't be frightened while you are weilding this weapon. If
  your target is an aberration, it has disadvantage on attack
  rolls made against you, and you have advantage on saving
  throws made against spells and effects the creature causes,
  until the end of its next turn. Fey have resistance to the
  damage inflicted by this weapon.
  58-60 Weapon of Ysgard. The weapon changes into dark
  iron and fire and ice flicker across its surface. On a
  successful hit, it inflicts an additional 3d10 cold damage or
  fire damage (your choice). In addition, once while this spell is
  active, if you are reduced to 0 hit points while you are
  wielding this weapon, you can choose to drop to 1 hit point
  instead.
  61-63 Weapon of Limbo. The weapon constantly shifts its
  form with every moment, appearing as a different weapon
  with each blow. On a successful hit, you may choose if your
  weapon inflicts bludgeoning, piercing, or slashing damage, no
  matter what type of weapon it is, and it inflicts an additional
  3d10 damage of a random type:
   d6 
  Damage Type
  1
  acid
  2
  cold
  3
  fire
  4
  force
  5
  poison
  6
  psychic
  In addition, the target's form flickers rapidly through
  mutliple changes, settling on none. It is stunned until the end
  of its next turn.
  64-66 Weapon of Pandemonium. The weapon changes so
  it is made of howling winds and darkness. On a successful
  hit, it inflicts an additional 3d10 psychic damage and the
  target is briefly driven mad. If its next action would affect
  another creature (such as if it attacked or cast a spell on
  something other than itself), it affects a creature within range
  chosen randomly by the DM. In addition, if you score a
  critical hit with this weapon, the creature is blinded and
  deafened until the end of its next turn.
  67-69 Weapon of the Abyss. The weapon turns dark and
  takes on strange and disturbing angles and textures; it drips
  with noxious substances. On a successful hit, it inflicts an
  additional 3d10 acid damage or fire damage (your choice)
  and the target is poisoned until the end of its next turn. If
  your target is a celestial, it has disadvantage on attack rolls
  made against you, and you have advantage on saving throws
  made against spells and effects the creature causes, until the
  end of its next turn. Fiends have resistance to the damage
  inflicted by this weapon.
  70-72 Weapon of Carceri. The weapon changes so it's
  made of a dark, tarry substance. On a successful hit, it inflicts
  an additional 3d10 acid damage or cold damage your choice)
  and the target is covered in the tar and is restrained until the
  end of its next turn (escape DC equal to your spell save DC).
  Fiends have resistance to the damage inflicted by this
  weapon.
  73-75 Weapon of Hades. The weapon changes so its
  made of bone and blood, and it drips gritty sand. On a
  successful hit, it inflicts an additional 3d10 necrotic damage,
  and the creature's hit point maximum is reduced by half that
  amount. The reduction lasts until the creature finishes a
  short or long rest. If the target's hit point maximum is
  reduced to 0 dies and it rises in 1d4 hours as an undead of
  the DM's choice. Undead have resistance to the damage
  inflicted by this weapon.
  28
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   76-78 Weapon of the Nine Hells. This weapon is made of
  flaming brimstone, and the fire that dances along its striking
  face is dark and sickly-looking. On a successful hit, it inflicts
  an additional 3d10 fire damage. If your target is a celestial, it
  has disadvantage on attack rolls made against you, and you
  have advantage on saving throws made against spells and
  effects the creature causes, until the end of its next turn.
  Fiends have resistance to the damage inflicted by this
  weapon.
  79-81 Weapon of Acheron. This weapon changes so its
  made of iron that is bitterly cold to the touch. It glows with a
  red light that sheds dim light to a radius of 30 feet. On a
  successful hit, it inflicts an additional 3d10 cold damage and
  the target is paralyzed until the end of its next turn. Fiends
  have resistance to the damage inflicted by this weapon.
  82-84 Weapon of Mechanus. This weapon's shape
  becomes perfectly symmetrical and changes so its made of
  gray crystal. On a successful hit, it inflicts an additional 16
  points of force damage. If your target is an aberration or fey, it
  has disadvantage on attack rolls made against you, and you
  have advantage on saving throws made against spells and
  effects the creature causes, until the end of its next turn.
  Constructs have resistance to the damage inflicted by this
  weapon.
  85-87 Weapon of Arcadia. This weapon changes so it's
  made out of intricately carved wood. On a successful hit, it
  inflicts an additional 3d10 bludeoning, piercing, or slashing
  damage, as appropriate to the type of weapon it is, and you
  can use your reaction to target a creature that is within 30
  feet of you that you can see and cause it to be cured of one
  disease or one of the following conditions: blinded, deafened,
  paralyzed, or poisoned.
  88-91 Weapon of the Outlands. This weapon changes so
  it looks as though it were made of intertwined white crystals
  and polished obsidian, bound together with steel. On a
  successful hit, inflicts an additional 3d10 force damage. If
  your target is an aberration, celestial, fey, or fiend, it has
  disadvantage on attack rolls made against you, and you have
  advantage on saving throws made against spells and effects
  the creature causes, until the end of its next turn. Creatures
  that are neutral or unaligned have resistance to the damage
  inflicted by this weapon.
  92-94 Weapon of the Feywild. This weapon turns into
  pale wood and mithral, and it glows with a pulsing faery light,
  shedding dim light to 30 feet. On a successful hit, inflicts an
  additional 3d10 of a random type:
   d4 
  Damage Type
  1
  cold
  2
  fire
  3
  lightning
  4
  thunder
  If your target is undead, it has disadvantage on attack rolls
  made against you, and you have advantage on saving throws
  made against spells and effects the creature causes, until the
  end of its next turn. Fey have resistance to the damage
  inflicted by this weapon.
  95-97 Weapon of the Shadowfell. The weapon is made of
  quasi-solid blackness, and the area to a radius of 30 feet
  around you can be no brighter than dimly lit. On a successful
  hit, it inflicts an additional 3d10 necrotic damage, and the
  target is frigtened of you until the end of its next turn. If a
  creature is slain by this weapon, it rises as a shadow 1d4
  hours later. It is not under your control. Undead have
  resistance to the damage inflicted by this weapon.
  98-100 Weapom of the Far Realms. The weapon twists
  and warps itself in weird and disturbing ways and any metal
  in it takes on an unhealthy, oily sheen. On a successful hit, it
  inflicts an additional 3d10 psychic damage, and until the end
  of its next turn, the target has disadvantage on Intelligence
  and Wisdom ability checks and saving throws and can't take
  reactions. Aberrations have resistance to the damage
  inflicted by this weapon.
  At Higher Levels. When you cast this spell with a spell
  slot of 7th level or higher, its attack bonus becomes +2. When
  you cast it with a spell slot of 8th level or higher, its attack
  bonus becomes +3, and it no longer requires concentration.
   
  Darklight's Planar Weapon in Eberron
  If this spell is cast in Eberron, roll a d12 instead:
  1. Weapon of Daanvi. Use the Weapon of
  Mechanus.
  2. Weapon of Dolurrh. Use the Weapon of Hades.
  3. Weapon of Fernia. Use the Weapon of
  Elemental Magma.
  4. Weapon of Irian. Use the Weapon of Elysium.
  5. Weapon of Kythri. Use the Weapon of Limbo.
  6. Weapon of Lamannia. Use the Weapon of the
  Beastlands.
  7. Weapon of Mabar. Use the Weapon of the
  Shadowfell.
  8. Weapon of Risia. Use the Weapon of Elemental
  Ice.
  9. Weapon of Shavarath. Use the Weapon of
  Acheron.
  10. Weapon of Syrania. Use the Weapon of
  Elemental Radiance, but creatures with a flying
  move have resistance to damage inflicted by this
  weapon, instead of air- and fire-based elementals.
  11. Weapon of Thelanis. Use the Weapon of the
  Feywild.
  12. Weapon of Xoriat. Use the Weapon of the Far
  Realms.
  29
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Daydream
  Daydream
  Enchantment cantrip
  Casting Time: 1 action
  Range: 90 feet
  Components: S, M (a pinch of sand)
  Duration: 1 round
  Classes: Bard, Cleric, Wizard
  Source: Priest's Spell Compendium
  One creature you target within range must succeed on a
  Wisdom saving throw. On a failure, its mind starts to wander
  and it has disadvantage on Intelligence (Investigation),
  Wisdom (Insight), and Wisdom (Perception) checks it makes
  before the end of its next turn.
  Deathshroud
  Deathshroud
  8th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (500 gp worth of crushed black opal
  and smoky quartz)
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You draw upon the Negative Plane to infuse you with necrotic
  energies, surrounding you with a dark and shadowy aura.
  While this spell is in effect, you gain the following benefits:
  • You are immune to necrotic damage, and your hit point
  maximum can't be reduced.
  • Ranged attacks made against you have disadvantage.
  • A creature that touches you or hits you with a melee
  attack while within 5 feet of you takes 10 (3d6) necrotic
  damage.
  • You may use your action to touch a creature and drain its
  life. Make a melee spell attack. On a success, the creature
  takes 10d6 necrotic damage, its hit point maximum is
  reduced by that amount, and you regain hit points equal to
  half the amount of necrotic damage dealt.
  Descent into Madness
  Descent into Madness
  7th-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a tesseract made of golden wire,
  worth at least 500 gp)
  Duration: Instantaneous
  Classes: Bard, Cleric, Warlock, Wizard
  Source: Wizard's Spell Compendium
  With this cruel spell, you curse a humanoid target with a form
  of indefinite madness, unless it succeeds on a Wisdom saving
  throw. The madness slowly grows over the course of 1d4
  weeks. You have no control over the form the madness takes.
  The DM should either invent the form of madness, roll on the
  Indefinite Madness table in the Dungeon Master's Guide
  (Chapter 8: Running the Game), or roll on the following table:
  d12  
  Madness
  1
  "I feel that everything is strange and unnatural, like
  there's something alien and sinister behind the
  façade. The people I thought of as friends may be
  part of it in some way."
  2
  "I can't remember large portions of my previous
  life, and I'm not sure I can trust what I do
  remember."
  3
  "It's easiest when I don't have to think. About
  anything."
  4
  "Oh, look, faeries! Aww, aren't they cute. Say hi to
  them!"
  5
  "Oh my gods! That [type of creature, specific
  individual, or common everyday object] is
  terrifying! Don't let it get me!"
  6
  "I burst out in random bouts of laughter, crying, or
  screaming, and I just can't help it."
  7
  "This [type of creature, specific individual, or
  common everyday object] is the most important
  thing in the world. I can't let anyone take it away
  from me, or everything will be ruined!"
  8
  "I have to kill them! It's the only way to prove that
  I'm not crazy!"
  9
  "There's so much to do, and I'm the one to do it! I
  need to keep on doing this, and I couldn't stop
  even if I wanted to."
  10
  "Where am I? This place is strange. What was I
  supposed to be doing again? Wait… You seem
  familiar. I know you, right?"
  11
  "The people I thought were my friends are actually
  working against me. They're keeping me here
  against my will and stopping me from doing what I
  need to do!"
  12
  "Don't look, but there are things following us.
  They're hiding in the shadows, watching us.
  They're everywhere!"
  At the end of every 30 days, the creature can repeat its
  saving throw against this spell. If it succeeds on its saving
  throw, the spell ends and the madness fades after 1d4 days.
  The spell can also be ended by greater restoration, heal or
  wish.
  Deep Delve
  Deep Delve
  5th-level abjuration
  Casting Time: 1 action
  Range: Self (15-foot radius sphere)
  Components: V, S, M (a conch shell)
  Duration: Concentration, up to 24 hours
  Classes: Druid, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You create a bubble centered on you, and you and any
  number of creatures within 15 feet of you can breathe and
  speak normally while underwater and are immune to the
  effects of water pressure. The interior of the bubble is
  brightly lit and sheds dim light to an additional 30 feet. You
  can mentally command the bubble (no action required on
  your part) to move underwater with a swim speed of 50 feet.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   Creatures can exit and enter the bubble as desired, but
  water and normal plants can't enter or exit it. You can choose
  if a creature travels along with you in the bubble or not. If you
  don't wish for a creature to travel with you, it must swim to
  keep up.
  Detect Curse
  Detect Curse
  2nd-level divination
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: concentration, up to 1 round
  Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock,
  Wizard
  Source: Priest's Spell Compendium
  Choose a creature or object within range when you cast this
  spell. If the target is cursed in any way, you will see a sickly,
  dark gray aura around it.
  If you concentrate on the curse for the entire duration, you
  may make a DC 15 Arcana check. On a success, you may
  learn details about the curse, including when the creature or
  object was cursed and how it may be broken. This will not tell
  you who (or what) laid the curse upon the target, or how.
  Detect Metals and Minerals
  Detect Metals and Minerals
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small magnet)
  Duration: Concentration, up to 10 minutes
  Classes: Artificer, Cleric, Druid, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  You detect the presence of ore, gemstones, stone, or worked
  metal within 30 feet of you. On each of your turns, you may
  focus on one specific type of substance you wish to find (e.g,
  you can look for raw gold ore, or for manufactured gold
  items). This spell will also tell you roughly how much of that
  substance there is.
  Detect the Living
  Detect the Living
  3rd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Cleric, Druid, Paladin, Ranger
  Source: Priest's Spell Compendium
  For the duration, you know if there is a living creature within
  30 feet of you, as well as where the creature is located. Living
  creatures are surrounded by a faint glow, which is weaker in
  creatures that are close to death. You can choose whether the
  spell will detect or ignore normal plants.
  This spell doesn't detect creatures that are under the
  effects of a feign death or similar spell. The spell can
  penetrate most barriers, but is blocked by 1 foot of stone, 1
  inch of common metal, a thin sheet of lead, or 3 feet of wood
  or dirt.
  Dheryth's Energy Net
  Dheryth's Energy Net
  7th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer, Wizard
  Source: The Great Net Spellbook
  A net made of glowing magical force appears around a
  creature you can see within range. If the creature fails a
  Dexterity saving throw, it takes 4d10 force damage, and is
  contained within the net and stunned for the duration. The
  creature may make a Constitution saving throw at the end of
  each of its turns. On a success, the net vanishes and the
  creature is no longer stunned. You may also use a bonus
  action to cause the net to vanish.
  On each of your turns, you can use a bonus action to cause
  the net to flare with light, inflicting an additional 2d10 force
  damage to the trapped creature.
  While wrapped in the net, the creature sheds bright light to
  10 feet and dim light for a further 10 feet.
  Diary
  Diary
  3rd-level evocation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a vial of ink, which is consumed in the
  casting)
  Duration: 8 hours
  Classes: Artificer, Bard, Cleric, Wizard
  Source: Wizard's Spell Compendium
  You magically record the events of your day in a diary, which
  you must hold or keep on your person while this spell is in
  effect. The spell causes thoughts you focus on to appear in
  the diary, in your handwriting. It doesn't write your every
  stray thought; rather, it records your deliberate internal
  narration, in whatever language you think them in. (You
  should inform the DM what you are actually recording while
  this spell is active.)
  You can also cause images to appear in your diary, but you
  must spend time concentrating (as if concentrating on a
  spell) on the image you want to appear. In general, 1 minute
  is enough for for a rough sketch, 10 minutes is enough for a
  simple drawing, and 30 minutes is enough for a complex
  drawing. The quality of the art you produced is
  commensurate with your own artistic skill, but is still very
  rough. If you lose concentration before your drawing is
  complete, your drawing vanishes.
  The spell ends if the diary is ever moved more than 5 feet
  from you or if it runs out of pages; you receive a mental alert
  if your diary is close to being full.
  This spell only records your direct narration. You can't use
  it to record other people, either spoken aloud or transmitted
  telepathically.
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  /
  Dimensional Anchor
  Dimensional Anchor
  4th-level abjuration
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S
  Duration: 10 minutes
  Classes: Cleric, Wizard
  Source: Priest's Spell Compendium
  A green ray springs from your outstretched hand towards a
  creature you can see within range. Make a ranged spell
  attack. On a hit, the creature is covered with a shimmering
  emerald field. For the duration, the creature can't teleport or
  travel to another plane.
  You may cast this spell on a creature that is in the Ethereal
  Plane, if you can see it.
  Disfigure
  Disfigure
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Permanent
  Classes: Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  Your target must succeed on a Constitution saving throw or
  be cursed, its face and body covered in scars, boils, warts, and
  masses of twisted flesh. The creature becomes utterly
  repulsive. While cursed, the creature has disadvantage on
  Charisma (Persuasion) checks and advantage on Charisma
  (Intimidation) checks against creatures that can see it. It also
  has disadvantage on Constitution saving throws to avoid
  catching diseases. In addition, any reaction roll made to
  determine how others react to the target is made at
  disadvantage (as per Dungeon Master's Guide, Chapter 8:
  Social Interaction).
  At the end of every 30 days, the creature can repeat its
  saving throw against this spell. If it succeeds on its saving
  throw, the spell ends.
  A remove curse, greater restoration, or heal spell will end
  the effect.
  Distort Life
  Distort Life
  5th-level transmutation
  Casting Time: 3 hours
  Range: Touch
  Components: V, S, M (two strands of metal wire, one gold
  and one platinum worth 500 gp, twisted together into a
  double helix, which is consumed in the casting)
  Duration: Instantaneous
  Classes: Artificer, Druid, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You touch a beast, dragon, giant, humanoid, or monstrosity
  and transform one part of its body, shaping it as if it were clay.
  The creature must be incapacitated, restrained, or willing.
  When you begin to cast this spell, the target must make a
  Constitution saving throw, whether it is willing or not. A
  willing creature has disadvantage on the saving throw. On a
  failure, you may shape the creature as you choose; otherwise,
  it's unaffected. However, if the target's rolls a 5 or lower on
  this save, then at the DM's decretion, it also develops
  unwanted, and potentially dangerous or detrimental,
  mutations.
  Each casting of the spell allows you to make one change.
  Examples of changes include, but aren't limited to:
  • Changing one type of extremity (such as hands, hooves,
  or paws) to another type.
  • Changing a quadrupedal creature to make it a biped, or
  vice versa.
  • Altering jaws and vocal chords so the creature is capable,
  or incapable, of speech.
  • Altering teeth and digestive track so the creature can eat
  a different type of diet (such as turning a herbivore into a
  carnivore).
  • Giving or removing a natural attack, including the ability
  to inflict acid or poison damage or the poisoned condition.
  • Granting or removing darkvision, Keen Senses, or other
  traits that rely on natural biology, such as Amphibious or
  Sure-Footed.
  You may not add or remove any magical or supernatural
  abilities, such as shapechanging, breath weapons, innate
  spellcasting, regeneration, or resistance or immunity to a
  type of damage or conditions.
  If you cast the spell two or more times before completing
  your next long rest, there is a cumulative 25% chance for
  each casting after the first that the spell will backfire and the
  target takes 28 (8d6) necrotic damage.
  The DM will decide if the creature is capable of breeding
  true.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, you can add or remove magical
  abilities such as those described above; however, you can't
  give the creature the ability to cast spells. You may also
  increase or decrease any attribute by one point.
  When you cast it with a 9th-level spell slot, you can give the
  creature the ability to cast a spell innately. You must have the
  spell written on a spell scroll. The spell scroll is consumed,
  whether this spell is successful or not.
  Drawmij's Light Step
  Drawmij's Light Step
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pit of cat fur and a duck's feather)
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Ranger, Wizard
  Source: Wizard's Spell Compendium
  You or a willing creature you touch gain a limited form of
  levitation. For the duration, your move increases by 5 feet,
  you gain the ability to walk across ground without disturbing
  the surface, you ignore difficult terrain, and you can walk
  across liquids as if they were difficult terrain. This spell
  doesn't protect you from taking damage by walking across
  lava or other dangerous surfaces, but it does prevent you
  from triggering traps that require you to step on them.
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  /
   At Higher Levels. When you cast this spell with a spell
  slot of 2nd level or higher, you can affect one additional
  creature for each slot level above 1st.
  Drawmij's Steed
  Drawmij's Steed
  2nd-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M
  Duration: 8 hours
  Classes: Wizard
  Source: Wizard's Spell Compendium
  You indicate a beast or monstrosity with an Intelligence or 3
  or lower within range and choose one of the following
  options:
  Beast of Burden. For the duration of the spell, the target's
  carrying capacity is doubled.
  Swift Mount. For the duration of the spell, the target's
  speed increases by 30 feet.
  When the spell ends, the target must make a DC 10
  Constitution saving throw. On a failure, it takes a level of
  exhaustion.
  At Higher Levels. When you cast this spell with a spell
  slot of 2nd level or higher, you can affect on additional
  creature for each slot level above 1st.
  Drawmij's Tool Box
  Drawmij's Tool Box
  2nd-level evocation
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (a miniature wooden tool box)
  Duration: Concentration, up to 1 hour
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  With this spell, you create a magical tool set of your choice,
  which appears in an unoccupied space you can see within 10
  feet of you. The tools shed dim light to a distance of 5 feet.
  Although magical, these tools function exactly as mundane
  tools of the same type do. When the spell ends, the tools poof
  out of existence.
  Dream Sight
  Dream Sight
  3rd-level divination
  Casting Time: 1 action
  Range: Special
  Components: S, M (a tick of incense worth at least 5 gp,
  which is burned while you cast the spell)
  Duration: 1 hour
  Classes: Bard, Cleric, Wizard
  Source: Priest's Spell Compendium
  When you cast this spell, you fall unconscious and your spirit
  leaves your body and can travel to nearby places. Your spirit
  is invisible and silent, has a flying speed of 90 feet, can't
  touch or interact with anything, and is incapable of taking
  actions or reactions or cast spells that require verbal or
  material components.
  While in spirit form, you can hear and see normally, and
  you can move through objects and other creatures as if they
  were difficult terrain. If you end your turn inside an object,
  you take 1d10 psychic damage.
  Your body can be awakened if a creature uses its actions to
  wake it, or if it takes any damage other than psychic damage.
  You can also choose to end the spell at any time and wake up.
  Your spirit can be detected with the detect evil and good
  spell, and you can't enter an area protected by a magic circle
  or hallow. In addition, you can be targeted by spells such as
  dispel evil and good. This causes you the spell to end early
  and you to wake up.
  Drive Insensate
  Drive Insensate
  5th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a leather hood)
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer, Wizard
  Source: The Great Net Spellbook
  You cause a foe to lose all of their senses. Choose a creature
  that you can see within range to make a Constitution saving
  throw. If it fails, the creature is blinded, deafened, and can't
  taste, smell, or feel anything for the duration. The creature
  can make a new saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, you can target one additional
  creature for each slot level above 2nd.
  Earthmaw
  Earthmaw
  4th-level transmutation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a tooth from a predatory animal)
  Duration: Instantaneous
  Classes: Druid
  Source: Priest's Spell Compendium
  You cause a patch of nonmagical, unworked earth or stone 10
  feet across to form into a gigantic mouth with sharp stone
  teeth. The mouth springs forth on a short neck and attacks a
  creature you choose within 10 feet of it. Make a melee spell
  attack. On a hit, the creature takes 5d10 piercing damage
  and must succeed on a Dexterity saving throw. On a failure,
  the creature is swallowed whole.
  While swallowed, the creature is restrained and can't
  breathe, and is at risk of suffocating (as per Player's
  Handbook chapter 8, Environment). The escape DC is equal
  to your spell save DC. On a success, the creature is no longer
  restrained and is able to dig intself out. The creature can also
  be dug out by creatures who are on the surface.
  After the attack, whether it hits or misses, the mouth
  returns to the ground and fades away.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Earthwrack
  Earthwrack
  9th-level necromancy
  Casting Time: 1 minute
  Range: Self (500-foot radius)
  Components: V, S
  Duration: 10 years
  Classes: Cleric, Wizard
  Source: Priest's Spell Compendium
  With this evil spell, you cause an area of nonmagical,
  unworked earth to become barren and blighted. Healthy
  plants wither and die within a few days of this spell being
  cast, although there is a chance (DM's discretion) that some
  will transform into blights instead. Seeds planted there will
  either not grow or grow into blights.
  This spell can be removed by first casting remove curse at
  the effect's center, then casting plant growth over 8 hours. A
  wish will also end the effect.
  Eliminate Element
  Eliminate Element
  7th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Special
  Classes: Druid, Sorcerer, Warlock, Wizard
  Source: The Great Net Prayerbook
  When you cast this spell, you cause a natural element that is
  in a 10-foot sphere to vaporize. Choose one of the following
  options:
  • Eliminate Air. You suck the air out of 10-foot-radius
  sphere centered on a point within range, leaving behind a
  vacuum. Nonmagical fire in the area is extinguished and
  nonmagical liquids in open containers are sublimated into
  steam. Creatures in the area can't breathe and is at risk of
  suffocating (as per Player's Handbook chapter 8,
  Environment). Fresh air rushes back in one round after the
  spell ends. When you cast this spell in this fashion, the
  duration is Concentration, up to 1 minute.
  • Eliminate Earth. You cause nonmagical, unworked earth
  and stone that fits in a 10-foot-radius sphere to turn into
  nothing but a handful fine dust. Nonmagical, worked earth
  and stone, such as stone buildings and walls, takes 8d10
  force damage. This doesn't affect metal or crystal. When you
  cast this spell in this fashion, the duration is Instantaneous.
  • Eliminate Fire. You create a 10-foot-radius sphere
  centered on a point within range. All nonmagical fire in the
  area is immediately extinguished, as is all magical fire
  created by a spell of 6th level or less. A creature or object that
  is in the sphere is immune to fire damage. When you cast this
  spell in this fashion, the duration is Concentration, up to 1
  minute.
  • Eliminate Water. You create a 10-foot-radius sphere
  centered on a point within range. All water in the area is
  immediately turned to mist. Any creature in the area that
  breathes only water is at risk of suffocating. When you cast
  this spell in this fashion, the duration is Concentration, up to
  1 minute.
  You can also cast this spell on an elemental. It must make a
  Constitution saving throw, taking 8d10 force damage on a
  failed save, or half as much on a successful one. If this brings
  the creature to 0 hit points, it dissolves, leaving behind only
  traces of elemental matter. When you cast this spell in this
  fashion, the duration is Instantaneous.
  Emotion
  Emotion
  4th-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  You target an individual within range to charm cause it to feel
  a single, intense emotion of your choice, unless it succeeds
  on a Wisdom saving throw. Choose from the following
  effects:
  Anger. The target bickers and argues with other creatures
  for the duration. During this time, it takes everything other
  creatures do or say in the worst possible light. It is incapable
  of meaningful communication and has disadvantage on
  saving throws and ability checks.
  Despair. The target is overwhelmed with despair for the
  duration. At the start of each of its turns for the duration, it
  must succeed on a Charisma saving throw. On a failure, it
  can't attack or target any creature with beneficial abilities,
  spells, or other magical effects.
  Courage. For the duration, the target is immune to the
  frightened condition as it becomes extremely brave.
  Cowardliness. The target is frightened of you or an object
  or other creature of your choice for the duration. While
  frightened, the target must move at least 30 feet away from
  the thing it fears on each of its turns, if able.
  Friendliness. For the duration, all other creatures have
  advantage on Charisma (Deception) and Charisma
  (Persuasion) checks made against the target, and
  disadvantage on Charisma (Intimidation). The target takes
  everything other creatures say or do in the best possible light
  and takes everyone as a friendly acquaintance. The target
  doesn't have to do anything it's told, but will feel more
  disposed towards doing it.
  Happiness. The target is overwhelmed with feelings of
  giddiness. At the start of each of its turns for the duration, it
  must succeed on a Charisma saving throw. On a failure, it
  can't attack or target any creature with harmful abilities,
  spells, or other magical effects. All reaction rolls made to
  determine how the target reacts are made at advantage.
  Hatred. The target is overwhelmed by feelings of hatred
  towards a particular object or creature of your choice that is
  within range. The target has disadvantage on attacks made
  against any creature but its hated target, and once on its turn,
  it can choose to make an attack against it at advantage. If you
  make the target hate a creature, then the target takes
  everything the creature says or does in the worst possible
  light.
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  /
   When the spell ends, the creature knows it was charmed
  by you.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, you can affect one additional
  creature for each slot level above 4th. The creatures must be
  within 30 feet of each other.
  Erase
  Erase
  1st-level transmutation
  Casting Time: 1 action
  Range: 30 feet or Touch
  Components: V, S
  Duration: Instantaneous
  Classes: Artificer, Bard, Cleric, Wizard
  Source: Wizard's Spell Compendium
  You remove writing from an area from an area equal to the
  size of a normal sheet of paper, leaving the surface clean and
  unused. The surface must be paper, parchment, or a similar
  surface.
  If the writing is magical in nature, such as from a spell
  scroll, make an ability check using your spellcasting ability.
  The DC equals 10 + the spell's level. On a successful check,
  the writing is erased. If you fail your check, and the writing
  was a glyph of warding, sigil (q.v.), or similar writing-based
  trap, you set off the trap.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you may also remove writing that is
  carved or engraved in stone, metal, or a similar hard surface.
  Estate Transference
  Estate Transference
  9th-level transmutation
  Casting Time: 3 hours
  Range: Self (40-mile sphere)
  Components: V, S, M (a rare or legendary magic item used to
  control or summon elementals)
  Duration: Permanent
  Classes: Wizard
  Source: Wizard's Spell Compendium
  With this powerful spell, you transfer a large area of land to
  the Inner Plane dictated by the type of magic (such as a bowl
  of commanding water elementals) item you use as the
  material components. A sphere up to 40 miles in diameter
  centered on you vanishes from the Prime Plane, leaving a
  hole in the ground behind, and reappears the appropriate
  elemental plane.
  The sphere you transfer has a semi-permeable barrier.
  Creatures may enter through it, but nonliving elemental
  matter can't. Air and water inside the barrier stay within and
  are renewed, kept at the same level of freshness as when you
  brought the sphere over, and the temperature remains the
  same as well. You can deliberately alter the air and
  temperature, such as with a control weather spell, but the
  sphere will eventually return to its default state of freshness
  and temperature.
  The material component used in the spell must remain at
  the center of the sphere, and cannot be used normally. If it is
  ever moved more than 5 feet from the center of the sphere, it
  crumbles to dust and the barrier vanishes, allowing
  elemental matter to flood in.
  Exaltation
  Exaltation
  3rd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a flask of holy water and powdered
  sapphire worth 100 gp)
  Duration: Concentration, up to 10 minutes
  Classes: Cleric, Paladin
  Source: Priest's Spell Compendium
  With this spell, provide aid, protection, and joyful feelings to a
  willing creature you touch; you can't cast this spell on
  yourself. For the duration, the creature radiates a pale glow
  that sheds dim light to a 5-foot radius and gains the following
  benefits:
  • The creature can't be frightened or poisoned, and it can't
  be rendered unconscious unless it is reduced to 0 hit points.
  If it had been suffering from one of those conditions before
  you cast exultation, the condition is paused while this spell is
  in effect.
  • The creature can't gain any levels in exhaustion. If had
  one or more levels before you cast this spell, it doesn't suffer
  from their effects while this spell is in effect.
  • The creature gains a number of temporary hit points
  equal to 10 + your caster level. When the spell ends, the
  target loses any remaining temporary hit points from this
  spell.
  • The creature has advantage on Charisma (Intimidation)
  and Charisma (Persuasion) ability checks.
  • Once while this spell is active, the creature may roll a d6
  and add the number rolled to any ability check or saving
  throw it makes.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the creature gains an additional 5
  temporary hit points for each slot level above 3rd. In addition,
  when you cast this spell with a spell slot of 6th- or 7th-level,
  the die becomes a d8. When you cast this spell with a spell
  slot of 8th- or 9th-level, the die becomes a d10.
  Eyes of the Sun
  Eyes of the Sun
  4th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Druid
  Source: The Great Net Prayerbook
  Your eyes burn as bright as the sun for the spell's duration.
  You shed bright light to 20 feet and dim light to a further 20
  feet. This light is sunlight. OneWhen you cast this spell, and
  as a bonus action on each subsequent turn, you may target
  one creature you can see within 60 feet of you that you can
  see. That creature must succeed on a Constitution saving
  throw or be blinded for 1 minute. Creatures with the Sunlight
  Sensitivity or similar trait have disadvantage on this save.
  A creature may make a new saving throw at the start of
  each of its turns, ending the effect on itself on a success. A
  creature that succeeds on its save can't be targeted by this
  casting of the spell again.
  35
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Fantastic Machine
  Fantastic Machine
  5th-level illusion
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Artificer
  Source: Priest's Spell Compendium
  You create a quasi-real, many-armed mechanical contraption
  that appears on the ground in an unoccupied space of your
  choice within range. You may choose the machine to be
  Large (10 feet tall) or Huge (20 feet tall), although its
  attributes don't change.
  The machine lasts for the spell's duration and it moves at
  your mental command (no action required by you). If you
  issue no commands, it performs the last action you ordered it
  to take. The machine shares you initiative count, but it takes
  its turn immediately after yours. It the machine drops to 0 hit
  points, the spell ends. On each of your turns, you can order
  the machine to perform one of following tasks: Attack, Dig,
  Lift, Pull, Push, or Throw.
  At Higher Levels. When you cast this spell with a 6th-level
  spell slot, the duration becomes Concentration, up to 30
  minutes. When you use an 8th-level or higher spell slot, the
  duration is up to 1 hour, without the need to concentrate.
  Feeblebody
  Feeblebody
  8th-level transmutation
  Casting Time: 1 action
  Range: 150 feet
  Components:
  Duration: Instantaneous (a live mouse)
  Classes: Bard, Druid, Warlock, Wizard
  Source: The Great Net Spellbook
  You blast a creature that you can see within range, attempting
  to turn its body upon itself. The target takes 4d6 force
  damage and must make a Strength saving throw. On a failed
  save, the creature's Strength, Dexterity, and Constitution
  scores become 3 and its speed can't be higher than 10 feet.
  At the end of every 30 days, the creature can repeat its
  saving throw against this spell. If it succeeds on its saving
  throw, the spell ends. The spell can also be ended by greater
  restoration, heal, or wish.
  Fellblade
  Fellblade
  6th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a drop of your blood and a piece of
  cold iron)
  Duration: Concentration, up to 10 minutes
  Classes: Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You call up a smoky gray blade made of dark energy into your
  hand. This magic sword lasts until the spell ends. It counts as
  a simple melee weapon with which you are proficient. It deals
  6d6 necrotic damage on a hit and has the finesse, light, and
  thrown properties (range 20/60).
   
  If you drop the weapon or throw it, it dissipates at the end of
  the turn. Thereafter, while the spell persists, you can use a
  bonus action to cause the sword to reappear in your hand.
  In addition, when you successfully hit a creature with this
  sword, choose one of the following options:
  Drain. The blade drinks deeply of your targets life and
  siphons some of that energy to you. You regain hit points
  equal to half the amount of necrotic damage dealt.
  Curse. The blade places a curse on your target. Until the
  start of your next turn, the target has disadvantage on attack
  rolls made against you, and disadvantage on ability checks
  and saving throws made with one ability check of your
  choice.
  At Higher Levels. When you cast this spell using a 7th
  level or higher spell slot, the damage increases by 1d6 for
  each slot level above 6th.
  36
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Fantastic Machine
  Fantastic Machine
  Large or Huge construct, unaligned
  Armor Class 14 + the level of the spell (natural
  armor)
  Hit Points equal to 25 + ten times the spell's level.
  Speed 40 ft., burrow 20 ft., climb 10 ft., fly 10 ft.
  (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  20 (+5)
  1 (-5) 5 (-3) 1 (-5)
  Damage Vulnerabilities force
  Damage Resistances acid, cold, fire; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison, psychic
  Condition Immunities charmed, deafened,
  exhaustion, frightened, paralyzed, poisoned,
  unconscious
  Languages understands the languages of its creator
  but can't speak
  Beast of Burden. The fantastic machine is considered
  to be a Gargantuan construct for the purposes of
  determining its carrying capacity.
  Immutable Form. The fantastic machine is immune
  to any spell or effect that would alter its form.
  Actions
  Actions
  Slam. Melee Weapon Attack: +5 + the spell's level to
  hit, Reach 15 ft, one target. Hit: 2d12 + 5 + the
  spell's level bludgeoning damage.
  Throw Object. Ranged Weapon Attack: + the spell's
  level to hit, Range 60/180 ft, one target. Hit: 3d6 +
  the spell's level bludgeoning damage.
  
  /
  Fireblast
  Fireblast
  6th-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M
  Duration: Instantaneous
  Classes: Sorcerer, Wizard
  Source: The Great Net Spellbook
  A bright streak flashes from your pointing finger to a point
  you choose within range and then explodes with a clap of
  thunder into an explosion of flame and high pressure. Each
  creature in a 20-foot-radius sphere centered on that point
  must make a Dexterity saving throw. A target takes 5d6 fire
  damage and 5d6 force damage on a failed save, or half as
  much damage on a successful one. In addition, on a failed
  save, a creature is pushed back 20 feet from the spell's target
  point and is deafened until the end of its next turn. This spell
  deals double damage to objects and structures.
  The fire spreads around corners. It ignites flammable
  objects in the area that aren't being worn or carried.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th-level or higher, the damage increases by 1d6 fire
  damage or force damage (your choice) for each slot level
  above 6rd.
  Float/Sink
  Float/Sink
  1st-level transmutation
  Casting Time: 1 action or reaction action, taken when a
  creature within range enters water
  Range: 30 feet
  Components: V, S, M (a cork)
  Duration: Special
  Classes: Artificer, Cleric, Druid, Wizard
  Source: Wizard's Spell Compendium
  Choose an object that can fit in a 5-foot cube, or a Medium or
  smaller creature, that is in water or other liquid and choose
  one of the following options:
  Float. The target becomes very buoyant. It will remain on
  the water's surface, unless prevented from doing so, such as
  by having heavy weights attached (which must weigh at least
  half as much as what the target actually weighs).
  When you cast this spell in this manner, the duration is 1
  hour.
  Sink. The target immediately begins to sink, falling to the
  bottom of the body of water it is in as if it had weights
  attached to it. If the target is a creature, it has disadvantage
  on Strength (Athletics) checks made to swim and its swim
  speed (if any) is halved.
  When you cast this spell in this manner, the duration is
  Concentration, up to 1 minute.
  Flock of Birds
  Flock of Birds
  3rd-level conjuration
  Casting Time: 1 action
  Range: 180 feet
  Components: V, S, M (a handful of feathers)
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Druid
  Source: Priest's Spell Compendium
  A tremendous flock of fey spirits that take the form of
  songbirds appear and fill a 20-foot-radius sphere centered on
  a point you choose within range. They fly about in confusing
  patterns, chirping and singing loudly. The sphere spreads
  around corners. The sphere remains for the duration and its
  area is heavily obscured, and a creature inside the sphere is
  deafened due to the loud singing. For every 1 foot a creature
  moves through the area, it must spend 4 feet of movement.
  A creature who is inside the sphere has disadvantage on
  ability checks and attack rolls, and on Dexterity saving
  throws. A creature who attempts to cast a spell while inside
  the sphere must first succeed on a concentration saving
  throw to do so. The DC is equal to 6 + half your spell save DC
  (rounded down).
  Individual songbirds can't be harmed, and when the spell
  ends, the songbirds vanish.
  Flying Quills
  Flying Quills
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a porcupine's quill)
  Duration: Concentration, up to 1 minute
  Classes: Druid
  Source: Wizard's Spell Compendium
  You conjure two porcupine quills and cause them to fly at one
  or two targets you can see within range. The targets must
  make Dexterity saving throws. On a failure, the quill sticks in
  them and the target takes 1d4 piercing damage.
  At the end of each of its turns, a stuck creature takes an
  additional 1 piercing damage. The creature may use its
  action to remove the quill from itself; doing so causes the
  quill to vanish. All quills that haven't been removed when the
  spell ends vanish.
  At Higher Levels. You create an additional quill at 5th
  level (3 quills), 11th level (4 quills), and 17th level (5 quills).
  You may fire each quill at a separate target, if you wish.
  37
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Fog of Nightmares
  Fog of Nightmares
  7th-level illusion
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a length of phase spider silk)
  Duration: Concentration, up to 10 minutes
  Classes: Wizard
  Source: The Complete Spell Netbook, Wizard's Spell
  Compendium
  You create a thick, wet, dark gray fog which fits to appear in a
  location you choose within range. The area of the fog is
  heavily obscured and consists of up to twenty 10-foot cubes,
  which you can arrange as you wish. Each cube must have at
  least one face adjacent to the face of another cube. The area
  is dimly lit, heavily obscured, and is difficult terrain. Small,
  open flames are automatically extinguished, and covered
  lanterns shed light to only half the normal distance.
  Creatures have disadvantage on any roll made to navigate
  through the area, and on saving throws to avoid being
  frightened.
  The fog taps causes the fears of creatures that have an
  Intelligence of 4 or higher, other than constructs or undead,
  who pass through. It causes those fears to come to quasi-life,
  manifesting as phantasmal horrors that attack. These horrors
  can look like anything, as their appearance is drawn from the
  fears of the creatures they are attacking. Each round, a new
  horror will spawn, until there is a number of horrors equal to
  three times the number of creatures in the fog at that time. A
  creature that is immune to the frightened condition doesn't
  cause horrors to spawn. A horror has AC 15 and hit points
  equal to five times your caster level. If a horror is slain, a new
  one will appear in one round.
  At the start of a creature's turn, provided that it has at least
  one horror attacking it, it must make a Wisdom saving throw.
  It takes 4d10 psychic damage on a failed save. The damage
  will appear to have come from a horrors' attack. On a
  success, the horror won't attack until the start of the
  creature's next turn, although it will continue to act in a
  menacing manner.
  At Higher Levels. When you cast this spell with a spell
  slot of 9th level, the duration becomes 1 hour, without the
  need for concentration.
  Fool's Speech
  Fool's Speech
  2nd-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small whistle made of bone)
  Duration: 1 hour
  Classes: Bard
  Source: Wizard's Spell Compendium
  With this spell, you and up to six willing targets you touch
  gain the ability to speak and understand a secret language
  incomprehensible to others. Neither the comprehend
  languages nor tongues spells can decipher the language.
  Force Shapechange
  Force Shapechange
  5th-level abjuration
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a live butterfly, released when you cast
  the spell)
  Duration: Instantaneous
  Classes: Cleric, Druid, Paladin, Ranger, Wizard
  Source: Priest's Spell Compendium
  You gesture at a creature within range. If it is a shapechanger
  or a creature that is otherwise not in its true form (such as if
  it were under the affects of an alter self or polymorph spell), it
  must succeed on a Constitution saving throw. On a failure, is
  forced to return to its true form and takes 3d10 bludgeoning
  damage due to the wracking pains the spell causes. On a
  success, the shapechanger takes half damage but isn't forced
  to change its shape.
  Forceball
  Forceball
  3rd-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a hair from a giant)
  Duration: Instantaneous
  Classes: Sorcerer, Wizard
  Source: The Great Net Spellbook
  A shimmer of light flashes from your pointing finger to a
  point you choose within range and then bursts with a
  thunderclap into an explosion of concussive force. Each
  creature in a 20-foot-radius sphere centered on that point
  must make a Dexterity saving throw. A target takes 6d6 force
  damage on a failed save and is pushed back 15 feet from the
  spell's target point. On a successful save, the creature takes
  half damage and isn't pushed back. In addition, if a creature's
  saving throw fails by 5 or more, the creature is stunned until
  the end of its next turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d6 for
  each slot level above 3rd.
  Forcelash
  Forcelash
  3rd-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (three drops of acid)
  Duration: 1 round
  Classes: Artificer, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You create a long whip of vivid purple light that lashes out at
  your command towards a creature in range. Make a melee
  spell attack against the target. If the attack hits, the creature
  takes 6d6 force damage and is grappled and restrained
  (escape DC equal to your spell save DC) until the start of your
  next turn.
  38
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  If the creature breaks free of the grapple, or when the spell
  ends, the forcelash releases a powerful jolt of energy that
  causes the creature to convulse. The creature must make a
  Constitution saving throw. It takes 3d6 force damage on a
  failed save and drops whatever anything it is carrying, or half
  as much damage on a successful save, and it doesn't drop
  anything.
  In addition, you can pull the creature up to 15 feet closer to
  you (no action required).
  At Higher Levels. When you cast this spell with a 4th level
  or higher spell slot, the damage from the initial attack inflicts
  an additional 1d6 damage for each slot level above 3rd.
  Frisky Chest
  Frisky Chest
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a dried frog's leg and a feather)
  Duration: 24 hours
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  You touch a nonmagical, inanimate object that can fit in a 5-
  foot cube and enchant it. When any creature other than you
  or another creature you designate while casting this spell
  comes attempts to the object, it sprouts little legs and
  scampers away. The object has a speed of 40 feet and a
  Dexterity score of 20 (+5). The object can perform no other
  actions, and other than its ability to move, is completely
  unchanged.
  If the object is caught, it will make a single attempt to
  escape, using its Dexterity contested by the catcher's
  Strength. If that fails, the spell will end and the legs will fade
  away.
  At any point, you can call the object to you (no action
  required on your part) and it will scuttle back over to you. The
  object will not travel further than 100 feet from the location it
  was animated and will treat that area as its base point. If you
  pick the object up, carry it to a new location, and tell it to
  remain near that area, it will consider the new location as its
  base point.
  If you cast this spell on the same object every day for a year,
  the spell becomes permanent.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the object sprouts a pair of tiny
  wings as well and gains a Fly speed of 40.
  Frost Fingers
  Frost Fingers
  1st-level evocation
  Casting Time: 1 action
  Range: Self (15-cone)
  Components: V, S
  Duration: Instantaneous
  Classes: Druid, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  As you hold your hands with thumbs touching and fingers
  spread, a sheet of intense cold and shards of ice shoots forth
  from your outstretched fingertips. Each creature in a 15-foot
  cone must make a Dexterity saving throw. A creature takes
  3d6 cold damage on a failed save, or half as much damage on
  a successful one.
  The cold freezes any liquids in the area that aren't in a
  sealed container.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the damage increases by 1d6 for
  each slot level above 1st.
  Garinthrall's Hideous Leech
  Garinthrall's Hideous Leech
  2nd-level necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M
  Duration: Special
  Classes: Druid, Warlock, Wizard
  Source: The Complete Net Spellbook
  A shimmering, dark gray arrow streaks towards a target
  within range and bursts in a spray of toxic goo. Make a
  ranged spell attack against the target. On a hit, the target
  takes 1d4 acid damage and 1d4 poison damage, and the goo
  transforms into a leech-like form that burrows under the
  target's clothing and armor and latches onto its skin.
  At the end of each of the target's turns, the leech eats away
  at the target, inflicting an additional 1d4 acid damage. The
  target or another creature can use its action to make a
  Strength check, using your spell save DC, to remove the
  leech from the target's body. This causes the spell to end.
  At Higher Levels. You you cast this spell using a spell slot
  of 3rd level or higher, the acid damage (both initial and later)
  increases by 1d4 for each slot level above 2nd.
  Gemidan's Paralytic Missile
  Gemidan's Paralytic Missile
  Evocation cantrip
  Casting Time: 1 action or 1 reaction, taken when get an
  opportunity attack against a creature
  Range: 60 feet
  Components: V, S
  Duration: 1 round
  Classes: Bard, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You fire a missile of green magical energy that unerringly hits
  its target and briefly encases them in a green field. The
  creature must succeed on a Dexterity saving throw. On a
  failure, it is paralyzed until the start of your next turn. If its
  saving throw fails by 5 or more, it also falls prone.
  Ghost Pipes
  Ghost Pipes
  2nd-level evocation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Special
  Classes: Bard
  Source: Wizard's Spell Compendium
  You cause a nonmagical musical instrument that you touch to
  play a tune you know. While it's playing, the instruments
  levitates to the height it would normally be held at if it were
  played by an actual creature, and if you wish, glows with a
  magical light that sheds dim light to 10 feet. The instruments
  play with your level of competence.
  39
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   If the instrument gets to the end of the piece of music it is
  playing, it will repeat the tune, unless you use your action to
  switch it to a new tune. The spell lasts for as long as you
  concentrate on it, or until a creature other than a construct
  (including you) touches the instrument.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you may affect one additional
  instrument for each slot level above 2nd.
  Glamer
  Glamer
  Illusion cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  For the duration of this spell, one willing creature becomes
  much more physically attractive, as if a team of skilled
  cosmetologists had worked improving its appearance. The
  creature's hair is cleaned and neatly styled and makeup is
  applied.
  This spell doesn't make the target look like a different
  person; it just improves its looks. Once, while the spell is
  active, the target may choose to have advantage on one
  Charisma (Persuasion) check. True sight will see through this
  illusion.
  Glassee
  Glassee
  3rd-level Transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small piece of glass)
  Duration: Concentration, up to 1 minute
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  A window 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, provided the surface is no
  more than 5 feet thick, and lasts for the duration.
  The window can be up to 2 feet by 3 feet, can't be opened
  and creatures can't pass through it. You may choose for the
  window to be one-way, so only creatures on your side of the
  wall can look through it, or two-way, so creatures on both
  sides can use it.
  Glass Shape
  Glass Shape
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small crystal lens)
  Duration: 1 round
  Classes: Artificer, Cleric, Wizard
  Source: The Great Net Spellbook
  You touch a glass object of Medium size or smaller or a
  section of glass no more than 5 feet in any dimension and
  form it into any shape that suits your purpose.
  So, for example you could shape a pane of glass into a
  blade, a glass case, or a statue, or make a passage through a
  window. You could also shape a window to seal shut. The
  object you create can have up to two hinges and a latch, but
  finer mechanical detail isn't possible.
  You can also use this spell to transform up to 100 pounds
  of sand into 75 pounds of glass.
  Glitterdust
  Glitterdust
  2nd-level conjuration
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: V, S, M (a pinch of ground mica)
  Duration: 1 minute
  Classes: Artificer, Bard, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You create a cone of glittering golden particles. All creatures
  in the area are coated with particles. Any attack roll against
  an affected creature or object has advantage if the attacker
  can see it, and the affected creature or object can't benefit
  from being invisible. In addition, a creature must succeed on
  a Constitution or be blinded for the duration. A blinded
  creature may make a new save at the end of each of its turns,
  ending the effect on itself on a success.
  Godrage
  Godrage
  5th-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: 1 minute
  Classes: Cleric, Paladin
  Source: The Great Net Prayerbook
  You fill yourself with righteous fury and bring down the wrath
  of your god. You are surrounded by a brilliant glowing light
  that sheds bright light to 5 feet and dim light a further 5 feet.
  For the duration, your proficiency bonus is doubled when you
  make melee weapon attacks, and you inflict an additional
  2d10 force damage with a successful attack. In addition, your
  Armor Class improves by 2, you can't be charmed, frightened,
  or poisoned, and you have advantage on Wisdom saving
  throws. Finally, you score a critical hit on a roll of 19 or 20,
  instead of just 20.
  You must use your action to make a melee attack each
  round while this spell is active. If you choose to take a
  different action, the spell ends.
  At Higher Levels. When you cast this spell with a spell
  slot of 6th level or higher, the damage increases by 1d10 for
  each slot level above 5th.
  40
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Graft
  Graft
  5th-level necromancy
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a potion of healing and 1,000 gp worth
  of powdered moonstone, which the spell consumes)
  Duration: Permanent
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  With this spell, you may take a humanoid limb or other body
  part that had been severed no more than one hour ago, and
  graft it onto a willing humanoid's stump (which doesn't have
  to have been freshly-severed). The recipient must be missing
  the same limb or body part; this spell doesn't allow you to
  grant a creature extra body parts, nor does it allow you to
  graft body parts to places where they aren't supposed to go
  (i.e., you can't graft an arm to the stump of a leg or coming
  out the middle of a chest), nor does it allow you to graft body
  parts onto a recipient that doesn't normally have that part
  (you can't add wings to a wingless person, for example). The
  "donor" must be no more than one size category smaller or
  larger than the target.
  Only one body part may be replaced per casting of the spell.
  Other body parts may be replaced at the DM's discretion.
  If gentle repose or preserve from decay (q.v.) is cast on the
  body part, the duration of that spell doesn't count against the
  length of time the body part may be severed.
  • Arms and Hands. If the body part you are grafting has
  claws or other natural attack, you also gain a similar attack.
  You inflict 1d4 + your Strength or Dexterity slashing damage.
  This does not increase the number of attacks you may make
  each turn.
  • Legs and Feet. If the donor had a walking speed of 50
  feet or more, or had the Running Leap or Standing Leap
  trait, the recipient gains that speed or trait only if it had both
  legs replaced.
  • Sensory Organ. If the donor had blindsight, darkvision,
  or the Keen Sight trait, the recipient also gains that trait only
  if it had both eyes replaced. If the body part is an eye, ear, or
  nose, and the donor had the Keen Hearing or Keen Smell
  trait, the recipient also gains that trait.
  • Internal Organ. If the donor had immunity to poison
  damage or the poisoned condition, the recipient gains
  advantage on saving on saving throws to avoid being
  poisoned.
  Upon recieving the graft, the recipient must succeed on a
  DC 15 Constitution saving throw. On a failure, the graft still
  takes, but it comes with a minor quirk: it may have a frequent
  tic, ache, look very unsightly or be mishapen (but still work
  perfectly well), might bleed a strange color, cause a slight
  limp, or come with a strange personality trait related to the
  original owner in some way. The quirk may be annoying but
  doesn't otherwise cause any mechanical penalties to the
  recipient.
  Prosthetics. You may also cast this spell using an artificial
  prosthesis made from wood, metal, or other nonliving
  material. The prosthesis animates and can't be removed
  without first successfully casting dispel magic on it. It uses
  the target's Strength and Dexterity scores and must be made
  for a creature of its size category. The recpient can use the
  limb as normal. Sensations percieved through the prosthetic
  are slightly muted, but the recipient isn't at risk of having a
  quirk.
  Grasping Hands of Horror
  Grasping Hands of Horror
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Bard, Cleric, Warlock, Wizard
  Source: The Great Net Spellbook
  You cause three arms to reach out of the ground in a 20-foot
  radius centered on a point you choose within range. The
  arms may appear to be humanoid arms, skeletal arms, or
  arms made of earth and soil, as you desire. The arms grab at
  targets you choose within range. You may direct each arm at
  one target or at several.
  Make a ranged spell attack for each arm. On a hit, the
  creature is grappled, restrained, and dragged 5 feet
  underground, where it can't breathe and is at risk of
  suffocating (as per Player's Handbook chapter 8,
  Environment). The escape DC is equal to your spell save DC.
  A creature has disadvantage on ability checks made to
  escape if three or more arms are grappling it. On a success,
  the creature is no longer restrained and is able to dig itself
  out. The creature an also be dug out by creatures who are on
  the surface.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you create one additional arm for
  each slot level above 3rd.
  Grimly's Elasticity
  Grimly's Elasticity
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a lump of soft clay)
  Duration: 10 minutes
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  A willing creature you touch becomes extremely elastic and is
  able to bend, twist, and stretch itself in any direction. While
  this spell is in effect, the creature gains the following traits:
  • It is immune to bludgeoning damage from nonmagical
  attacks, and resistant to damage from bludgeoning damage
  from magical attacks.
  • Its reach increases by 10 feet, and it can increase its
  height by up to 5 feet.
  • It can move through a space large enough for a creature
  two sizes smaller than it without squeezing.
  At Higher Levels. When you cast this spell with a spell
  slot of 4th- level or higher, its reach and height can increase
  by an additional 5 feet for each slot level above 5th.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Gunther's Kaleidoscopic Strike
  Gunther's Kaleidoscopic Strike
  8th-level invocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a pinch of powdered stained glass)
  Duration: Concentration, up to 10 minutes
  Classes: Wizard
  Source: Wizard's Spell Compendium
  A thin beam of shimmering, kaleidoscopic light shoots from
  your outstretched fingertips towards a creature in range and
  engulfs the creature in colored light, causing it to shed bright
  light to 10 feet and dim light for a further 10 feet. Unless the
  creature succeeds on a saving throw using its spellcasting
  ability, it can't cast any spells for for the duration. At the end
  of every minute, it may make a new saving throw, ending the
  effect on itself on a success.
  Hailstones
  Hailstones
  2nd-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a handful of pebbles)
  Duration: Concentration, up to 1 minute
  Classes: Druid, Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  Until the spell ends, stones fall in a 20-foot-tall cylinder with a
  30-foot radius centered on a point you choose within range.
  When a creature enters the spell's area for the first time or
  starts its turn there, it must make a Dexterity saving throw. It
  takes 4d6 bludgeoning damage on a failed save, or half as
  much on a successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you inflict an additional 1d6
  damage for each slot level above 2nd.
  Hasten Growth
  Hasten Growth
  4th-level transmutation
  Casting Time: 10 minutes
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Cleric, Druid, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  You point at a beast, dragon, giant, humanoid, monstrosity, or
  plant creature, or normal plants that fit within a 10-foot
  square, and force it to make a Constitution saving throw.
  Normal plants automatically fail this roll. If it fails, it ages by
  your choice of 2d6 months or 2d6 years. The creature is
  unaffected on a success.
  If you cast this spell two or more times in a 25-hour period,
  there is a 25% cumulative chance that the spell backfires.
  The creature takes 5d10 force damage and, if it survives, may
  develop degenerative diseases
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, you can cause the target to age an
  additional 1d6 months or years for each slot level above 4th.
  Heart of Stone
  Heart of Stone
  9th-level necromancy
  Casting Time: 24 hours
  Range: Self
  Components: V, S, M (a life-sized heart carved out of a black
  stone, worth at least 5,000 gp)
  Duration: 1 year
  Classes: Cleric, Wizard
  Source: Wizard's Spell Compendium
  You replace your heart with the stone heart used as the
  material component for this spell, and your own heart
  appears in your hand, still beating even as it pumps no blood.
  Your real heart is a Tiny object with AC 7, hit points equal
  to your caster level + your spellcasting attribute bonus, and is
  immune to psychic damage. As long as your heart remains
  intact, you have the following benefits:
  • You don't age, and you need half as much air, drink, food,
  and sleep as you normally do.
  • You are resistant to necrotic damage and to bludgeoning,
  piercing, and slashing damage, and are immune to poison
  damage and the poisoned condition.
  • You have advantage on Constitution saving throws.
  • You regenerate lost and severed body parts. Severed body
  parts, except for your head, are restored after 2 minutes, and
  if you have the severed part and hold it to the stop, the part
  instantly rejoins the stump. Otherwise, the severed body part
  regrows after you finish a long rest.
  However, you don't regain hit points through long rests
  unless you spend Hit Dice to do so.
  If your real heart is touched, you receive a mental image of
  the creature that touched it. If it's destroyed, you instantly die
  and can't be brought back to life by any means short of a true
  resurrection or wish.
  At the end of the year, your real heart reappears in your
  chest and the stone heart reappears in your hand. You may
  reuse the stone heart, if you wish.
  Hellish Hail
  Hellish Hail
  4th-level evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M
  Duration: Instantaneous
  Classes: Sorcerer, Wizard
  Source: The Great Net Spellbook
  A hail of tiny flaming meteors pounds to the ground in a 20-
  foot-radius, 40-foot-high cylinder centered on a point within
  range. Each creature in the cylinder must make a Dexterity
  saving throw. A creature takes 3d8 bludgeoning damage and
  5d6 fire damage on a failed save, or half as much damage on
  a successful one.
  The flaming meteors turn the storm's area of effect into
  difficult terrain until the end of your next turn, and it ignites
  flammable objects in the area that aren't being worn or
  carried.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the bludgeoning damage increases
  by 1d8 for each slot level above 4th.
  Hibernation
  Hibernation
  2nd-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a bit of bear fur)
  Duration: 1 month
  Classes: Cleric, Druid, Wizard
  Source: Priest's Spell Compendium
  You touch a willing creature, who then falls unconscious for
  the duration. The creature can be awakened if someone uses
  an action to wake it, but will fall back asleep as soon as it's
  allowed to get comfortable and close its eyes. If woken up, it
  can attempt to stay awake by making a Constitution saving
  throw. On a success, the spell ends. You can also use an
  action to touch the creature and end the spell.
  While asleep, the creature doesn't need to drink or eat, and
  needs only a tenth as much air as usual. Upon awakening
  (whether temporarily or when the spell ends), the creature
  the creature will be ravenously hungry and will take a level of
  exhaustion. This level goes away when the creature has eaten
  at a large meal and has taken a short rest.
  You can cast this spell again while it is active to maintain
  the hibernation for another 30 days. This doesn't cause any
  harm to the target, or cause them to take any more
  exhaustion upon awakening.
  Hold Animal
  Hold Animal
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Druid, Ranger, Wizard
  Source: Priest's Spell Compendium
  Choose one or more beasts that you see within range:
  • One beast of challenge rating 1 or lower.
  • Two beasts of challenge rating 1/2 or lower.
  • Four beasts of challenge rating 1/4 or lower.
  • Eight beasts of challenge rating 0.
  Each beast must succeed on a Wisdom saving throw or be
  paralyzed for the duration. At the end of each of its turns, the
  target can make another Wisdom saving throw. On a success,
  the spell ends on the target.
  At Higher Levels. When you cast this spell using a 4th- or
  5th-level spell slot, you can affect twice as many creatures, or
  you can affect one creature of CR 2. When you cast it with a
  6th- or 7th-level spell slot, you can affect three times as many
  creatures, or you can affect one creature of CR 4 or lower.
  When you cast it with an 8th- or 9th-level spell slot, you can
  affect four times as many creatures, or you can affect one
  creature of CR 8 or lower.
  Hold Wave
  Hold Wave
  2nd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  Classes: Cleric, Druid
  Source: Priest's Spell Compendium
  You calm water in a 20-foot-radius sphere centered on a
  location you choose within range, causing even the most
  turbulent oceans to become as still as a millpond.
  If the area of water you are targeting is being affected by a
  spell such as control water, you must first succeed on a
  spellcasting ability check. The DC equals 10 + the spell's
  level. On a successful check, you can calm the water in hold
  wave's area.
  Holy Crown
  Holy Crown
  6th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an opal worth at least 200 gp)
  Duration: Concentration, up to 10 minutes
  Classes: Cleric
  Source: Priest's Spell Compendium
  A blazing crown of holy light appears above your head. When
  you cast this spell, choose one of the following options:
  Crown of Brilliance. The crown sheds golden bright light
  to 30 feet and dim light to a further 30 feet. This light is
  sunlight. Any creature within 10 feet of you when you cast
  this spell must make a Constitution saving throw or be
  blinded for the duration. A creature with the Sunlight
  Sensitivity trait rolls this save at disadvantage. In addition, all
  fiends and undead that end their turn within the area of
  bright light take 6d6 radiant damage.
  Crown of Flame. The crown sheds fiery red bright light to
  20 feet and dim light to a further 20 feet. You may use your
  reaction to cause a tendril of fire to strike a creature who has
  hit you with a melee attack while within 5 feet of you. Make a
  melee spell attack. On a success, the creature takes 2d6 fire
  damage. In addition, all aberrations, fey, fiends, and undead
  that end their turn within the area of bright light take 6d6 fire
  damage.
  Crown of Glory. The crown sheds silvery bright light to 30
  feet and dim light to a further 30 feet. For the duration, you
  may speak telepathically to all creatures within the area of
  bright light, and each creature in that area must make a
  Wisdom saving throw or be charmed by you for the duration.
  While charmed, it views with awe and respect. Creatures that
  are hostile to you have advantage on their save.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, each creature takes an additional
  1d6 damage for each slot level above 6th.
  43
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Holy Presence
  Holy Presence
  9th-level abjuration
  Casting Time: 1 action
  Range: Self (30-foot-radius)
  Components: V, S, M (a holy symbol of your faith, which is
  consumed by the spell)
  Duration: Concentration, up to 1 minute
  Classes: Cleric
  Source: The Great Net Prayerbook
  This spell channels the divine might of your deity into you,
  briefly turning you into its avatar. You are surrounded by a
  nimbus of ethereal holy flames and above you hovers a
  brilliantly radiant image of your holy symbol. It sheds bright
  light to 30 feet and dim light to a further 30 feet.
  Choose one of the following creature types: aberrations,
  celestials, constructs, elementals, fey, fiends, or undead. All
  creatures of that type that are within 30 feet of you must a
  Constitution saving throw. A creature takes 8d10 radiant
  damage (if you are good or neutral) or necrotic damage (if you
  are evil) on a failed save, or half as much on a successful one.
  If damage from this spell kills a target, the target is turned to
  ash.
  In addition, creatures of that type can't willingly come
  closer to you than 30 feet. If it tries to use teleportation or
  interplanar travel to do so, it must first succeed on a
  Charisma saving throw. Creatures of that type have
  disadvantage on attack rolls made against you, and you can't
  be charmed, frightened, or possessed by the creature.
  Then, choose any number of creatures that are within 30
  feet of you. The creatures must be beasts, dragons, giants,
  humanoids, monstrosities, or plants, and must make a
  Constitution saving throw. A creature takes 4d10 fire damage
  on a failed save, or half as much on a successful one.
  In addition, for the duration of the spell, you have
  advantage on all saving throws, and creatures of any type that
  are within 30 feet of you have disadvantage on saving throws
  against spells you cast on them.
  Hovering Road
  Hovering Road
  7th-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a chunk of black marble and a loop of
  gold wire)
  Duration: 1 hour
  Classes: Cleric, Wizard
  Source: Priest's Spell Compendium
  A road made of dark, shimmering force appears out of the
  ground or floor. It is 10 feet wide, extends 10 feet in front of
  you, and 20 feet behind you. It rises 1 foot above the surface.
  The road travels with you and you can use your action to alter
  its elevation, either upwards or downwards, by 20 feet per
  round.
  One minute before the end of the spell, the road will begin
  to fade, allowing you time to get to level ground before
  disembarking.
  The road is an object that can be damaged. Each 10-foot-
  square section has AC 20 and 50 hit points, and is immune to
  poison and psychic damage and resistant to bludgeoning,
  piercing, and slashing damage from nonmagical attacks.
  You can cast this spell again while it is active to maintain
  the road's existence for another hour.
  At Higher Levels. When you cast this spell with an 8th-
  level or higher spell slot, the duration increases by 1 hour for
  each slot level above 7th.
  Hovering Skull
  Hovering Skull
  4th-level necromancy
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a humanoid's tooth)
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Warlock, Wizard
  Source: The Great Net Spellbook, Priest's Spell
  Compendium, Wizard's Spell Compendium
  You create a Tiny skull with sharp fangs and glowing eye
  sockets that hovers above you (it otherwise appears to be a
  skull from your species). The skull is an object with AC 15
  and hit points equal to your level + your spellcasting ability
  modifier. When you cast the spell and as a bonus action on
  your subsequent turns, you can move the skull up to 30 feet
  and have it perform one of the following options:
  • You can see through the skull's eye sockets and hear what
  it hears until the start of your next turn. The skull has
  darkvision to 60 feet, and you gain that benefit. During this
  time, you are deaf and blind with regard to your own senses.
  • You can speak through the skull. The message is spoken
  in a raspy, hollow-sounding version of your own voice. You
  can't
  • You can cause the skull to bite a creature within 5 feet of
  it. It uses your spell attack modifier and inflicts 4d6 + your
  spellcasting ability modifier piercing damage.
  • You can cause the skull to scream. Each creature within
  10 feet of the skull must succeed on a Wisdom saving throw
  or be frightened for the spell's duration. While frightened by
  this spell, a creature must move away from you by the safest
  available route on each of its turns, unless there is nowhere
  to move. If the creature ends its turn in a location where it
  doesn't have line of sight to you, the creature can make a
  Wisdom saving throw. On a successful save, the spell ends for
  that creature.
  • You can cause the skull to exhale purple or green flames
  in a 15-foot cone. Each creature in that area must succeed on
  a Dexterity saving throw, taking 4d6 fire damage on a failed
  save, or half as much on a successful one.
  If you end your turn with the skull 120 feet away from you
  or farther, the skull vanishes and the spell ends.
  At Higher Levels. When you cast this spell with a spell
  slot of 5th level or higher, its bite or fire breath inflicts an
  additional 1d6 damage for each slot level above 4th.
  In addition, if you cast this spell with a spell slot of 6th level
  or higher, the duration increases to Concentration, up to 10
  minutes.
  44
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Ice Blade
  Ice Blade
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a shard of crystal, glass, or ice)
  Duration: Concentration, up to 10 minutes
  Classes: Druid
  Source: Priest's Spell Compendium
  You create a blade made of jagged, razor-sharp ice shards in
  your free hand. The blade is similar in size and shape to a
  scimitar, and lasts for the duration. If you let go of the blade,
  it disappears, but you can evoke the blade again as a bonus
  action.
  You can use your action to make a melee spell attack with
  the icy blade. On a hit, the target takes 2d6 slashing damage
  and 3d6 cold damage, and its movement is slowed by 5 feet
  until the start of its next turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or cold higher, the cold damage increases by
  1d6 for every two slot levels above 3rd.
  Illumination
  Illumination
  8th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, M (a vial of holy water, which the spell
  consumes)
  Duration: Concentration, up to 1 minute
  Classes: Cleric
  Source: Priest's Spell Compendium
  You briefly become one with your deity or divine proxy. When
  you cast this spell, you are bathed in divine light, shedding
  bright light to 10 feet and dim light a further 10 feet and your
  speed is 0. You are immune to all damage except for force,
  necrotic, radiant damage. On each of your turns, you may
  choose one of the following options:
  • You may ask your deity a question that can be answered
  with a yes, no, maybe, or unclear.
  • Restore 20 hit points to a creature you can see within 20
  feet.
  • Remove the blinded, deafened, or poisoned condition, or
  one disease from a creature you can see within 20 feet.
  • Allow a creature you can see within 20 feet of you to roll a
  d8 and add the number rolled to one ability check, attack roll,
  or saving throw.
  • Cause a creature you can see within 20 feet of you to
  automatically escape from nonmagical restraints.
  Impart Knowledge
  Impart Knowledge
  2nd-level divination (ritual)
  Casting Time: 1 bonus action
  Range: Touch
  Components: S
  Duration: Instantaneous
  Classes: Artificer, Bard, Cleric, Druid, Wizard
  Source: Priest's Spell Compendium
  By touching a creature's head, you mentally communicate a
  single idea, image, or piece of information in a mere moment.
  This spell doesn't give the target any special abilities or ability
  to use the information in a meaningful way, however.
  Infected Wounds
  Infected Wounds
  4th-level necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a bloodstone worth at least 50 gp)
  Duration: 48 hours
  Classes: Cleric, Warlock, Wizard
  Source: The Great Net Prayerbook, The Great Net
  Spellbook
  You target a creature that is not an elemental, construct, or
  undead and that is not at full hit points and force it to make a
  Constitution saving throw. On a failure, the creature is cursed
  and its wounds are infected. For the duration, the creature
  can't regain hit points by nonmagical means, and magical
  healing only restores half as many hit points as normal. In
  addition, the creature has disadvantage on Constitution
  saving throws to avoid catching any disease. A lesser
  restoration will suspend this curse for 1 minute, during
  which the target can be healed normally.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the duration increases by 48 hours
  for each slot level above 2nd.
  Intensify Sensation
  Intensify Sensation
  2nd-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  Source: Priest's Spell Compendium
  You touch a creature and cause one physical or emotional
  sensation—pleasurable, painful, or other—that it is currently
  experiencing to magnify to incredible intensity. At the
  beginning of each of its turns, it must succeed on a
  Constitution saving throw or be stunned until the start of its
  next turn. A creature that can't be charmed or that is under
  the effect of the drive insensate (q.v.) is immune to this spell.
  If a creature succeeds on three saving throws, the effect
  ends on it. The saves don't need to be successive.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you may affect on additional
  creature for each slot level above 2nd.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Invisible Object
  Invisible Object
  2nd-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  A Small or smaller object you touch becomes invisible until
  the spell ends. If you use the object to attack or affect another
  creature, the spell ends.
  At Higher Levels. When you cast this spell with a 3rd- or
  4th-level spell slot, you can turn a Medium or smaller object
  invisible. When you cast it with a 5th- or 6th-level spell slot,
  you can turn a Large object invisible. When you cast it with a
  7th- or 8th-level spell slot, you can turn a Huge object
  invisible. When you cast it with a 9th-level spell slot, you can
  turn a Gargantuan object invisible.
  Ironguard
  Ironguard
  5th-level transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a piece of quartz crystal worth 10 gp,
  which the spell consumes, and a piece of iron, which it
  doesn't)
  Duration: Permanent
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  You cause a piece of crystal or glass, wood, soft stone, or
  other solid, fairly rigid inanimate object that weighs no more
  than 100 pounds and that isn't being worn or carried to
  become as hard as iron. The object has AC 19 and is
  considered resilient instead of fragile (as per Dungeon
  Master's Guide chapter 8, Statistics for Objects), but also
  weighs twice as much as it previously did.
  Isolde's Answer
  Isolde's Answer
  3rd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a focus worth at least 100 gp, such as
  a crystal ball or a silver mirror)
  Duration: 1 round
  Classes: Bard, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You ask a simple question of eight words or fewer, such as
  "where did I put my keys?" or "who is the fairest in the land?"
  and a still image will appear in the focus that shows a scene
  that answers your question, provided that the answer can be
  found within 100 miles of your location.
  The question can't be about something that happened in
  the past (you can't ask "who killed the king?") or will happen
  in the future (you can't ask "how will the enemy army
  approach the castle?"). You could ask "where is the king's
  killer" (and perhaps seen an image of a local tavern) or
  "where is the enemy's army now?" and see an image of their
  encampment. The image will last for 1 minute or until you
  dismiss it (no action required).
  The image provides no other clues, such as location or
  identity. If you ask "where did I put my keys," and you left
  them in your coat pocket, you will see an image of your coat,
  but you won't learn your coat's current location or which
  pocket you left the keys in. If you ask "who is the fairest in the
  land," you will see an image of the fairest person (using your
  personal definition of "fairest"), you won't learn that person's
  identity or whereabouts.
  Unlike the scrying spell, you can't use Isolde's answer to
  scry upon a specific individual or location. However, you can
  use the image shown by this spell as an "image or likeness"
  when you cast scrying.
  If you cast this spell two or more times and ask the same
  question before you complete your next long rest, there is a
  cumulative 25% chance for each casting that it fails.
  Ivy Siege
  Ivy Siege
  6th-level transmutation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (an ivy leaf)
  Duration: 1 hour
  Classes: Druid
  Source: Priest's Spell Compendium
  You cause ivy or a similar vine to grow rapidly around a
  building or structure you can see. The ivy will cover an area
  that fits in a 100-foot square. The ivy grows at a fantastic rate
  and will fully cover the building, including windows and
  doors, within 10 minutes. Each 5-foot-square of ivy has AC 15
  and 15 hit points, is resistant to bludgeoning and fire
  damage, immune to poison and psychic damage, and it
  regenerates 5 hit points per round; in order to exit or enter
  the building, the ivy must be hacked away first.
  When the building is fully covered, the ivy turns a very dark
  green and begins to squeeze the building. Every minute, it
  inflicts 3d10 bludgeoning damage to the building.
  When the spell ends, the ivy dies and withers away over the
  course of another hour; it becomes vulnerable to fire damage
  and no longer regenerates. It remains wrapped around the
  building but can be removed much more easily.
  Kaldane's Insomnia
  Kaldane's Insomnia
  5th-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a belladonna leaf)
  Duration: 1 week
  Classes: Wizard
  Source: The Great Net Spellbook
  You curse a target you see within range, forcing it to make a
  Constitution saving throw. On a failure, then for the duration,
  it can't fall asleep and gains no benefit from taking a long
  rest. It is immune to the sleep spell, as well hibernation (q.v.)
  or power word sleep (q.v.) during this time as well.
  At the end of every 24 hours, the target may make a new
  saving throw, ending the effect on itself on a success.
  Otherwise, the target may suffer from the effects of going
  without sleep for an extended period (as per Xanathar's
  Guide to Everything, chapter 2: Sleep).
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Katrine's Total Tent
  Katrine's Total Tent
  1st-level evocation (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a piece of oilcloth and a pinch of dirt)
  Duration: 8 hours
  Classes: Bard, Wizard
  Source: The Great Net Spellbook
  You produce a 5-foot-radius immobile dome of opaque
  blueish force at a point you see within range. Up to four
  creatures of Medium size can fit inside the dome. The spell
  fails if its area includes a larger creature or more than four
  creatures. Creatures and objects can freely pass in and out of
  the dome, and the dome doesn't block spells or other magical
  effects. The tent blocks nonmagical weather, including rain
  and hail. Creatures and objects inside the dome can't be seen
  by creatures outside of it and effectively have total cover from
  creatures outside it.
  Until the spell ends, you can command the interior to
  become dimly lit or dark. The dome is translucent but not
  transparent from the inside.
  At Higher Levels. When you cast this spell using a 2nd- or
  3rd-level spell slot, you can make the tent large enough for six
  creatures. When you cast it using a 4th- or 5th-level spell slot,
  you can make the tent large enough for eight creatures.
  When you cast it using a 6th- or 7th-level spell slot, you can
  make the tent large enough for 12 creatures. When you cast
  it using an 8th- or 9th-level spell slot, you can make the tent
  large enough for 16 creatures.
  Lance of Disruption
  Lance of Disruption
  3rd-level evocation
  Casting Time: 1 action
  Range: Self (60-foot line)
  Components: V, S
  Duration: Instantaneous
  Classes: Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You create a beam of concussive, disrupting force that lashes
  out from your hand in a line 10 feet wide and 60 feet long.
  Any creature in that area must make a Dexterity saving
  throw, taking 3d6 bludgeoning damage and 3d6 force
  damage on a failed save or half as much on a successful one.
  The lance inflicts double damage to objects and structures.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you inflict an additional 1d6
  bludgeoning damage for each slot level above 3rd.
  Land of Stability
  Land of Stability
  8th-level abjuration
  Casting Time: 1 minute
  Range: Self (1/2-mile radius)
  Components: V, S, M (a pinch of volcanic ash)
  Duration: 7 days
  Classes: Cleric, Druid
  Source: Priest's Spell Compendium
  You protect the area in a 1-mile diameter circle from natural
  disasters, such as earthquakes, floods, avalanches, and
  volcanic eruptions. This spell doesn't prevent disasters
  caused by magic or supernatural means from occurring, such
  as from an earthquake spell or the regional effects of a red
  dragon.
  Casting this spell on the same spot once every 7 days for a
  year makes the stable area permanent.
  Last Image
  Last Image
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Classes: Bard, Cleric, Wizard
  Source: The Great Net Spellbook
  You touch the corpse of a creature that has been dead for no
  longer than 1 week and see whatever it saw at the moment of
  its death.
  If the target had died in a particularly horrific manner
  (DM's decision), you must succeed on a DC 10 Wisdom
  saving throw or be stunned for 1 minute. You may make a
  new saving throw at the start of each of your turns, ending
  the effect on yourself on a success.
  Lestat's Legion
  Lestat's Legion
  7th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (three pearls, each worth at least 100
  gp, and three drops of your own blood; the pearls are
  consumed by the spell)
  Duration: 1 hour
  Classes: Wizard
  Source: The Great Net Spellbook
  Three magical replicas of yourself appear within range and
  last for the duration. Each replica has attributes equal to 10 +
  your modifier for that attribute (e.g., if your Strength is 13
  (+1), the replica's Strength is 11), an Armor Class equal to 10
  + its Dexterity modifier, and hit points equal to your class
  level + your spellcasting ability modifier. Its proficiency
  modifier is +2, it doesn't have access to any of your skills,
  proficiencies, feats, or other traits, and it can't cast spells.
  When created, they are equiped with any nonmagical objects
  you are wearing or carrying. If you attempt to cast a spell
  using any item that was replicated as a material component,
  the spell will fail.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   The replicas act independently of you, but always obey your
  command. In combat, it rolls its own initiative and acts on its
  own turn. A replica can attack but is not considered to be
  proficient in any weapons. When the replica drops to 0 hit
  points, or the spell ends, it disappears.
  You can communicate telepathically with any replica that is
  within 500 feet of you. If more than one replica is within that
  range, you can communicate with one or all of them at a
  time. As an action, you can see through a replica's eyes and
  hear what it hears until the start of your next turn. During
  this time, you are deaf and blind with regard to your own
  senses. You can also use your action to "lend" a replica one of
  your skills or proficiencies, allowing it to use your proficiency
  modifier when it uses a skill in which you are proficient in. If
  you have expertise or another trait that allows you to double
  your proficiency bonus, then your replica can also double its
  proficiency bonus. Finally, when you cast a spell, you can
  choose for a replica that is within 500 feet of you to be the
  origin point of that spell. The spell must be one that has a
  casting time of 1 action or longer.
  At Higher Levels. When you cast this spell with a spell
  slot of 8th level or higher, you conjure an additional replica
  for each slot level above 7th. You need one additional pearl
  for each additional replica.
  Lifeblend
  Lifeblend
  8th-level transmutation
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S, M (two strands of metal wire, one gold
  and one platinum worth 500 gp, twisted together into a
  double helix, which is consumed in the casting)
  Duration: Instantaneous
  Classes: Wizard
  Source: Wizard's Spell Compendium
  This freakish spell allows you to fuse two creatures (beasts,
  dragons, giants, humanoids, monstrosities, or plants) that are
  Small, Medium, or Large, and that are both within range, into
  a single body. Both creatures may make a Constitution saving
  throw to resist. If the creatures are of different types (e.g., one
  creature is a beast and the other is a humanoid) or are of
  different size categories, then both creatures have advantage
  on their saving throw. If one or both succeed, the spell fails.
  If both creatures fail, however, they are merged into a single
  creatures. The resultant amalgation will have size, armor
  class, Hit Dice, resistances and immunities, and senses that
  are the average of its "parents". It will have also have one or
  two traits and actions each parents, chosen randomly. You
  may attempt to determine which traits you wish to keep by
  making a DC 15 Intelligence (Arcana) check for each trait
  you want. The DM will determine the creature's monster
  type.
  To determine how the spell affects the creature, roll on the
  table below:
    
  2d6  
  Result
  2-4
  Mixed. The creature looks the two creatures
  were glued together in some way. It might look
  centauric, with part of one parent's body
  attached to parts of the other's, or it might look
  like a perfect amalgam of the two parents but
  with two heads, one from each parent, or it
  might have a completely different blend of
  features. It's personality and alignment will be a
  mixture of the two parents.
  5-8
  Success. The creature looks like a perfect
  amalgam of the two parents. It's personality and
  alignment will be a mixture of the two parents.
  9-11
  Dominance. The creature looks like one of the
  parents with a few features of the other.
  Likewise, its personality and alignment will be
  primarily like that of one parent (not necessarily
  the one it most looks like) with elements of the
  other's personality.
  12
  Shifter. The creature can shift between its
  "parents'" forms. It's personality and alignment
  might be a mixture of the two parents', or it
  might shift personality when it shifts form.
  If its Intelligence is 4 or higher, it must make a Wisdom
  saving throw. On a failure, it takes 3d6 psychic damage and
  gains a form of indefinite madness (Dungeon Master's Guide,
  Chapter 8: Running the Game).
  A true polymorph or wish can undo the combination and
  restore the two creatures to their original forms.
  Lifesteal
  Lifesteal
  5th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You touch a creature other than a construct or undead and
  steal some of its life force. Make a melee spell attack. On a
  success, the creature takes 6d8 necrotic damage and you
  hold its life force in your hand, where it takes the form of a
  glowing, silvery-gray orb. On a subsequent turn, you may then
  touch a different creature (which may be yourself). That
  creature gains temporary hit points equal to twice the
  amount of damage taken. If you don't give the life force to
  another creature by the time the spell ends, the orb vanishes
  and the life force is lost.
  At Higher Levels. When you cast this spell using spell slot
  of 6th level or higher, the damage increases by 1d8 for each
  slot level above 5th.
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  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Lightning Shield
  Lightning Shield
  4th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small piece of marble)
  Duration: 10 minutes
  Classes: Wizard
  Source: Wizard's Spell Compendium
  Pale golden crackles of electricity wreathe your body for the
  duration, shedding bright light in a 10-foot radius and dim
  light for an additional 10 feet. You can end the spell early by
  using an action to dismiss it.
  The lightning provides you with a dark shield or a light
  shield, as you choose. The light shield, where the sparks
  have streaks of pale blue in them, grants you resistance to
  lightning damage. The dark shield, where the sparks have
  streaks of midnight blue in them, grants you resistance to
  acid damage.
  In addition, whenever a creature within 5 feet of you hits
  you with a melee attack, the shield erupts with crackling
  energy. The attacker takes 2d8 lightning damage from a light
  shield, or 2d8 acid damage from a dark shield.
  Magic Eye
  Magic Eye
  4th-level evocation (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a dried eyeball and an eye agate worth
  10 gp, which the spell consumes)
  Duration: Until dispelled
  Classes: Artificer, Bard, Warlock, Wizard
  Source: The Great Net Spellbook
  You create a magical sensor on an object within range. Then
  determine the circumstance that will trigger the spell to
  activate.
  When that circumstance occurs, the eye appears on the
  object and you receive a mental ping, as long as you are on
  the same plane of existence. If the object you chose has an
  eye or something that looks like an eye (for example, the eye
  of a statue), the magic eye will appear there. You can then use
  your action to see through the magic eye until the start of
  your next turn, for up to 1 minute. During this time, you are
  blind with regard to your own senses. At the end of that time,
  the eye vanishes from view. When you cast this spell, you can
  have the spell end after it pings you and you look through it,
  or it can remain and reappear whenever the trigger occurs.
  The triggering circumstance can be as general or as
  detailed as you like, though it must be based on visual
  conditions that occur within 30 feet of the object. For
  example, you could instruct the eye to activate when any
  creature moves within 30 feet of it, or only when specific
  types of creatures move within 30 feet of it.
  Magic Motes
  Magic Motes
  1st-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour
  Classes: Bard, Sorcerer, Wizard
  Source: The Great Net Spellbook
  Three motes of light appear and circle around your head for
  the duration, causing you to shed dim light to 5 feet. At any
  point, you can use a reaction to cause one of the motes to
  intercept an attack. The damage from that attack will be
  reduced by 1d4 + your spellcasting ability modifier, and the
  mote will wink out of existence.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you create one additional mote for
  each slot level above 1st. For every three additional motes
  you create, the area of dim light that you shed increases by 5
  feet. Likewise, for every three motes that are used to
  intercept attacks, the area of dim light decreases by 5 feet.
  Manyjaws
  Manyjaws
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (two incisors from any creature)
  Duration: Instantaneous
  Classes: Druid, Warlock
  Source: Wizard's Spell Compendium
  You create three pairs of gnashing, biting jaws that hover in
  the air, centered on a point you choose within range. Make a
  ranged spell attack for each jaw. You can direct at the same
  target or at different ones that are within 10 feet of that point.
  On a hit, the target takes 2d8 piercing damage.
  At Higher Levels. When you cast this spell with a spell
  slot of 4th level or higher, you create one additional jaw for
  each slot level above 3rd.
  Mass Flesh to Stone
  Mass Flesh to Stone
  8th-level transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (an eye from a basilisk, medusa, or
  other creature with petrifaction powers)
  Duration: Concentration, up to 1 minute
  Classes: Warlock, Wizard
  Source: The Great Net Spellbook
  You attempt to turn up to six creatures that you can see
  within range into stone, provided those creatures have bodies
  made of flesh. A creature must succeed on a Constitution
  saving throw or it is restrained as its flesh begins to harden.
  On a successful save, the creature isn't affected.
  A creature restrained by this spell must make another
  Constitution saving throw at the end of each of its turns. If it
  successful saves against this spell three times, the effect ends
  for it. If it fails its saves three times, it is turned to stone and
  petrified for the duration. The successes and failures don't
  need to be consecutive.
  49
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   If the creature is physically broken while petrified, it suffers
  from similar deformities when it reverts to its original state.
  If you maintain your concentration on this spell for the
  entire possible duration, the creatures are turned to stone
  until the effect is removed.
  Mass Jump
  Mass Jump
  3rd-level transmutation
  Casting Time: 1 action
  Range: Self (30 feet radius)
  Components: V, S, M (a grasshopper's hind leg)
  Duration: 1 minute
  Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  Up to six willing creatures you choose who are within range
  have their jump distance tripled until the spell ends.
  Mass Phantasmal Force
  Mass Phantasmal Force
  7th-level illusion
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a handful of fleece)
  Duration: Concentration, up to 1 hour
  Classes: Bard, Sorcerer, Wizard
  Source: The Great Net Spellbook
  You craft an illusion that takes root in the minds of up to
  twelve creatures you can see within range. Each creature
  must make an Intelligence saving throw. On a failed save, you
  create a phantasmal object, creature, or other visible
  phenomenon that exists in the minds of each creature; each
  creature will experience the same phantasm. The phantasm
  must fit in a 20-foot cube and has no effect on undead or
  constructs. It includes sound, temperature, and other stimuli,
  equally evident to all affected creatures, and will react to their
  actions appropriately.
  A target can use its action use its action to examine the
  phantasm with an Intelligence (Investigation) check against
  your spell save DC. If the check succeeds, the target realizes
  that the phantasm is an illusion and the spell will end for it,
  but not for other affected creatures, who will see the target
  vanish in a way appropriate for the phantasm. For instance, if
  the target realizes a phantasm of a ferocious monster is an
  illusion and is no longer affected by it, the other creatures
  who are still affected might see the target get killed.
  While the targets are affected by the spell, they treat the
  phantasm as if it were real. They rationalizes any illogical
  outcomes from interacting with the phantasm. An affected
  target is so convinced of the phantasm's reality that it can
  even take damage from it. Each round on your turn, the
  phantasm can deal 3d8 psychic damage to the target if it is in
  the phantasm's area or within 5 feet of it, provided that the
  illusion is of a creature or hazard that could logically deal
  damage. The target perceives the damage as a type
  appropriate to the illusion.
  Metal Shape
  Metal Shape
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (soft lead, which must be worked into
  roughly the desired shape of the stone object)
  Duration: Instantaneous
  Classes: Artificer, Cleric, Wizard
  Source: Wizard's Spell Compendium
  You touch a metal object of Medium size or smaller or a
  section of wood no more than 5 feet in any dimension and
  form it into any shape that suits your purpose. So, for
  example, you could shape a piece of metal into a weapon, a
  metal bar, or a coffer. You could also shape a the hinges or
  lock on a door to jam the door shut. The object you create
  can have up to two hinges and a latch, but finer mechanical
  detail isn't possible.
  Metal to Rust
  Metal to Rust
  3rd-level transmutation
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S, M (a flask of seawater)
  Duration: Instantaneous
  Classes: Artificer, Druid, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  Make a melee spell attack against a creature within range,
  and nonmagical metal items it is wearing or carrying begin to
  rust. All metallic weapons it is wearing or carrying take a
  permanent and cumulative -1 to damage rolls, metallic
  ammunition is destroyed, and metallic armor and shields take
  a -1 penalty to the AC they offer.
  If a weapon's penalty drops to -5, the weapon is destroyed.
  Armor reduced to an AC of 10 and shields that drop to a +0
  bonus are destroyed. Tiny metallic items are also destroyed.
  A mending spell can be used to restore these items to full
  functionality, at the rate of one casting of mending per -1
  penalty.
  Mimicry
  Mimicry
  Illusion cantrip
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 round
  Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  For the duration, you have advantage on Charisma
  (Deception) checks made to mimic a creature whose voice or
  vocalizations are known to you. While you can mimic the
  sound of sound-based attacks, such as a harpy's Luring Song
  or a spell such as dissonant whispers, you can't mimic its
  magical qualiities.
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  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Mindkiller
  Mindkiller
  9th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (an amethyst worth at least 500 gp,
  which the spell consumes)
  Duration: Special
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  Source: Priest's Spell Compendium
  You blast a humanoid with psychic energy, suppressing its
  mind and turning its body into a mindless husk, unless it
  succeeds on a Charisma saving throw. On a failure, its
  Intelligence, Wisdom, and Charisma become 0 and you gain
  the ability to control its body. You have a telepathic link with
  the creature at all time, and you can use your action to see
  through its eyes, hear what it hears, and speak through its
  mouth, provided that the target is within 500 feet of you.
  If you are using your action to take the creature's senses as
  your own, you can also take total and precise control of it.
  Until the end of your next turn, the creature performs any
  action you direct it to. During this time, you can also cause
  the creature to use a reaction, but this requires you to use
  your own reaction as well. When you are not controlling the
  creature in this manner, it performs no actions and will only
  move if someone else physically guides it.
  You can also attempt to cast spells through the creature.
  However, you must first succeed on a concentration saving
  throw. The DC is 10 + the spell's level.
  Your target can remain in this suppressed state for a
  number of days equal to its Constitution modifier × your
  spellcasting ability modifier. At the end of this time, it will die.
  At any time, you can use a bonus action to free the
  suppressed creature from your control, ending the spell. A
  wish or a dispel magic cast with a 9th-level slot will also free
  it. If the creature enters an antimagic field or is subjected to a
  greater restoration or remove curse, it may make a new
  Charisma saving throw, ending the effect on a success. If you
  die or travel to a different plane, the creature is also freed. For
  every three days a freed target remained in this state, it will
  take one level of exhaustion.
  Mirage
  Mirage
  4th-level illusion
  Casting Time: 1 action
  Range: 90 feet
  Components: V
  Duration: 1 hour
  Classes: Bard, Cleric, Warlock, Wizard
  Source: Priest's Spell Compendium
  You target a creature and force it to make a Wisdom saving
  throw. On a failure, its perceptions are twisted. While this
  spell is active, the creature has disadvantage on Intelligence
  (Investigation) and Wisdom (Perception) checks. Each time
  the target takes damage, it can repeat the saving throw,
  ending the effect on itself on a success. Choose one of the
  following options when you cast this spell:
  Mirage of Deception. The target sees everything as
  beautiful and friendly. Vicious and hideous monsters seem
  like friendly, tame animals or kindly-looking people; rotting
  and foul food seems like a sumptuous feast; and dark,
  frightening landscapes and buildings seem open and inviting.
  The creature has disadvantage on saving throws to avoid
  being charmed.
  Mirage of Despair. The target sees everything as horrific
  and evil. Friends and allies look monstrous; sylvan forests
  and well-tended gardens seem to be dying and haunted;
  friendly animals look vicious and rabid. The creature has
  disadvantage on saving throws to avoid being frightened.
  This is a phantasm, which includes sound, texture, taste,
  temperature, and other stimuli evident only to the targeted
  creature. If the target takes any damage from an object or
  creature covered by this phantasm, the target may make a
  new saving throw, ending the effect on itself on a success.
  Mirror Damage
  Mirror Damage
  2nd-level abjuration
  Casting Time: 1 reaction, taken when you take damage from
  a melee attack
  Range: Self
  Components: V, S
  Duration: Instantaneous
  Classes: Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  Cast when you take damage, this spell causes a mirror finish
  to gleam over you for just a split second. Then, with the sound
  of shattering glass, the mirror breaks and your attacker takes
  the same amount of damage it inflicted on you.
  At Higher Levels. When you cast this spell with a 4th-level
  spell slot, your attacker and all creatures within 5 feet of you
  take the damage. When you cast it with a 6th-level or higher
  spell slot, this range increases to 10 feet, and you can choose
  which creatures within range take damage.
  Moon Rune
  Moon Rune
  4th-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a bar of mithral worth 50 gp)
  Duration: Until dispelled
  Classes: Artificer, Bard, Cleric, Druid, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You write on parchment, paper, or some other suitable
  writing material and cause it to fade into invisibility. Then
  determine the circumstance that will trigger the writing to
  reappear.
  When that circumstance occurs, the writing appears and
  glows faintly. When you cast this spell, you can have the spell
  end and the words remain visible after they are triggered (in
  which case, the glow will fade over the course of ten minutes,
  leaving normal text behind), or become invisible again until
  the next time it is triggered (in which case, the words will
  remain visible for 10 minutes after the trigger occurs).
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   The triggering circumstance can be as general or as
  detailed as you like, though it must be based on visible or
  audible conditions that occur within 30 feet of the text. For
  example, you could instruct the words to appear when any elf
  touches the page, or when the page is exposed to moonlight
  on the winter solstice.
  A creature with truesight can see the hidden message.
  Moon Shield
  Moon Shield
  2nd-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a piece of silver and a moonstone
  worth at least 10 gp)
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Cleric, Druid, Paladin, Ranger
  Source: Priest's Spell Compendium
  A magical field made of moonlight surrounds you, causing
  you to shed dim light to 30 feet. While this spell is in effect,
  you have resistance to necrotic and radiant damage and
  advantage on Wisdom saving throws against being frightened
  and on Constitution saving throws to resist contracting
  lycanthropy, mummy rot, or other diseases that are the result
  of magic or curses. In addition, your hit point maximum can't
  be reduced while this spell is active.
  Moonfire
  Moonfire
  5th-level conjuration
  Casting Time: 1 action
  Range: Self (60-foot line)
  Components: V, S
  Duration: Instantaneous
  Classes: Bard, Druid, Sorcerer
  Source: Priest's Spell Compendium
  You unleash a beam of cold, white fire in a straight line 60
  feet long and 10 feet wide. Creatures in that area must
  succeed on a Dexterity saving throw. A creature takes 7d6
  cold damage (if living) or 7d6 radiant damage (if undead) on a
  failed save, or half as much on a successful one.
  In addition, a creature that takes damage from the
  moonfire, as well as all magical objects in the spell's path, are
  outlined in a silvery glow until the end of your next turn.
  While outlined, the creature or object sheds dim light in a 10-
  foot radius and can't benefit from being invisible, and any
  attack roll against an affected creature or object has
  advantage if the attacker can see it.
  Motion
  Motion
  4th-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  You cause a vehicle (such as a wagon or ship) or an object
  that is designed to move in some way (such as a windmill,
  water wheel, or door) to move by itself, without the need to be
  pulled by animals, blown by wind, or moved by currents.
  It will move at its most typical speed; you can't make an
  option powered by this spell move especially fast, although
  you can make it move slower. This spell doesn't allow you to
  animate objects that aren't designed to move.
  Mystic Bolt
  Mystic Bolt
  4th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a glass bottle)
  Duration: 1 minute
  Classes: Bard, Cleric, Sorcerer, Wizard
  Source: The Great Net Prayerbook
  You send a bolt of psychic energy through the target's mind,
  causing the creature to suffer from a terrible, throbbing
  headache. The creature must make an Intelligence saving
  throw, taking 4d8 psychic damage on a failed save, or half as
  much on a successful one. In addition, on a failed save, the
  creature has disadvantage on Intelligence, Wisdom, and
  Charisma ability checks and saving throws for the duration,
  as well as on Constitution saving throws to avoid losing
  concentration.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the damage increases by 1d8 for
  each slot level above 4th.
  Mystic Rope
  Mystic Rope
  2nd-level conjuration
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a bit of rope)
  Duration: 10 minutes
  Classes: Artificer, Bard, Sorcerer, Wizard
  Source: The Great Net Spellbook, Wizard's Spell
  Compendium
  You create an obviously magical rope that is 50 feet long, or
  cause a nonmagical rope within range to stretch (or shrink)
  to 50 feet and glow with a magical aura. When you cast the
  spell and as a bonus action on each of your subsequent turns,
  you can move the rope up to 30 feet and then cause one of
  the following effects with it, provided you can still see the
  rope:
  Bind. You can cause the rope to move around a creature
  that is within 5 feet of it and bind it. Make a ranged spell
  attack. On a success, the creature is grappled and restrained
  (escape DC equal to your spell save DC).
  Float. You can cause the rope to float in the air and move
  at a rate of 30 feet per round.
  Strangle. You can cause the rope to move around a
  creature that is within 5 feet of it and wrap itself around its
  throat. Make a ranged spell attack. On a success, the creature
  is grappled (escape DC equal to your spell save DC), can't
  breathe, and is at risk of suffocating (as per Player's
  Handbook chapter 8, Environment).
  Tie/Untie. You can cause the rope to tie itself into a knot,
  tie itself around something else, or untie a knot that is
  already in it.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Narin's Mask
  Narin's Mask
  Illusion cantrip
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Wizard
  Source: The Great Net Spellbook
  For the duration, your features become hazy and indistinct.
  Creatures who see you during this time have disadvantage on
  ability checks made to recall your appearance or the sound of
  your voice.
  Neverending Nightmares
  Neverending Nightmares
  5th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a hair from an all-black horse)
  Duration: 7 days
  Classes: Bard, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You curse a target within range, forcing it to make a Wisdom
  saving throw. On a failure, it will suffer terrible nightmares
  whenever it sleeps. Creatures that don't need to sleep (such
  as elves) or that don't dream (such as kalashtar) aren't
  affected. Each time the creature wakes up from having slept,
  it must succeed on a Wisdom saving throw. On a failure, it
  takes 1 level of exhaustion.
  The spell continues until the duration ends, remove curse
  is cast upon the target, or it succeeds on three saving throws.
  These saves don't need to be consecutive.
  Nybor's Admonishment
  Nybor's Admonishment
  Enchantment cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You target a creature within range, forcing it to make a
  Constitution saving throw. On a failure, it takes 1d4 points of
  psychic damage and suffers incredible pain for a brief
  moment, as if it had been lashed with a whip. A target that
  can't be charmed is immune. Until the end of its next turn, its
  speed can't be higher than 20 feet and it has disadvantage on
  the next roll it must make.
  If this reduces a creature to 0 hit points, you can choose if
  the creature dies or falls unconscious.
  Nystul's Radiant Baton
  Nystul's Radiant Baton
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a crystal prism worth 25 gp)
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  A baton of pulsating magical energy appears in your hand in
  a color of your choice. The baton sheds bright light in a 10-
  foot radius and dim light for a further 10 feet. This magic
  baton lasts until the spell ends. It counts as a simple melee
  weapon with which you are proficient. It deals 2d10 damage
  on a hit and has the finesse and light properties. The type of
  damage it deals depends on what color you choose to make
  the baton, and can't be changed once it's been chosen:
  Red Baton. The baton deals 2d10 fire damage.
  Orange Baton. The baton deals 2d10 acid damage.
  Yellow Baton. The baton deals 2d10 lightning damage.
  Green Baton. The baton deals 2d10 poison damage.
  Blue Baton. The baton deals 2d10 cold damage.
  Indigo Baton. The baton deals 2d10 radiant damage.
  Violet Baton. The baton deals 2d10 necrotic damage.
  If you drop the baton or throw it, it dissipates and the spell
  ends.
  At Higher Levels. When you cast this spell using a 4th- or
  5th-level spell slot, the damage increases to 3d10. When you
  cast it using a 6th- or 7th-level spell slot, the damage
  increases to 5d10. When you cast it using an 8th- or 9th-level
  spell slot, the damage increases to 6d10.
  Oath
  Oath
  4th-level enchantment
  Casting Time: 1 minute
  Range: 30 feet
  Components: V
  Duration: Special
  Classes: Bard, Cleric, Paladin
  Source: The Great Net Prayerbook
  You create a magical contract between no more than four
  willing creatures. All creatures must be able to fully
  understand the contract and agree to abide by it. A creature
  that willingly breaks the contract takes 4d10 psychic damage
  each time it does so, but no more than once each day. If this
  damage reduces the creature to 0 hit points, it is stable but
  unconscious for 1 hour. The other creatures that have sworn
  by this oath will recieve a mental ping when this happens.
  The duration of the oath must be agreed upon by the
  affected creatures, but can't exceed 1 year.
  A remove curse, greater restoration, or wish will end the
  spell.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Orko's Elemental Triad
  Orko's Elemental Triad
  7th-level evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a tiny golden pyramid)
  Duration: Instantaneous
  Classes: Druid, Sorcerer, Wizard
  Source: The Great Net Spellbook
  You fire three beams of light—one blue, one white, and one
  yellow—which twist around each other into a single projectile
  that strikes at a target within range. Make a ranged spell
  attack. On a hit, the creature takes one of the following:
  • 4d8 acid damage, 4d8 cold damage, and 4d8 lightning
  damage.
  • 4d8 fire damage, 4d8 poison damage, and 4d8 thunder
  damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 8th level or higher, the damage increases by 1d8 acid
  damage, cold damage, or lightning damage (your choice) for
  each slot level above 7th.
  Otiluke's Steaming Sphere
  Otiluke's Steaming Sphere
  4th-level evocation
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a drop of pure water, a punch of dust,
  and a bit of sulfur)
  Duration: Instantaneous
  Classes: Wizard
  Source: Wizard's Spell Compendium
  A boiling-hot globe of fiery energy streaks from your
  fingertips to a point of your choice within range, where it
  explodes in a 30-foot-radius sphere. Each creature within the
  area must make a Constitution saving throw. A creature takes
  6d6 fire damage on a failed save, or half as much on a
  successful one. In addition, hot steam pours out to an
  additional 30 feet. The area is heavily obscured and
  nonmagical fires in the area are extinguished.
  You can refrain from firing the globe after completing the
  spell, if you wish. A small globe about the size of a sling stone,
  cool to the touch, appears in your hand. At any time, you or a
  creature you give the globe to can throw the globe (to a range
  of 40 feet) or hurl it with a sling (to the sling's normal range).
  It shatters on impact, with the same effect as the normal
  casting of the spell. You can also set the globe down without
  shattering it. After 1 minute, if the globe hasn't already
  shattered, it explodes.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the damage increases by 1d6 for
  each slot level above 4th.
  Paradox
  Paradox
  6th-level transmutation (dunamancy/chronurgy)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  Classes: Wizard
  Source: Wizard's Spell Compendium
  You "take back" a single action (or reaction) you took at
  during the last minute, and do something else instead. You
  can also opt to "take back" a single round's worth of words
  you spoke and say either nothing or something different. You
  can also take back a spell that you cast, provided it is no
  higher than the level of the spell slot used to cast this spell.
  The DM will work out a reasonable reaction, for good or
  for ill, to your new action or words.
  If you cast this spell two or more times before completing
  your next long rest, there is a cumulative 25% chance that the
  spell will backfire and inflict 6d6 force damage to you and
  everyone within 5 feet of you. This damage cannot be
  reduced in any way.
  Patternweave
  Patternweave
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small hand lens)
  Duration: 1 round
  Classes: Bard, Cleric, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You gain the ability to make sense of the apparent chaos
  caused by things that have broken or taken apart. By looking
  at the pieces of the whole through the hand lens, you can see
  what the original item looked like when it was whole.
  The parts must be in a 10-foot square, and you must have
  at least two-thirds of the pieces for the spell to work.
  Petition
  Petition
  2nd-level conjuration
  Casting Time: 1 minute
  Range: Self
  Components: V
  Duration: Instantaneous
  Classes: Cleric, Warlock, Wizard
  Source: The Great Net Spellbook
  With this spell, you alert an extra-planar entity whose name
  you know that you wish to communicate with it. This spell
  doesn't compel it to answer you or obey you: it is entirely up
  to the entity if it wishes to reply to you at all or how it reacts
  to your alert.
  You don't need to use the entity's True Name when you cast
  this spell; its common name will suffice. However, if there are
  multiple extra-planar entities with the same or similar
  common names, there is a chance that a different entity will
  hear your petition instead (DM's decision).
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Pilpin's Prompt
  Pilpin's Prompt
  1st-level evocation (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a hair from an elephant)
  Duration: 30 days
  Classes: Wizard
  Source: The Great Net Spellbook
  With this spell, you can set an alarm to give you a mental ping
  in advance of an appointment or event that is coming up
  within 30 days. In addition, you can create a small, obvious
  illusion that will relay a message to you of up to 25 words.
  This illusion will play at the same time you receive the ping
  and will be visible and audible to others.
  Planar Link
  Planar Link
  8th-level conjuration
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a forked, metal rod worth at least 250
  gp, attuned to a particular plane of existence, rare inks
  worth 100 gp and which are consumed in the casting, and
  an object originally from the plane to be contacted, which is
  also consumed)
  Duration: 10 days
  Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  You cause a portal to open up on another plane of existence,
  or to another world on the Prime. The plane's runic symbols
  must be drawn in a circle or around a door, window, or other
  arch using the rare inks. You can specify a target destination
  in general terms, such as the realm of Mycelia in Mechanus,
  and the portal will appear in or near that destination; in that
  case, the object should be from that destination.
  When you create the portal, you can specify a key needed to
  use it. The key can be an object or password. When the key is
  used, the portal will open for 1 minute, then close again. A
  forked, metal rod attuned to that plane of existence or other
  world, like the one used as a material component, can also be
  used to open the portal.
  If you cast this spell on the same arch every 10 days for a
  year, the portal becomes permanent.
  Power Word Attention
  Power Word Attention
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  With the utterance of this word of power (or with a loud
  whistle), all creatures within range must succeed on a
  Wisdom saving throw or waste their action, instead doing
  nothing but paying attention to you. A creature makes this
  save with advantage if it is in combat or another life-or-death
  situation. An affected creature may use some or all of their
  movement in order to move towards you.
  Power Word Blind
  Power Word Blind
  8th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You speak a word of power that can overwhelm the senses of
  one creature you can see within range. If the target has 150
  hit points or fewer, it is blinded. Otherwise, the spell has no
  effect.
  The blinded target must make a Constitution saving throw
  at the end of each of its turns. On a successful save, the
  blinded condition ends.
  Power Word Silence
  Power Word Silence
  6th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You speak a word of power that can overwhelm the senses of
  one creature you can see within range. If the target has 150
  hit points or fewer, it can't speak. Otherwise, the spell has no
  effect.
  The silenced target must make a Constitution saving throw
  at the end of each of its turns. On a successful save, the effect
  ends.
  Power Word Sleep
  Power Word Sleep
  7th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You speak a word of power that can compel one creature you
  can see within range to fall asleep instantly. If the target has
  150 hit points or fewer, it falls prone and is unconscious for
  10 minutes. Otherwise, the spell has no effect.
  The stunned target must make a Constitution saving throw
  at the end of each 10 minutes. On a successful save, this
  stunning effect ends.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Power Word Vaporize
  Power Word Vaporize
  8th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: The Great Net Spellbook
  You speak a word of power so great it causes objects to
  disintegrate into dust. Choose a nonmagical object, or part of
  a larger object, that fits in a 50-foot cube. The object is
  vaporized. If there are living creatures in or on the object,
  they drop to the ground.
  If the object is nonmagical but is protected by magic, such
  as by a glyph of warding, you must overcome the magic first
  by making a spellcasting ability check with a DC of 10 + the
  spell's level. On a failure, you trigger the glyph, although the
  object is still vaporized.
  Preserve from Decay
  Preserve from Decay
  1st-level abjuration (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a pinch of dust, a bit of resin, and a
  drop of drinking alcohol)
  Duration: 1 month
  Classes: Artificer, Cleric, Druid, Wizard
  Source: Wizard's Spell Compendium
  You touch one or more organic inanimate objects that can fit
  in a 5-foot cube and preserve them, preventing rot and loss of
  quality or potency for the duration.
  If you cast this spell on a corpse, the corpse won't decay,
  but it also isn't protected from being raised as undead, nor
  does it increase the length of time available for it to be
  brought back to life.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the size of the object that can be
  preserved increases to fit in a cube 5 feet larger for each slot
  level above 2nd.
  Probing Arm
  Probing Arm
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (two short sticks and two smooth
  wooden or glass balls)
  Duration: Concentration, up to 1 minute
  Classes: Artificer
  Source: Priest's Spell Compendium
  You create multi-jointed, mechanical arm that appears to
  extend out of your body and has a reach of 30 feet. It ends in
  a fully articulated hand. The arm is an object that can be
  attacked. It has an AC of 20, 25 hit points, and uses your
  Strength and Dexterity. When you first cast this spell, and on
  each of your subsequent turns, you can use your action to
  cause the arm to lift or open objects or attack a creature by
  making a melee spell attack. On a hit, you inflict 2d6 + your
  spellcasting ability modifier bludgeoning damage.
  Putrefaction
  Putrefaction
  4th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a bit of rotten meat)
  Duration: Special
  Classes: Cleric, Druid, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You choose a point within range and all food within a 15-foot-
  radius sphere of it spoil, all open liquids become fouled, wood
  and corpses rot, metals rust, and open containers of holy
  water become plain water. Maggots and other Tiny
  verminous creatures spontaneously generate. Only
  nonmagical objects are affected by this spell.
  For one minute after you cast this spell, any creature that
  enters the area or starts its turn in it and that has half or
  fewer of its normal hit point must make a Constitution saving
  throw or develop filth fever (as per the contagion spell). In
  addition, during this time, any creature that was in the area
  can't regain hit points through nonmagical mean.
  Rain of Terror
  Rain of Terror
  5th-level conjuration
  Casting Time: 10 minutes
  Range: Self (1-mile radius)
  Components: V, S
  Duration: Concentration, up to 3 hours
  Classes: Cleric, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You cause a cursed rainstorm to rise within 1 mile of you for
  the duration. You must be outdoors to cast this spell. Moving
  to a place where you don't have a clear path to the sky ends
  the spell early.
  When you cast the spell, you cause strange and disgusting
  (but harmless) things to fall from the sky. Choose or roll on
  the following table to determine what falls.
  d10 Object
  d10 Object
  1
  ash
  6
  snakes
  2
  blood
  7
  spiders
  3
  fish
  8
  strips of meat
  4
  foul-smelling black 
  or red water
  9
  toads or frogs
  5
  globs of goo
  10
  worms
  All animals are Tiny and have no attacks. Approximately
  half of the animals will be dead or dying on impact. When the
  spell ends, the weather abruptly returns to normal.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Random Causality
  Random Causality
  3rd-level transmutation
  Casting Time: 1 reaction, taken when you are hit by a
  weapon attack
  Range: Self (30-foot range)
  Components: V, S, M (a bronze six-sided die)
  Duration: Instantaneous
  Classes: Sorcerer
  Source: Priest's Spell Compendium
  When you are harmed by an attack, another creature in range
  takes the damage instead. The new target is chosen randomly
  by DM.
  Read Object
  Read Object
  4th-level divination
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: 1 round
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You cast this spell while handling an object and receive a
  psychic impression of the object's current (or most recent)
  owner. Potential information learned includes the owner's
  race, profession, general personality trait, and any strong
  emotions it had about the object, or when using the object.
  For instance, if you cast this spell on a sword that belonged
  to a Neutral human mercenary, you might learn that the
  owner was a human male who took many lives with the
  sword, but was dispassionate about doing so. This spell
  doesn't tell you the owner's name, physical appearance, or
  current location.
  If you cast this spell two or more times before you
  complete a long rest, there is a cumulative 25% chance that
  the spell will backfire and produce wildly incorrect
  information.
  Remorse
  Remorse
  4th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pearl worth at least 100 gp, which is
  given to the target)
  Duration: Special
  Classes: Cleric, Paladin
  Source: Priest's Spell Compendium
  While casting this spell, you deliver a stern lecture to your
  target about an evil deed it has committed and give it the
  pearl. It must then make a Wisdom saving throw, and does so
  with advantage if you or your companions are fighting it. If it
  fails, it is charmed by you.
  While charmed, it is overcome with guilt and regret over
  that evil deed. It will forswear performing such a deed again
  and will seek to make restitution in some way.
  At the end of every week, the creature can repeat its saving
  throw against this spell. If it succeeds on its saving throw, the
  spell ends. In addition, the Atonement version of the
  ceremony spell counters remorse.
  When the spell ends, the creature is aware it was charmed
  by you.
  Repair Item
  Repair Item
  3rd-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a quartz crystal worth at least 10 gp,
  which the spell consumes)
  Duration: 24 hours
  Classes: Artificer
  Source: Priest's Spell Compendium
  You touch a machine that has a missing or broken part and
  create a quasi-real part for it. The part is obviously magical
  and will work perfectly. When the spell ends, the part
  abruptly vanishes.
  If you cast this spell on a construct, it gains a number of
  temporary hit points equal to 3d8 plus your level. When the
  spell ends, any remaining temporary hit points vanish.
  Revelation
  Revelation
  9th-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour
  Classes: Cleric
  Source: Priest's Spell Compendium
  Your deity grants you amazing divine knowledge and senses.
  For the duration, you are surrounded by a faint glow and gain
  the following abilities:
  • You have truesight to 120 feet.
  • You can sense the presence of magic within 120 feet of
  you, seeing it as a faint aura around an object or creature that
  bears magic. You also automatically know if someone casts a
  spell within that range.
  • You know if there is an aberration, celestial, elemental, fey,
  fiend, or undead within 120 feet of you.
  • You automatically know if you hear a lie.
  • You can speak and understand all languages.
  • You can use your action to read the surface thought of a
  creature within range.
  • When you make an Intelligence ability check, or a
  Wisdom (Insight) check, you can replace the number you roll
  with a 15.
  Revenance
  Revenance
  7th-level necromancy
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (100 gp worth of incense, which is
  burned when you cast the spell)
  Duration: Instantaneous
  Classes: Cleric, Wizard
  Source: Priest's Spell Compendium
  You touch the corpse of a humanoid that has died from
  violence within the past week and cause it to rise as a
  revenant.
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  /
   The revenant is aware of who killed it and will seek
  revenge against its killer. The revenant is neutral towards you
  and your allies. It won't attempt to harm you unless you
  interfere with its quest for vengeance. You have no control
  over its actions.
  Sacred Guardian
  Sacred Guardian
  1st-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a rose petal)
  Duration: 24 hours
  Classes: Cleric
  Source: Priest's Spell Compendium
  You can only cast this spell on a willing target. If the target
  takes any damage or is paralyzed or poisoned while this spell
  is active, you receive a mental ping, alerting you that the
  target is in danger.
  At Higher Levels. If you cast this spell with a 3rd-level or
  higher spell slot, you will also receive a brief mental image of
  the cause of the danger.
  Sands of Time
  Sands of Time
  5th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pinch of dust and a drop of oil)
  Duration: Instantaneous
  Classes: Artificer, Cleric, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  You can cause a nonmagical, inanimate object object to age,
  or reverse the effects of aging and erosion on an object that
  fits in a 10-foot-cube, or part of a larger object. Each casting
  of this spell will age or reverse the aging of an object made of
  vegetable matter by 1d4 years, by 1d4×5 years for an object
  made of metal, or by 1d4×20 years of aging on an object
  made of stone or crystal.
  If used to reverse the effects of aging, this spell won't
  restore an object that has crumbled to dust or cause missing
  pieces to return, but will restore faded paint and dyes to their
  original brilliance. You must have at least half of the original
  object, or the spell will fail.
  Sanh's Ray of Light
  Sanh's Ray of Light
  2nd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Wizard
  Source: The Great Net Spellbook
  You fire a beam of brilliant white light at a creature you see
  within range. Make a ranged spell attack. On a hit, the target
  takes 2d10 radiant damage and is blinded until the end of its
  next turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you inflict an additional 1d10
  damage for each slot level above 2nd.
  Scalding Spout
  Scalding Spout
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (an ounce of water)
  Duration: Instantaneous
  Classes: Druid, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You send a powerful burst of boiling water at one creature
  you see within range. Make a ranged spell attack to hit. If you
  succeed, the target takes 2d6 bludgeoning damage and 2d6
  fire damage, and must succeed on a Strength saving throw or
  be knocked back 10 feet and fall prone.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you inflict an additional 1d6 fire
  damage for each slot level above 2nd.
  Scapegoat
  Scapegoat
  4th-level enchantment
  Casting Time: 1 action
  Range: Touch (20-foot-radius sphere)
  Components: V, S, M (a pinch of goat's hair and a stone)
  Duration: Concentration, up to 1 minute
  Classes: Bard, Warlock
  Source: Wizard's Spell Compendium
  When you cast this spell, you must call loud attention to your
  target. All creatures within 20 feet of that target must
  succeed on a Wisdom saving throw or be charmed by you
  and become convinced that the target is to blame for all of
  their troubles. The target will have disadvantage on all
  Charisma ability checks, except for Charisma (Intimidation),
  and all other creatures will be hostile to the target for the
  duration.
  At Higher Levels. When you cast this spell with a 5th- or
  6th-level spell slot, the duration becomes Concentration, up
  to 10 minutes. When you cast it with a 7th- or 8th-level spell
  slot, the duration becomes Concentration, up to 1 hour.
  When you cast it with a 9th-level spell slow, the duration
  becomes 8 hours, without the need for concentration.
  Scatterspray
  Scatterspray
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, m (a flint and steel, or a tinderbox)
  Duration: Instantaneous
  Classes: Artificer, Bard, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  You point to a pile of small, unsecured items that are not
  being worn or carried, such as a pile of gravel, a mug full of
  pens, or a basket of eggs, and cause them to fly in all
  directions. Each creature within 10 feet of the objects must
  make on a Dexterity saving throw or take 1d6 bludgeoning
  damage.
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  /
   This spell's damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Scent Mask
  Scent Mask
  2nd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a scentless flower)
  Duration: 1 hour
  Classes: Druid, Ranger
  Source: Wizard's Spell Compendium
  For the duration, you or a willing creature you touch can
  neither produce nor pick up scents, and creatures can't track
  or identify you by smell. This spell prevents a creature from
  using scent of vengeance (q.v.) from finding you.
  At Higher Levels. When you cast this spell with a spell
  slot of 2nd level or higher, you can effect on additional
  creature for each slot level above 1st.
  Scent of Vengeance
  Scent of Vengeance
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, M (an object originally possessed by the
  quarry)
  Duration: 1 week
  Classes: Paladin, Ranger
  Source: Priest's Spell Compendium
  You are imbued with the ability to unerringly track a creature
  by scent, provided that this creature has caused you insult or
  injury. You can smell this creature even if it moves
  underwater or flies through the air. You can only lose the
  scent if the creature moves through magical means, such as
  by teleporting, or has pass without trace or scent mask (q.v.)
  cast on it.
  You may only use this spell to track a single creature at a
  time. If you cast this spell to track a second creature while
  the first spell is still in effect, the first spell immediately ends.
  You can cast this spell again while it is active to maintain
  your ability to track the creature for another week.
  Sculpt Features
  Sculpt Features
  5th-level transmutation
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a few drops of doppelganger blood
  and powdered moonstone worth at least 1,000 gp, which is
  consumed by the spell)
  Duration: Permanent
  Classes: Artificer, Wizard
  Source: Wizard's Spell Compendium
  You permanently transform the appearance of a willing
  humanoid (including yourself). You decide what the creature
  looks like, including the creature's height, weight, facial
  features, apparent or biological sex, the sound of its voice,
  hair length, coloration, and distinguishing characteristics, if
  any. You can make the creature appear as a member of
  another race, though none of its statistics change.
  You can remove body parts, but can't add additional, fully-
  functional limbs and body parts, although you can add
  decorative parts. For instance, you can add wings or a tail,
  and while they could move, they would be incapable of flight
  or holding objects, and additional arms and legs would be
  useless for holding or manipulating objects, or even standing
  on. You also can't add any supernatural traits or features.
  You can use this spell to add fangs, claws, horns, or other
  natural weapons. Such attacks use either the creature's
  Strength or Dexterity for attacks and damage and inflict 1d4
  bludgeoning, piercing, or slashing damage, whichever is most
  appropriate.
  You can also attempt to duplicate a specific individual. To
  do so, you must succeed on a DC 20 spellcasting ability
  check. On a success, the target will permanently receive
  advantage on Charisma (Deception) checks made to
  impersonate that individual.
  When you finish casting the spell, the target must make a
  DC 10 Constitution saving throw. On a failure, it takes 4d6
  necrotic damage and the spell doesn't "take" properly,
  causing the target to suffer scarring and malformation.
  You can also use this spell to return a creature to its
  original appearance, if its appearance had been previously
  changed by this spell. You do not need to have been the one to
  have originally cast this spell on it, and the target doesn't
  need to be willing. It must succeed on a Constitution saving
  throw. On a failure, its original appearance is restored.
  Finally, if you use this spell on a creature that had been
  permanently altered by the Creature Into Creature version of
  the true polymorph spell, and had been transformed from one
  type of humanoid into another type, you may attempt to
  return that creature to its original form. To do so, you must
  make an ability check using your spellcasting ability. The DC
  equals the original caster's spell save DC (if the DM doesn't
  know the original save DC, assume it's DC 20). On a
  successful check, the spell ends.
  See Through Other Eyes
  See Through Other Eyes
  3rd-level divination
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  For the duration, you can see through the eyes of another
  creature that is within range. The creature doesn't have to be
  willing or aware of your actions. While you must be able to
  see that creature while casting the spell, it's not required for
  the remainder of the spell. As an action, you can see through
  the creature's eyes until the start of your next turn, gaining
  the benefits of any special senses that creature has. During
  this time, you are blind with regard to your own senses.
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  /
  Shadow Play
  Shadow Play
  3rd-level divination
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a lit candle, which is consumed by the
  spell)
  Duration: Concentration, up to 1 hour
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  While casting this spell, you must darken a room or area that
  fits in a 30-foot cube so it is no brighter than dimly lit, then
  place a lit candle in its center. Then choose a one-hour period
  of time that occurred within the past 24 hours.
  The shadows cast by the candle will then take the form of
  the shadows cast by the living occupants (not constructs or
  undead) of the room in that time period, and they will silently
  perform their actions in real time.
  Prematurely extinguishing the candle ends the spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the size of cube you can affect
  increases by 10 feet on a side for each slot level above 3rd.
  Shadowstrike
  Shadowstrike
  4th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  Classes: Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  As part of the action used to cast this spell, you must make a
  melee attack with a weapon against the shadow of one
  creature within the spell's range; otherwise, the spell fails. In
  addition, you must be in bright or dim while casting this spell.
  The shadow has AC 10 + the target's Dexterity modifier. the
  creature takes normal damage from your attacks.
  The creature's shadow has no damage resistances or
  immunities, and the creature can't benefit from reactions
  such as Parry.
  If you use this spell when attacking a shadow, shadow
  demon, or similar, shadow-based creature, you also have
  advantage on your attacks.
  The DM may decide that the shadow of a humanoid killed
  by this spell becomes an undead shadow. The shadow is not
  under your control and is hostile to you.
  Shandaril's Tracer
  Shandaril's Tracer
  5th-level divination
  Casting Time: 1 action
  Range: Special
  Components: V, S, M
  Duration: 30 days
  Classes: Artificer, Bard, Wizard
  Source: Wizard's Spell Compendium
  You place an invisible rune on an object you touch. At any
  point after, you can spend 1 minute to concentrate on the
  rune. You will then learn the object's approximate distance,
  direction, and condition. The mask option of Nystul's magic
  aura can be used to block this spell.
  If you cast this spell on the same object every day for 30
  days, the spell becomes permanent.
  Sharptooth
  Sharptooth
  2nd-level transmutation
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  Classes: Druid, Ranger
  Source: Wizard's Spell Compendium
  You touch a creature with a bite or claw attack. Until the spell
  ends, that creature's bite, claw, or other unarmed attacks
  become magic weapons with a +1 bonus to attack rolls and
  damage rolls.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the bonus increases to +2. When
  you use a spell slot of 6th level or higher, the bonus increases
  to +3.
  Sigil
  Sigil
  1st-level abjuration
  Casting Time: 1 minute
  Range: Touch
  Components: S, M (a key and 5 gp worth of silver filings,
  which is consumed by the spell)
  Duration: 1 week
  Classes: Artificer, Wizard
  Source: The Great Net Spellbook
  You inscribe your personal sigil on any object that you own.
  Any creature that touches the object takes must make a
  Dexterity saving throw. On a failure, the creature takes 1d6
  force damage and is pushed back 5 feet, and the creature
  drops the object if it was holding it. If this spell reduces a
  creature to 0 hit points, the creature is stable but
  unconscious for 10 minutes.
  You and the creatures you designate when you cast this
  spell can use the object normally, and you can also set a
  password that, when spoken within 5 feet of the object,
  suppresses this spell for 1 minute. Casting knock on the
  object suppresses sigil for 10 minutes.
  If you cast this spell on the same object every day for 30
  days, the spell becomes permanent.
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  /
  Skip Day
  Skip Day
  8th-level evocation (dunamancy/chronurgy)
  Casting Time: 1 action
  Range: Self (10-foot-radius)
  Components: V, S
  Duration: Instantaneous
  Classes: Wizard
  Source: Priest's Spell Compendium
  You and all creatures within 10 feet of you are transported 24
  hours in the future, reappearing in the same place you left.
  Unwilling creatures may make a Wisdom saving throw. On a
  success, the creature stays behind.
  Soul Anchor
  Soul Anchor
  8th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Permanent
  Classes: Cleric, Wizard
  Source: Wizard's Spell Compendium
  With this noxious curse, you tie a creature's life force to a
  particular building or structure that is no smaller than 10 feet
  on a size (no maximum size), unless it succeeds on a
  Charisma saving throw. While cursed, the creature is
  incapable of leaving the area through mundane means unless
  you grant the individual permission to do so. The location can
  be no more than 1 mile on a side and must have clearly
  defined borders, such as a wall, fence, or moat.
  A creature may attempt to leave the area via magical
  means, such as teleport, but must first succeed on a
  Charisma ability check. On a failure, it can't try again until 7
  days have passed. On a success, the creature can leave the
  building. However, this doesn't break the curse, and if the
  craeture returns to that building, it will once again be
  trapped.
  A remove curse or wish will end the effect.
  Soul Safe
  Soul Safe
  6th-level necromancy
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a piece of jet worth 100 gp)
  Duration: 1 week
  Classes: Warlock, Wizard
  Source: he Great Net Spellbook
  You indicate a humanoid within range and force it to make a
  Charisma saving throw. If it fails, you steal a portion of its
  soul and place it within the jet. The creature whose soul you
  have captured will feel slightly weak and have low spirits
  while this spell is in effect. For the duration, the creature
  doesn't regain hit points after a long rest unless it spends Hit
  Dice to do so, and it has disadvantage on Intelligence,
  Wisdom, and Charisma saving throws.
  If you are holding the jet in which a creature's soul-
  fragment is held, you can cast spells on jet, and it will affect
  the target is if it were within range. You must be on the same
  plane of existance, however.
  The jet is an object with AC 13 and 5 hit points. It is
  resistant to all damage except for bludgeoning and thunder
  damage. If it is destroyed, the soul-fragment immediately
  reuinites with its body. If the creature had died in the
  meantime, the soul-fragment will journey to rejoin the rest of
  the soul. At the DM's discretion, a creature that died while
  part of its soul has been removed by this spell may be more
  likely to return as a form of undead.
  You can cast this spell again while it is active to maintain
  the soul safe for another week. Even though this spell only
  takes a portion of the creature's soul, a creature can only be
  affected by one casting of this spell at a time.
  Soul Shift
  Soul Shift
  7th-level necromancy
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a gem worth at least 500 gp, which is
  consumed by the spell)
  Duration: Permanent
  Classes: Wizard
  Source: Wizard's Spell Compendium
  You transfer your mind and soul into a corpse of your
  choosing that is within 30 feet of you. Once you possess the
  corpse, you control it. Your game statistics are replaced by
  the statistics of the creature, though you retain your
  alignment and your Intelligence, Wisdom, and Charisma
  scores. You retain the benefit of your own class features. If
  the corpse had any class levels, you can't use any of its class
  features.
  You are undead and do not need to breathe, drink, eat, or
  sleep. You have resistance to necrotic damage and are
  immune to poison damage and the poisoned damage. You
  also gain the following trait:
  Turn Resistance. You have advantage on saving
  throws against being turned.
  Your body will appear as the corpse's did and won't further
  decay. However, any wounds or other marks that were on the
  original corpse will remain, even after healing to full hit
  points. You are not a lich and you do not gain any other
  special traits for becoming undead besides those listed
  above.
  You may choose for your original body to die or to animate
  as a zombie. If you choose the latter, the zombie will have
  none of your class abilities but will retain your former
  Strength, Dexterity, Constitution, saving throw proficiencies,
  and hit points.
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  /
  Sound Bubble
  Sound Bubble
  1st-level abjuration
  Casting Time: 1 action
  Range: Self (5-foot-radius sphere)
  Components: V, S, M (a blown egg)
  Duration: Concentration, up to 10 minutes
  Classes: Bard
  Source: Wizard's Spell Compendium
  You create an invisible, intangible bubble centered on you.
  Sounds at normal volume, whether originating from inside or
  outside the bubble, can't pass through its perimiter, although
  shouts and other loud noises can be heard, although faintly.
  Creatures on the inside are resistant to thunder damage that
  originates from outside the bubble, and vice versa.
  Spectral Force
  Spectral Force
  3rd-level illusion
  Casting Time: 1 action
  Range: 120 ft.
  Components: V, S, M (a bit of fleece and 10 gp worth of
  crushed pyrite)
  Duration: Concentration, up to 10 minutes
  Classes: Bard, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You create a quasi-real illusion of an object, creature, or other
  visible phenomenon that is no larger than a 20-foot cube. The
  illusion appears at a spot that you can see within range and
  lasts for the duration. The spectral force has appearance,
  sound, smell, temperature, and texture that is mostly
  appropriate to the thing depicted, but inspection will quickly
  reveal that it's an illusion, without the need for an Intelligence
  (Investigation) check. Realizing it's an illusion doesn't cause
  the viewer to see through the image.
  The illusion is partially solid. It can't support more than 50
  pounds of weight at a time. If made to support more, the
  object it is supporting will sink through. It has AC 15 and hit
  points equal to 10 plus your spellcasting ability modifier plus
  your level.
  As long as you are within range of the spectral force, you
  can use your action to cause it to move to any other spot
  within range. As the spectral force changes location, you can
  alter its appearance so that its movements appear natural.
  For example, if you create an image of a creature and move it,
  you can alter the image so that it appears to be walking.
  Similarly, you can cause the illusion to make different sounds
  at different times, even making it carry on a conversation, for
  example.
  You can also use your action to cause the spectral force to
  inflict damage. A spectral force creature to appear as a
  creature can attack a target; one created to look like a fire can
  burn the target, and so on. It uses your spell attack modifier
  to hit and inflicts 2d10 force damage.
  At Higher Levels. When you cast this spell with a spell
  slot of 4th level or higher, it can support an additional 50
  pounds, and will inflict an additional 1d10 damage, for each
  slot level above 3rd.
  Spiritwatch
  Spiritwatch
  3rd-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a handful of cereal grains, a cup of
  wine, 25 gp worth of incense, which is burned when you
  cast the spell, and a token of the spirit you are going to
  summon)
  Duration: 30 days
  Classes: Cleric, Wizard
  Source: The Great Net Spellbook
  You summon the spirit of a recently deceased humanoid who
  has been dead no more than 1 year, or any of your deceased
  direct ancestors or immediate relatives, and ask it to watch
  over a piece of property you choose. This can be a building or
  structure, or an inanimate object. An unwilling spirit may
  make a Charisma saving throw to resist. When summoning
  the spirit, you must have a token of something that belonged
  to the individual whose spirit you're summoning, such as an
  image or likeness, a lock of hair, or a personal belonging
  (which can be the property you are asking it to guard).
  The spirit isn't bound to your property and doesn't have to
  forego its proper afterlife to guard your property. Instead, the
  spirit becomes attuned to your property and is aware of what
  occurs in or around it. It may choose to manifest in its
  entirety, however, although it is completely insubstantial and
  can perform no actions. When manifested, it can speak aloud
  (although in a soft voice) and can't move more than 30 feet
  from the property.
  If any intruders access your property or attempts to steal
  from it, or the property is damaged in some way, the spirit
  will immediately alert you, provided you are on the same
  plane of existence. The spirit has darkvision to 120 feet and
  can give you details about the physical appearance of the
  intruders or thieves.
  Casting this spell to summon the same spirit once every 30
  days for a year makes the spirit permanently guard the
  property. Casting banishment or the Dismissal option of
  dispel evil and good will break the spell and release the spirit.
  You can also choose to release the spirit at any time by using
  a bonus action to do so.
  Steal Skill
  Steal Skill
  4th-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a token depicting the skill to be stolen,
  and a platinum piece, the latter of which is consumed by
  the spell)
  Duration: 1 hour
  Classes: Warlock, Wizard
  Source: The Great Net Spellbook
  You touch a creature and force it to make a Charisma saving
  throw. If it fails, you steal one of the creature's skills, tool
  proficiencies, or languages for the duration. While this spell
  is in effect, you use your own proficiency bonus and attribute
  modifier.
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  /
   If the target had an ability that allowed it to increase its
  bonus, such as Expertise, or is a member of a Dragonmarked
  house and gets an additional 1d4 to its roll, you also gain the
  same ability.
  Also while this spell is in effect, the target can't use its
  proficiency modifier when using this skill, and makes all rolls
  for it at disadvantage.
  Stonefall
  Stonefall
  4th-level transmutation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a handful of stones or pebbles)
  Duration: 1 round
  Classes: Druid, Wizard
  Source: Priest's Spell Compendium
  You must be indoors or underground to cast this spell. This
  spell causes the ceiling to collapse (if you are indoors) or a
  cave-in to occur (if you are underground) in a 20-foot-
  diameter circle centered on a point you choose within range.
  All creatures below that area must make on a Dexterity
  saving throw.
  If you are inside of a building that has a plaster, thatch, or
  similar ceiling or roof, a creature takes 1d6 bludgeoning
  damage on a failed saving throw, or half as much on a
  successful one.
  If you are inside of a building that has a wooden or tile
  ceiling or roof, a creature takes 3d6 bludgeoning damage on
  a failed saving throw, or half as much on a successful one.
  If you are inside of a building that has a stone or metal
  ceiling or roof, a creature takes 5d6 bludgeoning damage on
  a failed saving throw, or half as much on a successful one.
  If you are underground, a creature takes 7d6 bludgeoning
  damage on a failed saving throw, or half as much on a
  successful one.
  In addition, a creature that fails its saving throw is knocked
  prone. For each creature that is prone, roll a d6. On a roll of 1
  or 2, the creature is pinned underneath fallen debris.
  Removing the debris requires a DC 15 Strength (Athletics)
  check.
  Storm Cone
  Storm Cone
  5th-level evocation
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Druid, Sorcerer
  Source: Priest's Spell Compendium
  You create a whirling vortex of powerful winds and fierce
  lightning in a 60-foot cone. On each of your turns, you can
  use your action to cause the cone to face in a new direction, if
  you like. Each creature in the cone's area must make a
  Strength saving throw, taking 4d6 lightning damage and 4d6
  thunder damage on a failed save, or half as much damage on
  a successful one. In addition, on a failed save, the creature is
  pushed 10 feet in a direction you choose. If a creature fails by
  5 or more, it is instead pushed 20 feet and falls prone.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, you inflict an additional 1d6
  thunder damage for each slot level above 5th.
  Stormrage
  Stormrage
  6th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a feather, a pinch of wood ash, and a
  piece of flint)
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Druid, Sorcerer
  Source: Priest's Spell Compendium
  You channel the power of storms, causing your eyes to glow
  white and static electricity to crackle all over your body. For
  the duration, you gain a fly speed of 50 feet, wind doesn't
  hinder your movement, and you have resistance to lightning
  and thunder damage.
  On each of your turns, you can fire lightning bolts from
  your eyes at a creature you see within range. Make a ranged
  spell attack. On a hit, the creature takes 6d6 lightning
  damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, you inflict an additional 1d6
  lightning damage for each slot level above 6th.
  Stormvoice
  Stormvoice
  2nd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 round
  Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard
  Source: Priest's Spell Compendium
  This spell enables you to speak with the voice of a storm. You
  can be heard loudly and clearly by all creatures within 300
  feet. In addition, creatures within 20 feet of you must make a
  Constitution saving throw. A creature takes 3d6 thunder
  damage and is deafened for 1 minute on a failed save. On a
  failed save, the creature takes half as much damage and isn't
  deafened. If a creature fails its save by 5 or more, it is also
  knocked prone. A deafened creature may attempt a new save
  at the end of each of its turns, ending the effect on itself on a
  success.
  Strength of the Avenger
  Strength of the Avenger
  2nd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a vial of holy water, which you must
  consume while casting the spell)
  Duration: 1 minute
  Classes: Cleric, Paladin
  Source: The Great Net Prayerbook
  You begin to glow with brilliant and holy light. For the
  duration, you have advantage on Strength attack rolls and
  saving throws to avoid being charmed, frightened, or knocked
  prone. You also gain 10 temporary hit points.
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  /
   When you cast this spell, you must name a creature you are
  seeking vengeance upon. You don't have to know the
  creature's actual name, but you must have a way to
  distinguish it ("that bandit there" won't suffice, but "the
  bandit with the scar over one eye and the brown hair" will).
  For the duration, when you make a successful attack against
  that creature with a melee weapon, you inflict an additional
  1d4 force damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you gain an additional 5 temporary
  hit points per slot level above 2nd.
  Sunstone
  Sunstone
  7th-level evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a small stone)
  Duration: Instantaneous
  Classes: Cleric, Druid, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  A small, hard orb that glows a brilliant red-gold appears in
  your hand, which you then hurl it at a target within range, or
  two targets that are within 5 feet of each other. Make a
  ranged spell attack to hit. On a success, it bursts into brilliant
  sunlight, shedding bright light to a 50-foot radius. The light
  remains in place for 1 minute, then fades away.
  The target or targets take 6d6 fire damage and 6d6 radiant
  damage, and must make a Constitution saving throw or be
  blinded for 1 minute. All creatures within 5 feet of the target
  must make a Dexterity saving throw, taking 6d6 fire damage
  and 6d6 radiant damage on a failed save, or half as much
  damage on a successful one. A blinded creature may make a
  new saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Talon's Skitmaster
  Talon's Skitmaster
  3rd-level illusion (ritual)
  Casting Time: 1 action
  Range: Self (10-foot-radius sphere)
  Components: V, S
  Duration: Special
  Classes: Bard
  Source: Wizard's Spell Compendium
  Designed to be cast while you are telling a story, reciting
  poetry, or playing music, this spell summons up obvious
  illusions that silently act out the events of your story, poem, or
  song. The area where the illusions are acting is brightly lit, as
  if by a spotlight. The illusory creatures and backgrounds
  created by the spell are fairly nondescript and standard in
  appearance, unless you are proficient in artist's tools. In that
  case, your illusions will appear in your artistic style.
  At the same time, you appear to fade into the background.
  While you are still visible, you are shrouded in shadow and
  lightly obscured.
  If you come to the performance's natural finish point, or
  pause in your performance for 1 minute or longer, the spell
  ends.
  Teleport Tracer
  Teleport Tracer
  4th-level divination
  Casting Time: 1 reaction, taken when a creature you see
  within range teleports
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Bard, Sorcerer, Wizard
  Source: The Great Net Spellbook
  When you see a creature teleport away, whether through the
  use of a spell, magic item, innate ability, or other method, you
  can use this spell to locate its destination. The information
  received by this spell counts as "Viewed Once" for purposes
  of the teleport spell, if you are not otherwise familiar with the
  destination locale.
  Temporal Eye
  Temporal Eye
  7th-level divination (dunamancy/chronurgy)
  Casting Time: 1 hour
  Range: Self
  Components: V, S, M (a focus worth at least 1,000 gp, such
  as a crystal ball, a silver mirror, or a font filled with holy
  water, and a veil made from the hair of a sphinx)
  Duration: Concentration, up to 10 minutes
  Classes: Wizard
  Source: Wizard's Spell Compendium
  You scry on an individual not in the present, but in the past.
  The target must be on the same plane as you. It doesn't have
  to make a saving throw, as you are not scrying on it in the
  present, but you must succeed on a DC 15 spellcasting ability
  check. The modifiers to the roll depend both on your
  knowledge and connection to the target, and how far back in
  time you wish to see.
  Knowledge of Target
  Check DC
  Modifier
  Secondhand (you have heard of the
  target
  +5
  Firsthand (you have met the target)
  +0
  Familiar (you know the target well
  -5
  Connection to Target
  Check DC
  Modifier
  Likeness or picture
  -2
  Possession or garment
  -4
  Body part, lock of hair, bit of nail, or the
  like
  -10
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  /
  Distance in Past
  Check DC 
  Modifier
  1 year ago or less
  +0
  1-10 years ago
  +1
  11-20 years ago
  +2
  21-50 years ago
  +4
  51-100 years ago
  +6
  101-500 years ago
  +8
  501-1,000 years ago
  +10
  1,000 or more years ago
  +15
  Temporal Wall
  Temporal Wall
  5th-level abjuration (dunamancy/chronurgy)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a strand of phase spider webbing)
  Duration: Concentration, up to 10 minutes
  Classes: Wizard
  Source: Wizard's Spell Compendium
  A wall of thin, misty, silvery smoke—the visible form of Time
  itself—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 10
  feet, or you can shape a flat surface made up of ten 10-foot-
  by-10-foot panels. Each panel must be contiguous with
  another panel. In any form, the wall is 1/4 inch thick. It lasts
  for the duration.
  One side of the wall, selected by you when you cast this
  spell, slows down everything that passes through it. If a
  creature travels through the wall, its speed is halved, it takes a
  -2 penalty to AC and Dexterity saving throws, and it can't use
  reactions until the end of its turn. Any ranged attack that
  enters the wall's space has disadvantage on the attack roll
  and inflicts half damage. Any effect that passes through the
  wall that requires the targets to make a Dexterity saving
  throw, that saving throw may be made with advantage.
  The other side of the wall speeds up missile and thrown
  weapons that are fired through the it. These attacks inflict an
  additional die of damage
  The wall is immune to all damage and can't be dispelled by
  dispel magic. A disintegrate or spell destroys the wall
  instantly, however. The wall also extends into the Ethereal
  Planes, blocking ethereal travel through the wall.
  Tenser's Flaming Blade
  Tenser's Flaming Blade
  4th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (special)
  Duration: Concentration, up to 1 minute
  Classes: Wizard
  Source: Wizard's Spell Compendium
  You gesture at a nonmagical bladed weapon held by an ally
  and cause it to burst into flames. Choose one of the following
  options:
  Fiery Blade. The flames are golden-orange and shed
  bright light to a 15-foot radius and dim light for a further 15
  feet. It inflicts an additional 2d8 fire damage and ignites
  flammable objects that it touches that aren't being worn or
  carried. The material component is a pinch of phosphorous.
  Frosted Blade. The flames are silvery-blue and shed bright
  light to a 5-foot radius and dim light for a further 5 feet. It
  inflicts an additional 2d8 cold damage and freezes liquids
  that it touches. The material component is a shard of quartz
  crystal.
  Tenser's Master of Arms
  Tenser's Master of Arms
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a crane's wing feather)
  Duration: Concentration, up to 10 minutes
  Classes: wizard
  Source: Wizard's Spell Compendium
  A willing creature you touch gains remarkable skill with one
  melee weapon it chooses. For the duration, the creature may
  use double its proficiency bonus when making attacks with
  with that weapon, and it scores a critical hit on a roll of 19 or
  20.
  Tentacles
  Tentacles
  4th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, M (a dried octopus tentacle)
  Duration: 10 minutes
  Classes: Druid, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You create a pair of greenish tentacles that appear to extend
  out of your body and have a reach of 15 feet. The tentacles
  are objects that can be attacked. They have AC 15 + your
  Dexterity modifier, and each tentacle has 20 hit point and
  uses your Strength and Dexterity for attacks, damage, and
  ability check rolls. When you first cast this spell and on each
  of your subsequent turns, you can use your action to direct
  one or both of the tentacles to lift, open, or manipulate
  objects, or attack a creature by making a melee spell attack.
  On a hit, you inflict 3d6 + your spellcasting ability modifier
  bludgeoning damage, and the target is grappled (escape DC
  equal to your spell save DC). Until this grappled ends, the
  target is restrained, and you can't use that tentacle to attack
  another target.
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  /
  There/Not There
  There/Not There
  6th-level abjuration (dunamancy/chronurgy)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a piece of cat fur sealed inside a box)
  Duration: 10 minutes
  Classes: Wizard
  Source: Wizard's Spell Compendium
  With this spell, you create wild fluctuations in the
  probabilities of existence, affecting all nonliving, inanimate,
  nonmagical objects in a 10-foot cube centered on a point you
  choose within range. Whenever a creature attempts to
  interact with an object in any way, the DM will roll a die. On
  an odd number, the object simply doesn't exist for that
  creature at that moment. If multiple creatures attempt to
  interact with an object at the same time, the DM will roll for
  each one—an object may exist for one creature but not for
  another.
  The DM will also roll a die for any object that is removed
  from the area while the spell is still active. On an odd number,
  the object vanishes for good.
  Thornwrack
  Thornwrack
  6th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Druid
  Source: Priest's Spell Compendium
  You cause long thorns to grow out of the target's flesh,
  piercing the skin from the inside. When you cast this spell,
  and then as a bonus action on subsequent turns, you can
  cause a thorn to rip its way out of the target, inflicting 4d10
  piercing damage.
  For every three thorns that are piercing the creature, its
  speed is reduced by 5 feet.
  Throbbing Bones
  Throbbing Bones
  5th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small bone that has been snapped in
  half)
  Duration: Concentration, up to 10 minutes
  Classes: Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You target a living creature you can see within range and
  cause its bones to throb and pulsate inside of its body. A
  creature that doesn't have bones (such as oozes and
  invertebrates) isn't affected by this spell.
  At the start of each of its turns, the creature must make a
  Constitution saving throw. On a failed saving throw, it takes
  4d6 bludgeoning damage, its speed can't be higher than 10
  feet, and it has disadvantage on all Strength and Dexterity
  ability checks, attack rolls, and saving throws until the end of
  its next turn. On a successful save, it takes half damage and
  its speed can't be higher than 20 feet, but it doesn't have
  disadvantage on any rolls.
  If the creature succeeds on three saving throws, the effect
  ends. The saves don't have to be consecutive.
  Thump
  Thump
  1st-level enchantment
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Bard, Cleric, Paladin, Wizard
  Source: Wizard's Spell Compendium
  As part of the action used to cast this spell, you must smack
  your target on the head or face with a rolled-up paper, a
  folded fan, stick, or similar object while berating it. Make a
  spell attack to hit. The attack inflicts no damage, but the
  target must succeed on a Charisma saving throw or be
  charmed by you. On a failure, the creature feels too ashamed
  to attack anyone for the duration. In addition, for the
  duration, the target has disadvantage on any ability check or
  saving throw against an affect that would make it feel guilty
  or sad (such as the emotion spell (q.v.)).
  The spell ends if the creature or its allies are attacked or
  otherwise harmed.
  Thunderball
  Thunderball
  2nd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (an amber rod)
  Duration: Instantaneous
  Classes: Druid, Sorcerer, Wizard
  Source: Wizard's Spell Compendium
  A crackling, humming ball of clouds appears in your hand,
  streaks to a point you choose within range, and then explodes
  in a burst of lightning that is accompanied by a clap of
  thunder. Each creature in a 20-foot radius sphere centered on
  that point must make a Dexterity saving throw. A creature
  takes 2d6 lightning damage and 2d6 thunder damage on a
  failed save, or half as much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the damage increases by 1d6 for
  each slot level above 2nd. You choose if the additional
  damage is lightning or thunder damage.
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  /
  Time Snare
  Time Snare
  3rd-level enchantment (dunamancy/chronurgy)
  Casting Time: 1 action
  Range: 180 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Wizard
  Source: Wizard's Spell Compendium
  You create a time loop in a creature's mind, causing it to
  repeat its actions indefinitely. At the start of each of its turns,
  it may attempt a Charisma saving throw. On a failure, it
  performs the same action, bonus action, and reaction (or lack
  thereof) it did on its previous turn, even if the action's target
  isn't available. For instance, if the creature made an attack, it
  will make the same attack, targeting the closest creature
  within range (even if that target is an ally); if there is no
  possible target, it will go through the motions of the attack.
  If it cast a spell, it will go through the same actions
  required for that particualr spell, even if it lacks components
  or spell slots. If it drank a potion, it will drink from the same
  vial, even if the vial is empty.
  If the creature succeeds on its saving throw, the spell
  immediately ends.
  While this spell is in effect, the creature's speed is 0 feet.
  Timed Stasis
  Timed Stasis
  6th-level abjuration (dunamancy/chronurgy)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 60 days
  Classes: Wizard
  Source: Wizard's Spell Compendium
  You touch a Large or smaller inanimate object that is not
  being worn or held and place it in stasis. While this spell is in
  effect, the object emits a faint blue glow that hovers a fraction
  of an inch above its surface. The object can't be affected by
  anything, doesn't age, and is immune to all damage. It also
  can't be directly touched or changed in any way. For example,
  a book protected within the stasis shell can't be opened or
  have pages turned. The protected object can still be lifted and
  moved. Finally, the object is magically fixed in place and
  dpesn't move, even if it's defying gravity. A creature can make
  a Strength check, using your spell save DC, to move the
  object 10 feet.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the duration increases by 30 days
  for each slot level above 6th.
  Trailfinder
  Trailfinder
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  Classes: Ranger
  Source: Priest's Spell Compendium
  While this spell is active, you have advantage on Wisdom
  (Survival) checks made to follow creature's tracks. If the
  creature was under the effects of the pass without trace spell,
  you may search for the tracks, but you don't get advantage on
  the roll.
  Transmute Pebble
  Transmute Pebble
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Special
  Classes: Artificer, Druid, Wizard
  Source: Wizard's Spell Compendium
  When you cast this spell, choose one of the following options:
  Transmute Boulder to Pebble. You touch a boulder that
  fits inside of a 10-foot cube and it turns into a pebble. When
  you cast this version of the spell, the duration is permanent
  until dispelled.
  Transmute Pebble to Boulder. You enchant a pebble you
  are holding. You can choose to have it immediately turn into a
  boulder 10 feet in diameter, in which case the duration is
  permanent until dispelled.
  Optionally, you can "hold" the spell for up to 1 minute.
  While holding the spell, you can throw the pebble (range
  20/40 feet) or use it as a sling stone. Midway through its
  flight, the pebble expands, turning into a tremendous boulder.
  On a successful hit, it inflicts 4d10 bludgeoning damage.
  After 1 minute, the boulder turns back into a pebble.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you can affect one additional pebble
  or one additional boulder for each slot level above 3rd.
  Transmute Water to Dust
  Transmute Water to Dust
  3rd-level transmutation (ritual)
  Casting Time: 1 action
  Range: 180 feet
  Components: V, S, M (a pinch of ground seagull and a pinch
  of diamond dust worth 50 gp)
  Duration: Instantaneous
  Classes: Artificer, Druid, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  You choose an area of water that fits within a 50-foot cube or
  an area of mud that fits in an 80-foot cube and is within
  range, and transform it into silty dust. Each 10-foot cube of
  water or mud turns into a pound of this silt.
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  /
   Optionally, you can use this to distill up to 100 gallons or
  less of any liquid (such as alcohol), provided the liquid is in a
  container. In this case, each casting of this spell allows you to
  remove half the water from container, doubling the
  concentration of the remaining concentration. This use of the
  spell leaves no dust behind.
  Treeform
  Treeform
  6th-level transmutation
  Casting Time: 1 action
  Range: Self or 60 feet
  Components: V, S, M (a bit of tree root)
  Duration: Special
  Classes: Druid
  Source: Priest's Spell Compendium
  You can use this spell in one of two ways: to turn yourself into
  a tree for a brief time, or to turn another creature into a tree,
  possibly forever.
  Self. If you choose to turn yourself into a tree, you are
  Large or Huge (your choice), retain your senses and gain
  tremorsense to 60 feet, but you can't speak, have a speed of 0,
  and can't take any actions or actions. Anything you are
  wearing or carrying is absorbed into your tree form. While in
  treeform, your armor class is 16 and you have resistance to
  bludgeoning and piercing damage, but are vulnerable to fire
  damage. You can choose what type of tree or bush you turn
  into. When you cast this spell in this manner, the duration is
  1 hour. You can use your action to revert to your normal form,
  or back into a tree again, at any point while the spell is active.
  Targeted. If you choose to turn another creature into a
  tree, the creature must be within range and must be a living
  creature made of flesh. The creature must make a
  Constitution saving throw. On a failed save, it is restrained as
  its flesh begins to sprout bark. On a successful save, the
  creature isn't affected.
  A creature restrained by this spell must make another
  Constitution saving throw at the end of each of its turns. If it
  successfully saves against this spell three times, the spell
  ends. If it fails its saves three times, it is turned becomes a
  tree of one size category larger than it had originally been
  and subjected to the petrified condition for the duration. The
  successes and failures don't need to be consecutive; keep
  track of both until the target collects three of a kind.
  If the creature is physically broken while in treeform, it
  suffers from similar deformities if it reverts to its original
  state. If the tree is chopped down, the creature dies. As a tree,
  it bears some vague resemblance to the type of creature it
  once was, but isn't recognizable as a transformed being.
  The duration for this spell is concentration, up to 1 minute.
  If you maintain your concentration on this spell for the entire
  possible duration, the creature becomes a tree until the effect
  is removed.
  If the awaken spell is cast on the tree, it will remember its
  previous existence.
  Unburn
  Unburn
  5th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a drop of water)
  Duration: Permanent
  Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  This spell must be cast on an object or structure that had
  been damaged or destroyed by fire within the last year. It
  causes a black flame that radiates cold and shadow to appear,
  at which point it burns "backward," leaving unburned
  material behind. The "unfire" continues to burn for 1 hour or
  until it has run out of burnt material to unburn. It doesn't
  burn normal material and doesn't inflict damage to creatures
  or objects that touch it.
  This spell doesn't undo fire damage taken by living
  creatures, but if used on the corpse of a creature that burned
  to death, or on the pile of ashes left behind by someone who
  was killed by the immolation spell or similar effect, it will
  leave a pristine corpse behind. Likewise, if used on a tree or
  other plant that was destroyed by fire, it will leave a whole,
  but dead, plant behind.
  Uncontrolled Weather
  Uncontrolled Weather
  8th-level conjuration
  Casting Time: 10 minutes
  Range: Self (5-mile radius)
  Components: V, S
  Duration: 8 hours
  Classes: Druid, Sorcerer, Wizard
  Source: Priest's Spell Compendium
  You summon dramatic weather that is wildly inappropriate to
  the climate or season. You must be outdoors to cast this spell,
  but you don't have to remain outdoors for the spell's duration.
  You have no control over the type of weather this spell
  produces. The DM will roll a d8 on the table below to
  determine the weather. Every hour, there is a 50% chance
  that the weather will change. It takes 1d4 × 10 minutes for
  the new conditions to take effect.
   d8 
  Condition
  1
  Unbearable heat wave
  2
  Sub-freezing temperatures
  3
  Torrential rain
  4
  Gale-force winds
  5
  Strong wind and rain, hail, and snow
  6
  Cold ground fog with complete cover
  7
  Driving hail
  8
  Blizzard
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  /
  Unliving Identity
  Unliving Identity
  6th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 10 days
  Classes: Cleric, Wizard
  Source: Priest's Spell Compendium
  You touch an undead creature and for the duration, it regains
  the memories and personality of its life. Its Intelligence,
  Wisdom, and Charisma scores return to their original total (if
  the creature's original attributes are unknown, assume they
  were 10), and it returns to its original alignment.
  At the DM's discretion, the undead may have to make a DC
  15 Wisdom saving throw. On a failure, it develops a form of
  Indefinite Madness (as per Dungeon Master's Guide, Chapter
  8: Running the Game).
  When the spell ends, the undead creature loses its
  memories and personality over the course of an hour, unless
  you cast this spell on it again. Casting this spell on the same
  creature once every 10 days for a year makes the memories
  and personality permanent.
  Unluck
  Unluck
  4th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a shard of broken mirror)
  Duration: Concentration, up to 1 minute
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  On each of your turns, you can use a bonus action to choose a
  creature within range and curse it with bad luck. The next
  ability check, attack roll, or saving throw the creature makes
  before the start of your next turn is made with disadvantage.
  You cannot choose to curse the same creature on two
  consecutive turns.
  A creature with the Lucky feat or that is attuned to a stone
  of luck or a luck blade can't be affected by this spell. Halflings
  have no particular resistance to this spell.
  Vander's Librarian
  Vander's Librarian
  4th-level conjuration
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S, M (a pen made of precious materials
  worth at least 100 gp)
  Duration: 8 hours
  Classes: Bard, Cleric, Wizard
  Source: The Great Net Spellbook
  You summon a minor spirit of knowledge. It manifests
  physically in an unoccupied space that you can see within
  range. The spirit appears celestial, fey, or fiendish (your
  choice). Its Intelligence is 10 + your spellcasting ability
  modifier and it can read, write, and speak all common
  languages and one exotic language, chosen by you when you
  cast this spell.
  If you provide the spirit access to reference material and
  give it careful instructions on what you wish to learn, it is
  capable of performing one workweek of research effort in 8
  hours (as per Xanathar's Guide to Everything, chapter 2,
  Research). You can also have the spirit perform the Help
  action while you research, in which case you may roll on the
  Research Outcomes table with advantage. Using this spell
  doesn't prevent you from having to spend additional money
  on materials and other expenses needed while research.
  The spirit has an Armor Class of 10. If it is attacked or
  takes any damage, it vanishes and the spell ends.
  Vanquil's Drifting Blizzard
  Vanquil's Drifting Blizzard
  5th-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Druid, Sorcerer, Wizard
  Source: The Great Net Spellbook
  You create a 20-foot-radius sphere of pale gray, snowy fog
  centered on a point you choose within range. The fog spreads
  around corners. It lasts for the duration or until a strong wind
  disperses the fog, thus ending the spell. Its area is heavily
  obscured.
  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 5d8 cold
  damage on a failed save, or half as much damage on a
  successful one. In addition, a creature that fails its save has
  its move reduced by 5 feet until the end of its next turn.
  The fog moves 10 feet away from you at the start of each of
  its turns, rolling along the surface of the ground. The vapors,
  being heavier than air, sink to the lowest level of the land,
  even pouring down openings. The vapors also freeze any
  open areas of liquid they come into contact with.
  At Higher levels. When you cast this spell using a spell
  slot of 6th level or higher, the damage increases by 1d8 for
  each slot level above 5th.
  Venom Bolt
  Venom Bolt
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a drop of six different poisons)
  Duration: Instantaneous
  Classes: Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You spit a gout of black, sizzling liquid from your mouth at a
  creature you can see within range. Make a ranged spell
  attack. On a hit, the creature takes 2d8 acid damage and 2d8
  poison damage, and the creature must make a Constitution
  saving throw. On a failure, it takes an additional 1d8 poison
  damage and is poisoned for 1 minute.
  At Higher Levels. When you cast this spell with a spell
  slot of 4th level or higher, it takes an additional 1d8 acid
  damage for each slot level above 3rd.
  69
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  /
  Wall of Bones
  Wall of Bones
  5th-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a twig taken from a tree in a cemetery)
  Duration: Concentration, up to 10 minutes
  Classes: Cleric, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You create a wall of bones of all types. The wall appears
  within range on a solid surface and lasts for the duration. You
  choose to make the wall up to 60 feet long, 10 feet high, and
  5 feet thick, or a circle that has a 20-foot diameter and is up
  to 20 feet high and 5 feet thick. The wall blocks line of sight.
  The skulls in the wall gnash their teeth and the hands grasp
  and claw at anyone who comes close.
  When the wall appears, each creature within its area must
  make a Dexterity saving throw. On a failed save, the creature
  takes 5d6 slashing damage and is grappled (escape DC equal
  to your spell save DC). On a successful save, the creature
  takes half as much damage and isn't grappled.
  A creature can move through the wall, albeit slowly and
  painfully. For every 1 foot a creature moves through the wall,
  it must spend 4 feet of movement. Furthermore, the first time
  a creature enters the wall on a turn or ends its turn there, the
  creature must make a Dexterity saving throw. It takes 5d6
  slashing damage on a failed save and is grappled, or half as
  much damage on a successful one.
  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.
  Wall of Gloom
  Wall of Gloom
  3rd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a bit of black wool)
  Duration: Concentration, up to 10 minutes
  Classes: Sorcerer, Warlock, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  A billowing wall of ominous shadow 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. You choose to make
  the wall up to 60 feet long, 10 feet high, and 5 feet thick, or a
  circle that has a 20-foot diameter and is up to 20 feet high
  and 5 feet thick. The wall doesn't block line of sight, but
  everything on one side is considered to be in dim light and
  lightly obscured to creatures on the other side. The wall also
  muffles sounds: a creature one one side of the wall has
  disadvantage on Wisdom (Perception) checks made to hear
  sounds coming from the other side.
  When the wall appears, each creature in its area must
  make a Constitution saving throw. A creature that enters the
  wall's area or ends its turn in it must also make a
  Constitution saving throw. On a failed save, a creature takes
  3d8 cold damage and is frightened for 1 minute. On a
  successful save, it takes half as much damage and isn't
  frightened. A frightened creature can make a Wisdom saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  In addition, the wall's area counts as difficult terrain for
  creatures that are not constructs or undead.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d8 for
  each slot level above 3rd.
  Warp
  Warp
  3rd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  You target an object, or section of a larger object, that weighs
  no more than 50 pounds and is made of nonmagical metal,
  stone, or plant material, and make a twisting motion with
  your hands. At the same time, the material itself is warped
  and twisted into uselessness.
  If the object is protected by magic but not in itself magical
  (e.g., a nonmagical door on which arcane lock or glyph of
  warding has been cast) you must first make on an ability
  check using your spellcasting ability. The DC equals 10 + the
  spell's level. On a failure, the magical protection takes effect.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the weight of the object that you
  can affect increases by 50 pounds for each slot level above
  3rd.
  Warp Sense
  Warp Sense
  4th-level divination
  Casting Time: 1 action
  Range: Self (1,000-foot radius)
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock,
  Wizard
  Source: Priest's Spell Compendium, Wizard's Spell
  Compendium
  This spell allows you to sense the presence of and location to
  gates and portals to other planes of existence, teleportation
  circles, arcane gates, and similar portal.
  Once such a portal is detected, you can spend an action
  concentrating on it and making a DC 15 Intelligence (Arcana)
  check to determine where the portal leads or if a key or sigil
  sequence is required to use the portal. If you are in within 30
  feet of the portal or can see it in operation, you have
  advantage on the check.
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  /
  Weapon of the Earth
  Weapon of the Earth
  1st-level transmutation
  Casting Time: 1
  Range: Touch
  Components: V, S, M (a chunk of iron ore)
  Duration: 10 minutes
  Classes: Druid
  Source: Priest's Spell Compendium
  You can transform a chunk of earth or stone into a magical
  melee weapon of a type in which you are proficient. The
  chunk of earth or stone must weigh at least as much as the
  weapon you wish to make. If a creature other than you
  attempts to use the weapon, it crumbles back into earth or
  stone and the spell ends. The weapon is considered magical.
  At Higher Levels. When you cast this spell using 3rd- or
  4th-level spell slot, the weapon gains a +1 bonus to hit and
  damage. When you cast it using a 5th- or 6th-level spell slot,
  the weapon gains a +2 bonus. When you use a 7th-level or
  higher spell slot, the weapon gains a +3 bonus.
  Weather Stasis
  Weather Stasis
  5th-level abjuration
  Casting Time: 10 minutes
  Range: 90 feet
  Components: V, S, M
  Duration: 8 hours
  Classes: Druid, Wizard
  Source: Priest's Spell Compendium
  This spell maintains the weather conditions in a 100-foot
  cube, keeping them exactly as they were when you first cast
  the spell. Any change of weather or temperature (including
  changes caused by the control weather spell if cast outside
  the cube) doesn't affect the weather conditions on the interior
  of the cube. However, a creature that is within the spell's area
  can't cast control weather or use a similar magical effect
  while within it.
  At Higher Levels. When you cast this spell using a 6th-
  level or higher spell slot, the duration increases by 8 hours
  for each slot level above 5th.
  Wood Shape
  Wood Shape
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a miniature carpenter's adze)
  Duration: Instantaneous
  Classes: Artificer, Cleric, Druid, Wizard
  Source: Wizard's Spell Compendium
  You touch a wood or grass object of Medium size or smaller
  or a section of wood or other plant material no more than 5
  feet in any dimension and form it into any shape that suits
  your purpose. So, for example, you could shape a log into a
  chair, a chest, or a bookcase, or make a small passage
  through a wall, as long as the wall is less than 5 feet thick.
  You could also shape a wood door or its frame to seal the
  door shut. The object you create can have up to two hinges
  and a latch, but finer mechanical detail isn't possible.
  You can't use this spell on a living plant.
  Year Stealing
  Year Stealing
  8th-level necromancy
  Casting Time: 1 hour
  Range: 1 mile
  Components: V, S, M (a unicorn's horn worth wrapped in
  silver, worth at least 5,000 gp and a drop of blood, spittle, or
  other bodily fluid from your target)
  Duration: Instantaneous
  Classes: Sorcerer, Warlock, Wizard
  Source: Wizard's Spell Compendium
  You target a creature whose blood, spittle, or other bodily
  fluid you possess and force that creature to make a
  Constitution saving throw. On a failure, the creature ages 2d6
  years (or 4d6 years, if the creature has a lifespan of 400 or
  more years), and you stop aging for that period of time.
  When you finish casting this spell, you must make a DC 15
  Intelligence (Arcana) check. On a failure, the unicorn's horn
  crumbles into dust.
  71
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  /
  Spells by School
  Spells by School
   
   
  Abjuration
  Abjuration
  1st Level
  Banish Dazzle
  Magic Motes
  Preserve from Decay
  Sigil
  Sound Bubble
  2nd Level
  Comfort
  Dardan's Dryness
  Mirror Damage
  Moon Shield
  Scent Mask
  3rd Level
  Cloak of Warding
  Exaltation
  4th Level
  Dimensional Anchor
  5th Level
  Barrier Reaver
  Deep Delve
  Force Shapechange
  Temporal Wall
  Weather Stasis
  6th Level
  There/Not There
  Timed Stasis
  8th Level
  Land of Stability
  9th Level
  Absorption
  Holy Presence
   
  Conjuration
  Conjuration
  0th Level
  Flying Quills
  2nd Level
  Animal Call
  Glitterdust
  Hailstones
  Mystic Rope
  Petition
  Scalding Spout
  3rd Level
  Alpha's Chill of the Void
  Alpha's Comet
  Alpha's Ice Bolt
  Bolt of Stone
  Flock of Birds
  Grasping Hands of Horror
  Spiritwatch
  4th Level
  Steal Skill
  Vander's Librarian
  5th Level
  Blessed Abundance
  Create Air
  Moonfire
  Rain of Terror
  Vanquil's Drifting Blizzard
  Wall of Bones
  6th Level
  Create Room
  Create Spring
  Darklight's Planar Weapon
  7th Level
  Hovering Road
  8th Level
  Airboat
  Planar Link
  Uncontrolled Weather
  9th Level
  Comet Strike
  Divination
  Divination
  1st Level
  Detect Metals and Minerals
  Last Image
  Patternweave
  Sacred Guardian
  Trailfinder
  2nd Level
  Analyze Device
  Detect Curse
  Impart Knowledge
  3rd Level
  Analyze Dweomer
  Detect the Living
  Dream Sight
  Isolde's Answer
  See Through Other Eyes
  Shadow Play
  4th Level
  Read Object
  Teleport Tracer
  Warp Sense
  5th Level
  Consume Knowledge
  Shandaril's Tracer
  7th Level
  Temporal Eye
  9th Level
  Revelation
   
  Enchantment
  Enchantment
  0th Level
  Daydream
  Nybor's Admonishment
  1st Level
  Beneficence
  Thump
  2nd Level
  Animal Animosity
  Castigate
  Hibernation
  Hold Animal
  Intensify Sensation
  3rd Level
  Bewilder
  Time Snare
  4th Level
  Beckoning Mirage
  Emotion
  Mystic Bolt
  Oath
  Remose
  Scapegoat
  5th Level
  Code of Secrecy
  Godrage
  Kaldane's Insomnia
  Neverending Nightmares
  6th Level
  Power Word Silence
  7th Level
  Descent into Madness
  Power Word Sleep
  8th Level
  Power Word Blind
  Soul Anchor
  9th Level
  Mindkiller
   
  Evocation
  Evocation
  0th Level
  Gemidan's Paralytic Missile
  Scatterspray
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  /
  1st Level
  Frost Fingers
  Katrine's Total Tent
  Pilipin's Prompt
  2nd Level
  Alpha's Heat Lightning
  Drawmij's Tool Box
  Ghost Pipes
  Hold Wave
  Sanh's Ray of Light
  Stormvoice
  Strength of the Avenger
  Thunderball
  3rd Level
  Ball Lightning
  Bigby's Useful Hand
  Call Society
  Diary
  Forceball
  Forcelash
  Ice Blade
  Lance of Disruption
  Manyjaws
  Nystul's Radiant Baton
  Power Word Attention
  Probing Arm
  Venom Bolt
  Wall of Gloom
  4th Level
  Alpha's Blue Blaze
  Bigby's Force Sculpture
  Hellish Hail
  Lightning Shield
  Magic Eye
  Motion
  Otiluke's Steaming Sphere
  Shadowstrike
  Unluck
  5th Level
  Acid Rain
  Airball
  Alpha's Aurora Borealis
  Storm Cone
  6th Level
  Communicate
  Crawling Darkness
  Fireblast
  Holy Crown
  Stormrage
  7th Level
  Dheryth's Energy Net
  Lestat's Legion
  Orko's Elemental Triad
  Sunstone
  8th Level
  Skip Day
   
  Illusion
  Illusion
  0th Level
  Glamer
  Mimicry
  Narin's Mask
  1st Level
  Beastmask
  Chameleon
  Pilpin's Prompt
  2nd Level
  Caldur's Starry Sky
  Dancing Shadows
  Fool's Speech
  Invisible Object
  3rd Level
  Repair Item
  Spectral Force
  Talon's Skitmaster
  4th Level
  Mirage
  Moon Rune
  5th Level
  Fantastic Machine
  7th Level
  Fog of Nightmares
  Mass Phantasmal Force
   
  Necromancy
  Necromancy
  0th Level
  Bleeding Touch
  2nd Level
  Animate Dead Beasts
  Animate Warrior
  Bone Blade
  Garinthrall's Hideous Leech
  4th Level
  Azura's Soul Whip
  Hovering Skull
  Infected Wounds
  Putrefaction
  5th Level
  Bloodgloat
  Drive Insensate
  Graft
  Lifesteal
  Throbbing Bones
  6th Level
  Animate Dead Monster
  Call Spirit
  Fellblade
  Soul Safe
  Unliving Identity
  7th Level
  Create Shade
  Revenance
  Soul Shift
  8th Level
  Deathshroud
  Year Stealing
  9th Level
  Earthwrack
  Heart of Stone
   
  Transmutation
  Transmutation
  0th Level
  Bear Hug
  1st Level
  Adhesion
  Bladeleap
  Cloud Stairway
  Coalstone
  Color
  Control Smoke and Vapor
  Copy
  Crier's Boon
  Curse of Tongues
  Drawmij's Light Step
  Erase
  Float/Sink
  Weapon of the Earth
  2nd Level
  Bloodburn
  Body Blades
  Burrow
  Candletrick
  Cloudburst
  Cook
  Dark Fire
  Drawmij's Steed
  Frisky Chest
  Scent of Vengeance
  Sharptooth
  3rd Level
  Bladebend
  Bone Shape
  Glassee
  Grimly's Elasticity
  Mass Jump
  Metal to Rust
  Random Causality
  Transmute Pebble
  Transmute Water to Dust
  Warp
  Wood Shape
  4th Level
  Cloudscape
  Create Darkenbeast
  Disfigure
  Earthmaw
  Eyes of the Sun
  Glass Shape
  Hasten Growth
  Metal Shape
  Stonefall
  Tenser's Flaming Blade
  Tenser's Master of Arms
  Tentacles
  5th Level
  Basilisk Glare
  Distort Life
  Ironguard
  Sands of Time
  Sculpt Features
  Unburn
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  /
  6th Level
  Ivy Seige
  Paradox
  Thornwrack
  Treeform
  7th Level
  Crystalbrittle
  Eliminate Element
  8th Level
  Bone to Dust
  Changestaff
  Curse of Lycanthropy
  Feeblebody
  Illumination
  Lifeblend
  Mass Flesh to Stone
  Power Word Vaporize
  9th Level
  Estate Transference
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  74
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The (In)Complete Tome of Spells.pdf