TEXT: Meowmagic spell lists and descriptions
  Inhoud
  Spell lists..................................................................................................................................................9
  Bard .....................................................................................................................................................9
  Cleric....................................................................................................................................................9
  Druid..................................................................................................................................................10
  Paladin...............................................................................................................................................10
  Ranger ...............................................................................................................................................10
  Sorcerer.............................................................................................................................................11
  Warlock .............................................................................................................................................11
  Wizard ...............................................................................................................................................12
  Tenth-Level Spells..................................................................................................................................14
  Spell Desciptions ...................................................................................................................................15
  A Hat in Dime.................................................................................................................................15
  Accelerate......................................................................................................................................15
  Action Image..................................................................................................................................16
  Adamantize....................................................................................................................................17
  Aerosphere....................................................................................................................................18
  Aetherthread.................................................................................................................................18
  Age.................................................................................................................................................19
  Aldebaran's Palm...........................................................................................................................19
  All The Lights Are Souls..................................................................................................................20
  All Time Low ..................................................................................................................................20
  Allmage..........................................................................................................................................21
  Amelia's Painted Tie ......................................................................................................................21
  Animate Creature..........................................................................................................................22
  Arcane Ties ....................................................................................................................................22
  Artificial Intelligence......................................................................................................................23
  Ascendant Flame ...........................................................................................................................24
  Aspect of Pride ..............................................................................................................................25
  Assign Quarry ................................................................................................................................25
  Autochronal Alteration..................................................................................................................26
  Avalanche ......................................................................................................................................26
  Balor's Onslaught...........................................................................................................................27
  
  Bareilles' Armor.............................................................................................................................27
  Beacon for the Deluded.................................................................................................................28
  Belmont Smite...............................................................................................................................28
  Bind ...............................................................................................................................................28
  Birds of a Fire.................................................................................................................................29
  Black Fireball..................................................................................................................................30
  Black Hole......................................................................................................................................30
  Black Ice.........................................................................................................................................31
  Blink of Gravity ..............................................................................................................................31
  Blood Money .................................................................................................................................32
  Blood Moon...................................................................................................................................32
  Bloody Storm.................................................................................................................................34
  Boomerang Sigil.............................................................................................................................34
  Bow of the Huntress......................................................................................................................35
  Bowsprit ........................................................................................................................................35
  Brave New World ..........................................................................................................................36
  Bridge Over Troubled Water .........................................................................................................36
  Bubble ...........................................................................................................................................37
  Burning Wheel...............................................................................................................................37
  Call Meteorite................................................................................................................................39
  Call of Justice.................................................................................................................................39
  Call Treant Spirit............................................................................................................................40
  Carry On.........................................................................................................................................40
  Cataclysmic Wrath.........................................................................................................................41
  Chips and Salsa..............................................................................................................................41
  Chronostep....................................................................................................................................41
  Cleansing Flood .............................................................................................................................42
  Clear the Air...................................................................................................................................42
  Cold Iron Strike..............................................................................................................................44
  Coloring Outside the Lines.............................................................................................................44
  Conjure Invisibile Stalker...............................................................................................................45
  Corrode Inner Flesh.......................................................................................................................45
  Cosmic Vision.................................................................................................................................46
  Cover of Moonlight........................................................................................................................46
  Create Chimera..............................................................................................................................47
  Create Myrmidon ..........................................................................................................................48
  
  Create Plane ..................................................................................................................................48
  Crown of Ice ..................................................................................................................................49
  Cruorstorm ....................................................................................................................................49
  Dark Sphere...................................................................................................................................50
  Deck the Walls...............................................................................................................................50
  Deface............................................................................................................................................51
  Delusion of Fear.............................................................................................................................51
  Deva's Mace ..................................................................................................................................52
  Disenchant.....................................................................................................................................52
  Divine / Profane Lance ..................................................................................................................53
  Dogmatic Edict...............................................................................................................................53
  Double Breath ...............................................................................................................................54
  Double Lightning Helix...................................................................................................................54
  Doubleblade ..................................................................................................................................55
  Dragonwings..................................................................................................................................55
  Dragon’s Light................................................................................................................................56
  Dress / Undress .............................................................................................................................57
  Dust to Dust...................................................................................................................................57
  Earth, Wind and Fire......................................................................................................................58
  Echoes of You ................................................................................................................................58
  Eldritch Grapple.............................................................................................................................59
  Electric Nails ..................................................................................................................................59
  Enchanting Gaze............................................................................................................................59
  Entomb..........................................................................................................................................61
  Eolian Blow....................................................................................................................................61
  Eye of the World............................................................................................................................62
  Eyes of Ichor ..................................................................................................................................62
  Eyes of Life.....................................................................................................................................63
  Eyes of Six......................................................................................................................................63
  Fallen Angel's Touch......................................................................................................................64
  Familicide ......................................................................................................................................64
  Feebleform ....................................................................................................................................65
  Field of Chains ...............................................................................................................................65
  Fiery Leap ......................................................................................................................................66
  Fist .................................................................................................................................................66
  Fist of Justice .................................................................................................................................67
  
  Five Point Celestial Brigade ...........................................................................................................67
  Flower Moon .................................................................................................................................68
  Fractosis Plague.............................................................................................................................68
  Fracture Spirit................................................................................................................................69
  Freeze............................................................................................................................................69
  Freezing Feet .................................................................................................................................70
  Glass Ring ......................................................................................................................................70
  Glasswings.....................................................................................................................................71
  Gloves of Ember ............................................................................................................................71
  Godsmite .......................................................................................................................................72
  Grappleground ..............................................................................................................................72
  Greatapple.....................................................................................................................................74
  Greater Consumption....................................................................................................................74
  Hairstyle.........................................................................................................................................75
  Hallowed Hands.............................................................................................................................75
  Hatch Egg.......................................................................................................................................76
  Healing Smite.................................................................................................................................76
  Heavenly Prayer ............................................................................................................................77
  Hide or Reveal Entrance ................................................................................................................77
  Hypershrink ...................................................................................................................................78
  Ice Visage Blast..............................................................................................................................78
  Implant Phobia ..............................................................................................................................79
  In Shining Armor............................................................................................................................79
  Incinerate Dead .............................................................................................................................80
  Inevitable's Order..........................................................................................................................80
  Inner Fire .......................................................................................................................................81
  Ironbinds .......................................................................................................................................81
  Iron Whirlwind...............................................................................................................................82
  Judgement Day..............................................................................................................................82
  Juxtapose.......................................................................................................................................82
  Lantern Walker..............................................................................................................................84
  Leaping Hands ...............................................................................................................................84
  Lesser Consumption ......................................................................................................................85
  Lesser Mislead...............................................................................................................................85
  Lesser Passwall ..............................................................................................................................86
  Liliander's Hellspear ......................................................................................................................86
  
  Line of Light ...................................................................................................................................87
  Line of Unreality ............................................................................................................................87
  Lion's Maw.....................................................................................................................................88
  Load the Smoking Gun...................................................................................................................88
  Locate Bizarre Creature.................................................................................................................89
  Luck of the Dead............................................................................................................................89
  Maegis ...........................................................................................................................................90
  Magic Ballista.................................................................................................................................90
  Magic Bomb...................................................................................................................................91
  Magic Muscle.................................................................................................................................91
  Magic Splinter................................................................................................................................92
  Magnetic Beam..............................................................................................................................92
  Mantis Knight Blade ......................................................................................................................93
  Mark the Spot................................................................................................................................93
  Mass Freeze...................................................................................................................................94
  Material Teleport ..........................................................................................................................94
  Medusa's Gaze...............................................................................................................................95
  Meteor Strike ................................................................................................................................95
  Mirror ............................................................................................................................................96
  Misty Walk.....................................................................................................................................96
  Moonlit Death ...............................................................................................................................97
  Monkey See...................................................................................................................................97
  Mordenkainen's Actual Sword ......................................................................................................98
  Morte Aeterna...............................................................................................................................98
  Mustang's Flame Alchemy.............................................................................................................99
  Nock Nock......................................................................................................................................99
  Objectify ......................................................................................................................................100
  Occult Truths and Lies .................................................................................................................100
  Old Town Road ............................................................................................................................101
  One Last Blow..............................................................................................................................101
  Opening Down.............................................................................................................................102
  Opposing Force............................................................................................................................103
  Palantír's Inverse Eye...................................................................................................................103
  Pen...............................................................................................................................................104
  Phantom of Steel.........................................................................................................................104
  Phoenix Rising .............................................................................................................................105
  
  Planar Hounds .............................................................................................................................105
  Pool of Fate .................................................................................................................................106
  Popsicles in Summer....................................................................................................................106
  Prayer for the Wicked..................................................................................................................107
  Prehistoric Hail ............................................................................................................................107
  Pride's Bane.................................................................................................................................108
  Primal Might................................................................................................................................108
  Prophets of Annihilation..............................................................................................................108
  Rain of Fists .................................................................................................................................109
  Rashni’s Iron Judgement .............................................................................................................110
  Ravenous Solitude.......................................................................................................................110
  Reach of the Astral Dreadnought................................................................................................111
  Reap.............................................................................................................................................111
  Requiem of a Soul........................................................................................................................112
  Rose Gate ....................................................................................................................................112
  Royal Death Decree.....................................................................................................................113
  Saga's Poison ...............................................................................................................................113
  Salt in the Wound........................................................................................................................114
  Santa Claws .................................................................................................................................114
  Sanctum of Magic........................................................................................................................115
  Saving Grace................................................................................................................................115
  Scorchline Artifact .......................................................................................................................116
  Self Petrification ..........................................................................................................................116
  Shooting Star ...............................................................................................................................117
  Skinscales.....................................................................................................................................117
  Snakemake ..................................................................................................................................118
  Snap Star......................................................................................................................................119
  Soul Burning Implosion................................................................................................................119
  Soul in the Mirror ........................................................................................................................120
  Spatial Collapse ...........................................................................................................................120
  Spellglobe ....................................................................................................................................121
  Sphinx's Roar ...............................................................................................................................121
  Spiteful Swing..............................................................................................................................122
  Stand and Deliver ........................................................................................................................122
  Steps of a Tower..........................................................................................................................124
  Still Waters Run Deep..................................................................................................................124
  
  Stunning Stomp...........................................................................................................................126
  Sun Rises......................................................................................................................................126
  Sunlight Strike..............................................................................................................................126
  Superheroism ..............................................................................................................................127
  Sweet Dreams..............................................................................................................................127
  Sword of Damocles......................................................................................................................128
  Talos Arcana ................................................................................................................................128
  Temporal Beat.............................................................................................................................130
  The Blind Shall See.......................................................................................................................131
  Thirst of the Bloodwyrm..............................................................................................................131
  Through the Fire and Flames.......................................................................................................131
  Thunderbolts ...............................................................................................................................132
  Thundersnap................................................................................................................................132
  Time Slight...................................................................................................................................133
  Transposition...............................................................................................................................133
  Trebuchet ....................................................................................................................................133
  True Absorb Elements .................................................................................................................135
  True Dragon's Breath...................................................................................................................135
  True Shield...................................................................................................................................136
  Twist This Fate.............................................................................................................................136
  Underside ....................................................................................................................................137
  Urie's Warped Space ...................................................................................................................138
  Vacuum Hand ..............................................................................................................................138
  Vampiric Allies.............................................................................................................................139
  Voidhands....................................................................................................................................139
  Walk of Ungoliant........................................................................................................................140
  Walk the Ground .........................................................................................................................140
  Wall of Paper...............................................................................................................................141
  Weapon’s Kairos..........................................................................................................................141
  Wellspring....................................................................................................................................141
  West Wind...................................................................................................................................142
  What’s Mine is Yours...................................................................................................................142
  What’s Yours is Mine...................................................................................................................143
  Wheel of Force ............................................................................................................................144
  White Ice .....................................................................................................................................144
  Worldtree....................................................................................................................................145
  
  Zone of Lies..................................................................................................................................146
  
  Spell lists
  Bard
  Cantrips
  Dress / Undress
  Enchanting Gaze
  Hairstyle
  Sweet Dreams
  Thundersnap
  Level 1
  A hat in Dime
  Age
  Clear the Air
  Doubleblade
  Mark the Spot
  Medusa’s Gaze
  Snap Star
  Wall of Paper
  Level 2
  Bareilles’ armor
  Bridge Over Troubled Water
  Carry On
  Glasswings
  Hypershrink
  Inner Fire
  Juxtapose
  Lesser Consumption
  Lesser Mislead
  Objectify
  Old Town Road
  Opening Down
  Phantom of Steel
  Underside
  Zone of Lies
  Level 3
  Beacon for the Deluded
  Bind
  Disenchant
  Earth, Wind and Fire
  Fracture Spirit
  Saving Grace
  Spiteful Swing
  Sword of Damocles
  Vacuum Hand
  Level 4
  Bowsprit
  Eolian Blow
  Hatch Egg
  Pride’s Bane
  Salt in the Wound
  Self Petrification
  Shooting Star
  Level 5
  Amelia’s Painted Tie
  Deface
  Dogmatic Edict
  Echoes of You
  Superheroism
  Level 6
  Aspect of Pride
  Luck of the Dead
  One Last Blow
  Level 7
  Assign Quarry
  Flower Moon
  Mordenkainen's Actual 
  Sword
  Reach of the Astral 
  Dreadnought
  Level 8
  Sanctum of Magic
  Level 9
  Delusion of Fear
  Prayer for the Wicked
  Sun Rises
  Level 10
  Brave New World
  Cleric
  Cantrips
  Hairstyle
  Hallowed Hands
  Level 1
  Age
  Level 2
  Carry On
  Eyes of Ichor
  Inner Fire
  Level 3
  Aetherthread
  Bind
  Entomb
  Heavenly Prayer
  Saving Grace
  Sword of Damocles
  Level 4
  Salt in the Wound
  Level 5
  Deva’s Mace
  Five Point Celestial Brigade
  Moonlit Death
  Level 6
  Fallen Angel's Touch
  Level 7
  Level 8
  Soul in the Mirror
  Level 9
  Call of Justice
  Eye of the World
  Prayer for the Wicked
  Level 10
  Bubble
  Prophets of Annihilation
  
  Druid
  Cantrips
  Call Meteorite
  Level 1
  Aerosphere
  Age
  Clear the Air
  Lion’s Maw
  Wellspring
  Level 2
  Eyes of Ichor
  Freezing Feet
  Inner Fire
  Mantis Knight Blade
  Skinscales
  Level 3
  Aetherthread
  Avalanche
  Coloring Outside the Lines
  Cosmic Vision
  Earth, Wind and Fire
  Entomb
  Eyes of Life
  Freeze
  Glass Ring
  Ice Visage Blast
  Lesser Passwall
  Line of Light
  Snakemake
  Stunning Stomp
  Thunderbolts
  Voidhands
  Wheel of Force
  Level 4
  Call Treant Spirit
  Greatapple
  Hatch Egg
  Locate Bizarre Creature
  Salt in the Wound
  Shooting Star
  West Wind
  Level 5
  Black Hole
  Corrode Inner Flesh
  Cover of Moonlight
  Iron Whirlwind
  Mass Freeze
  Moonlit Death
  Saga’s Poison
  True Absorb Elements
  White Ice
  Level 6
  All the Lights Are Souls
  Level 7
  Create Myrmidon
  Flower Moon
  Level 8
  Level 9
  Prayer for the Wicked
  Level 10
  Blood Moon
  Prophets of Annihilation
  Worldtree
  Paladin
  Level 1
  Level 2
  Carry On
  Divine / Profane Lance
  Eyes of Ichor
  Fist of Justice
  Healing Smite
  Phantom of Steel
  Sunlight Strike
  Level 3
  Double Lightning Helix
  Entomb
  Heavenly Prayer
  Liliander’s Hellspear
  Saving Grace
  Spiteful Swing
  Thunderbolts
  Level 4
  Level 5
  Five Point Celestial Brigade
  Godsmite
  In Shining Armor
  Superheroism
  Ranger
  Level 1
  Aerosphere
  Lion’s Maw
  Magic Bomb
  Level 2
  Mantis Knight Blade
  Stand and Deliver
  Level 3
  Avalanche
  Bow of the Huntress
  Double Lightning Helix
  Entomb
  Glass Ring
  Liliander’s Hellspear
  Saving Grace
  Snakemake
  Spiteful Swing
  Stunning Stomp
  Thunderbolts
  Level 4
  Call Treant Spirit
  Cold Iron Strike
  Greatapple
  Locate Bizarre Creature
  Salt in the Wound
  Shooting Star
  Level 5
  True Absorb Elements
  
  Sorcerer
  Cantrips
  Accelerate
  Dress / Undress
  Gloves of Ember
  Hairstyle
  Magic Splinter
  Thundersnap
  Level 1
  Age
  Boomerang Sigil
  Enchanting Gaze
  Medusa’s Gaze
  Snap Star
  Level 2
  Dragonwings
  Fiery Leap
  Freezing Feet
  Lesser Consumption
  Lesser Mislead
  Opening Down
  Opposing Force
  Skinscales
  Level 3
  Bloody Storm
  Coloring Outside the Lines
  Double Lightning Helix
  Fracture Spirit
  Freeze
  Ice Visage Blast
  Load the Smoking Gun
  Material Teleport
  Mustang's Flame Alchemy
  Royal Death Decree
  Saving Grace
  Spatial Collapse
  Thunderbolts
  Trebuchet
  Voidhands
  Wheel of Force
  Level 4
  Magic Ballista
  Salt in the Wound
  Shooting Star
  Thirst of the Bloodwyrm
  Level 5
  Black Fireball
  Blink of Gravity
  Corrode Inner Flesh
  Create Chimera
  Deface
  Double Breath
  Echoes of You
  Mass Freeze
  Meteor Strike
  True Absorb Elements
  True Shield
  Walk of Ungoliant
  White Ice
  Level 6
  Aspect of Pride
  Level 7
  Assign Quarry
  Create Myrmidon
  Flower Moon
  Maegis
  Reach of the Astral 
  Dreadnought
  Sphinx's Roar
  Level 8
  Sanctum of Magic
  True Dragon's Breath
  Level 9
  All Time Low
  Delusion of Fear
  Eye of the World
  Line of Unreality
  Prayer for the Wicked
  Level 10
  Allmage
  Brave New World
  Create Plane
  Familicide
  Prophets of Annihilation
  Warlock
  Cantrips
  Dress / Undress
  Gloves of Ember
  Hairstyle
  Magic Splinter
  Level 1
  A hat in Dime
  Age
  Boomerang Sigil
  Enchanting Gaze
  Medusa’s Gaze
  Snap Star
  The Blind Shall See
  Level 2
  Fiery Leap
  Lesser Consumption
  Lesser Mislead
  Liliander’s Hellspear
  Objectify
  Opposing Force
  Zone of Lies
  Level 3
  Arcane Ties
  Beacon for the Deluded
  Bind
  Blood Money
  Bloody Storm
  Divine / Profane Lance
  Entomb
  Fracture Spirit
  Glass Ring
  Implant Phobia
  Leaping Hands
  Magnetic Beam
  Occult Truths and Lies
  Prehistoric Hail
  Ravenous Solitude
  Spiteful Swing
  Thunderbolts
  Vampiric Allies
  
  Level 4
  Balor’s Onslaught
  Hatch Egg
  Inevitable’s Order
  Lantern Walker
  Misty Walk
  Planar Hounds
  Pride’s Bane
  Salt in the Wound
  Self Petrification
  Shooting Star
  Thirst of the Bloodwyrm
  Level 5
  Black Fireball
  Black Hole
  Corrode Inner Flesh
  Create Chimera
  Deface
  Field of Chains
  Moonlit Death
  Saga's Poison
  Level 6
  All the Lights Are Souls
  Aspect of Pride
  Eyes of Six
  Fallen Angel’s Touch
  Reap
  Level 7
  Animate Creature
  Conjure Invisibile Stalker
  Assign Quarry
  Create Myrmidon
  Greater Consumption
  Maegis
  Reach of the Astral 
  Dreadnought
  Requiem of a Soul
  Level 8
  Soul in the Mirror
  Level 9
  Delusion of Fear
  Eldritch Grapple
  Line of Unreality
  Prayer for the Wicked
  Level 10
  Allmage
  Create Plane
  Familicide
  Prophets of Annihilation
  Wizard
  Cantrips
  Accelerate
  Call Meteorite
  Dress / Undress
  Gloves of Ember
  Hairstyle
  Magic Muscle
  Magic Splinter
  Mirror
  Pen
  Sweet Dreams
  Temporal Beat
  Thundersnap
  Level 1
  A hat in Dime
  Age
  Boomerang Sigil
  Bridge Over Troubled Water
  Clear the Air
  Doubleblade
  Enchanting Gaze
  Magic Bomb
  Mark the Spot
  Medusa’s Gaze
  Snap Star
  The Blind Shall See
  Wall of Paper
  Level 2
  Bareilles' Armor
  Dragonwings
  Fiery Leap
  Freezing Feet
  Glasswings
  Hide or Reveal Entrance
  Hypershrink
  Inner Fire
  Juxtapose
  Lesser Mislead
  Objectify
  Old Town Road
  Opening Down
  Opposing Force
  Transposition
  Underside
  Level 3
  Aetherthread
  Aldebaran’s Palm
  Arcane Ties
  Bind
  Blood Money
  Bloody Storm
  Cold Iron Strike
  Coloring Outside the Lines*
  Cosmic Vision
  Cruorstorm*
  Disenchant
  Double Lightning Helix
  Earth, Wind and Fire
  Eyes of Life
  Fist
  Fracture Spirit
  Glass Ring
  Ice Visage Blast
  Implant Phobia
  Lesser Passwall
  Liliander’s Hellspear
  Line of Light
  Load the Smoking Gun
  Magnetic Beam
  Material Teleport
  Mustang's Flame Alchemy
  Ravenous Solitude
  Saving Grace
  Snakemake
  Spatial Collapse
  Spiteful Swing
  Sword of Damocles
  Thunderbolts
  Trebuchet
  Urie's Warped Space
  Vacuum Hand
  Voidhands
  Wheel of Force
  Level 4
  Autochronal Alteration
  Balor’s Onslaught
  Bowsprit
  Call Treant Spirit
  Eolian Blow
  Hatch Egg
  
  Lantern Walker
  Locate Bizarre Creature
  Magic Ballista
  Planar Hounds
  Pride’s Bane
  Rain of Fists
  Salt in the Wound
  Self Petrification
  Shooting Star
  Thirst of the Bloodwyrm
  Level 5
  Amelia’s Painted Tie
  Artificial Intelligence
  Black Fireball
  Black Hole
  Blink of Gravity
  Corrode Inner Flesh
  Create Chimera
  Deface
  Dogmatic Edict
  Double Breath
  Echoes of You
  Field of Chains
  Iron Whirlwind
  Meteor Strike
  Palantír's Inverse Eye
  Phoenix Rising
  Saga’s Poison
  Time Slight
  True Absorb Elements
  True Shield
  Walk of Ungoliant
  White Ice
  Level 6
  Aspect of Pride
  Chronostep
  Eyes of Six
  Luck of the Dead
  One Last Blow
  Reap
  Level 7
  Animate Creature
  Assign Quarry
  Conjure Invisibile Stalker
  Create Myrmidon
  Maegis
  Mordenkainen's Actual 
  Sword
  Reach of the Astral 
  Dreadnought
  Requiem of a Soul
  Sphinx's Roar
  Level 8
  Sanctum of Magic
  Soul in the Mirror
  True Dragon's Breath
  Level 9
  All Time Low
  Delusion of Fear
  Eye of the World
  Line of Unreality
  Prayer for the Wicked
  Sun Rises
  Level 10
  Allmage
  Blood Moon
  Brave New World
  Bubble
  Create Plane
  Dust to Dust
  Familicide
  Prophets of Annihilation
  Worldtree
  
  Tenth-Level Spells
  Wish is 'the mightiest spell a mortal creature can cast', but when more than one of these creatures 
  cooperate, it allows for even higher achievements in magic. These higher spells are 10th-level spells; 
  feats of astounding ability and endless legends are told of them. When performed, they rival gods.
  World. 10th-level spells have a ridiculous amount of power. The DM may rule additional 
  requirements to cast one of these spells. Additionally, how they are discovered in the world is a 
  mystery: some or all could be found as spell scrolls; others as inscriptions inside eons-old monoliths. 
  If your DM allows 10th-level spells, ask them how you might come to find a 10th-level spell in the 
  world.
  Casters. To be cast, a 10th-level spell demands more than one caster. The number of casters varies 
  by spell and is included in the spell description. To contribute, a caster must expend a 9th-level spell 
  slot to cast a 10th-level spell. Casters perform the spell's components simultaneously. Only true 
  casters can cast a 10th-level spell: a duplicate created by simulacrum or another effect can't 
  contribute. As long as each caster has the spell on their list, they can contribute, even if the casters 
  aren't all the same class.
  Warlocks. A character with at least 17 levels in the warlock class can expend the use of their 9th-level 
  mystic arcanum spell instead of using a 9th-level spell slot.
  Components. 10th-level spells demand legendarily rare components to cast. It could take an entire 
  quest to find only one, and some 10th-level spells demand several.
  Casting Time. Some 10th-level spells require as much as or more than an entire day of casting. For 
  each day that you spend casting the spell, you must succeed on a DC 18 Constitution saving throw or 
  gain a level of exhaustion. You make this saving throw at the end of each day spent. 
  
  Spell Desciptions
  A Hat in Dime
  1st-level conjuration (ritual)
  
  Classes: Bard, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S, M (any number of coin pieces, worth up to 50 gp, and 3 hats worth at 
  least 1 gp each)
  
  Duration: Up to 1 minute
  You hide the coins used in the casting of this spell under one of the three hats, which you place near 
  one another on a flat surface. The hats begin to move, faster and faster until they seem impossibly 
  fast, and then stop suddenly. A creature can choose a hat by touching it. Roll 1d12. On a result of 9-
  12, you find the coins and they are doubled, but on any other result the hats all flip up empty, the 
  coins lost. The coins or correct hat are not detectable, even by magic.
  Accelerate
  Transmutation cantrip
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 120 feet
  
  Components: V, S, M (a miniscule hard object, such as a rock, tooth, or piece of wood)
  
  Duration: Instantaneous
  This spell accelerates an object you are holding out to a creature you can see within range. Make a 
  ranged spell attack against the target. On a hit, the target takes bludgeoning damage: 1d6 if it is 
  within 30 feet of you, 1d8 if it is between 30 and 60 feet, 1d10 if it is between 60 and 90, and 1d12 
  between 90 and 120.
  This spell’s damage increases by 1 die when you reach 5th level (two dice), 11th level (three dice), 
  and 17th level (four dice). The dice are all the same type.
  
  Action Image
  Illusion cantrip
  
  Classes: Bard, Sorcerer, Wizard
  
  Casting Time: Varies (see below)
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Up to 1 round
  When you cast this spell, you can either capture an image as a reaction to seeing something in range, 
  or display an image as an action.  If you capture one, the magic mentally saves a snippet of what you 
  see, such as a building, a street lamp, or a face.  You can have up to 2 images captured at one time, 
  losing the oldest if you capture another.
  If you wish, you can record the capture for up to 6 seconds.  The capture lacks audio when played 
  back, but words appear to detail any sounds that happen.
  If you display an image, you choose to show one of your captured images within 5 feet of you, which 
  can be seen by any creature looking.  It lasts until the end of your next turn or when you dismiss it 
  (no action required).
  You can capture up to 4 images when you reach 5th level, 6 when you reach 11th, and 8 when you 
  reach 17th. 
  
  Adamantize
  5th-level transmutation (ritual)
  
  Classes: Wizard
  
  Casting Time: 1 minute
  
  Range: Touch
  
  Components: V, S, M (a target object, and adamantine worth any amount weighing half as 
  much, which is consumed by spell)
  
  Duration: Instantaneous
  Holding an object in one hand and adamantine in another, you transmute the adamantine to cover 
  and structurally reinforce it.  If it is a weapon, it becomes an adamantine one: whenever it hits, the 
  hit becomes a critical hit.  If the object is armor, it becomes adamantine: any critical hit against the 
  armor becomes a normal one.  If it is another object, that object's AC increases to 20 if it were lower 
  and its hitpoints are multiplied by 5.
  You can't adamantize already magical items and it has no effect on ones already containing 
  adamantine.
  
  Aerosphere
  1st-level transmutation
  
  Classes: Druid, Ranger
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You channel the weather of nature into a Medium sized sphere in a space you can see within range. 
  If a creature starts its turn with any part of it in the sphere during this spell, it must make a Dexterity 
  saving throw or suffer an effect, determined by the local weather shown below. Any lingering effects 
  end at the end of the creature's next turn.
  As an action while the spell lasts, you can move the sphere up to 30 feet to a location you can see.
  Sunny. The creature takes 3d6 radiant damage.
  Clouds. The creature takes 3d6 psychic damage.
  Rain. The creature takes 4d4 piercing damage.
  Thunder. The creature takes 1d10 lightning and 1d10 thunder damage.
  Wind. The creature takes 2d8 slashing damage.
  Snow. The creature's movespeed is halved and it takes 1d12 cold damage.
  Fog. The creature must roll 1d8 and move 5 feet in the resulting direction each time it attempts to 
  move 5 feet.
  Aetherthread
  3rd-level conjuration
  
  Classes: Cleric, Druid, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You pull threads of aether from the air and effortlessly fling them to up to six creatures you can see 
  within range. Each creature must make a Strength saving throw or its speed drops to 0. A creature 
  can repeat the saving throw as an action, ending the effect on a success.
  
  If one creature bound by the threads takes damage,
  each other creature bound takes 1 damage of the same type. Bound creatures don't take this 
  damage more than once on the same turn.
  If you move out of the spell's range of an affected creature, the spell ends for it as its threads snap.
  Age
  1st-level ritual
  
  Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 5 feet
  
  Components: V, S
  
  Duration: Up to 1 minute
  You indicate towards an object or organic material and rapidly age it. For every second that passes, it 
  ages a minute, time passing for it more quickly. You can cook food, ripen a fruit, or melt an icicle. If 
  you target a creature with this spell, the creature must be willing.
  Aldebaran's Palm
  3rd-level transmutation
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  A creature you choose that you can see within range must make a Wisdom saving throw or come 
  hurtling into your empty palm and be grappled by you. The creature can attempt to escape as an 
  action, making a check against your spell save DC. For the duration of the spell, when you take 
  damage from a source that is more than 5 feet away from you, you can reduce that damage by half 
  as a reaction, interposing the target between yourself and the source of the damage, and the target 
  takes the remaining half.
  
  All The Lights Are Souls
  6th-level necromancy
  
  Classes: Druid, Warlock
  
  Casting Time: 1 action
  
  Range: Self (120-foot radius)
  
  Components: V, S
  
  Duration: Concentration, up to 10 minutes
  You pull the shape of souls from creatures you have seen die or harmed yourself (your choice). These 
  souls fly around you in a 120-foot radius of dim light and act on your guidance. You can ask them as 
  an action (or immediately when you cast the spell) to either attack or defend.
  If asked to attack, each creature other than those of your choice within range takes 5d6 radiant or 
  necrotic damage (if they are souls you have seen or harmed respectively) and is deafened until the 
  start of your next turn.
  If asked to defend, each creature of your choice within range gains 5d6 temporary hitpoints that last 
  until the start of your next turn.
  All Time Low
  9th-level transmutation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S, M (a timepiece worth at least 1 gp)
  
  Duration: Instantaneous
  You crush a timepiece in your hand at a creature you can see within range. It must make a Charisma 
  saving throw or be removed from time. If it succeeds, it is stunned until the end of its next turn, 
  wracked with visions of its non-existence. If it fails, it is utterly removed from time, as if it had never 
  existed. It occupies a space outside any plane or reality, frozen, conscious, but unable to sense. 
  Memory of the creature is suppressed from all beings lesser to gods, unconscious but not fully 
  erased. Physical evidence of the creature's existence remains. If the creature has a CR or level of 10 
  or lower, it automatically fails the saving throw.
  This spell can alternatively be used to bring a creature back into time that has been cast out by this 
  spell or a similar effect. You speak the creature's name and it returns to time where it was removed, 
  or the closest available space.
  
  Allmage
  10th-level transmutation
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casters: 4
  
  Casting Time: 3 days
  
  Range: 15 feet
  
  Components: V, S, M (any number of spell scrolls, at least one per spell level 0-9 and from 
  each class' spell list; the left hand and weapon of balor or greater demon; and the right hand 
  and weapon of a solar or greater celestial; all of which, except the hands, is consumed by the 
  spell by fire)
  
  Duration: Instantaneous
  During the casting of this spell, you inscribe a triskelion of at least Huge size on the ground. The 
  target of this spell is one of its casters, who stands in the middle while the other three stand in the 
  center of each swirl. One of the three holds the spell scrolls, another holds the hands, and another 
  holds the weapons. The target must be within range of all casters for the casting time of the spell.
  When the casting is complete, magic is drained in a 1 mile radius, which falls under the effects of 
  an antimagic field, and each caster except the target must make a DC 20 saving throw using their 
  spellcasting ability. On a failure, their maximum number of spell slots halves for each spell level, and 
  they lose any excess slots. This can only be reversed with wish or by being the target of this spell.
  The target adds every 0-9th level spell to its spell list, has an unlimited number of 1st-, 2nd-, and 3rd-
  level slots, and gains an additional 6th-, 7th-, 8th-, and 9th-level spell slot. The target can 
  immediately change some or all of its spells prepared or known with every list available.
  Additionally, the target of this spell loses its hands, which are replaced by the hands used as 
  components of this spell, changing in size as appropriate. Finally, the target gains proficiency with the 
  weapons used. 
  Amelia's Painted Tie
  5th-level necromancy
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Up to 1 round
  
  When you cast this spell, choose two creatures you can see within range. An infinity symbol appears 
  between them, each of them in the center of a loop. When the first creature is damaged, the second 
  creature regains an amount of health equal to the damage dealt. This lasts until the end of your next 
  turn when spell ends or 80 damage is dealt to the first creature, whichever comes first.
  At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the second creature 
  regains health until the spell ends or an additional 20 damage is dealt per spell slot above 5th level. 
  Animate Creature
  7th-level necromancy
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 minute
  
  Range: Touch
  
  Components: V, S, M (a fist-sized moonstone worth at least 3,000 gp)
  
  Duration: Instantaneous
  You can cast this spell only under moon- or starlight (but not sunlight). Choose a corpse of a Huge or 
  smaller creature you can reach that wasn't a construct or an undead. It animates and falls under your 
  control. The creature becomes an undead (requiring no air, food, drink, or sleep), its Intelligence, 
  Wisdom, and Charisma scores lower to 3, 6, and 5 respectively if they were higher, it gains 
  proficiency in Wisdom saving throws, immunity to poison damage and can't be poisoned. It follows 
  your instructions, understanding all languages it knew in life, but can't speak.
  The spell fails if the creature's CR was higher than your level. The creature is under your control for 
  24 hours, after which it stops obeying any command you have given it. To maintain control of the 
  creature for another 24 hours, you must cast this spell on the creature before the current 24-hour 
  period ends, reasserting your control over it for an additional 24 hours.
  At Higher Levels. When you cast this spell using a spell slot of 9th level, you can animate a corpse of 
  a Gargantuan or smaller creature.
  Arcane Ties
  3rd-level evocation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V
  
  Duration: 1 minute
  
  Each creature you choose within range that you can see must make an Dexterity saving throw. On a 
  failed save, a target takes 4d6 force damage, or half as much on a success. Targets that fail the saving 
  throw are tied to each other by many thin, permeable arcane strings for the duration of the spell. 
  Whenever one of the tied creatures is damaged (except from this spell), all other tied creatures take 
  1 force damage.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial force 
  damage increases by 1d6 for each slot level above 3rd.
  Artificial Intelligence
  5th-level transmutation
  
  Classes: Wizard
  
  Casting Time: 8 hours
  
  Range: Touch
  
  Components: V, S, M (rare metals worth at least 500 gp, and a metallic container also worth 
  at least 500 gp)
  
  Duration: Instantaneous
  You carefully set wires and metals within a metallic container and close it after spending the time to 
  cast the spell. The container gains a mind with a Intelligence, Wisdom, and Charisma scores equal to 
  your spell save DC, as well as the same AC and number of hitpoints.
  On its own, the artificial intelligence can produce speech, hear, and see, but can't act or move. You 
  can input the artificial intelligence into a makeshift metallic creation, such as a larger metal container 
  with arms and hands. Your DM chooses statistics appropriate in materials for the construct, such as a 
  modron, a helmed horror, or animated armor, though it retains its Intelligence, Wisdom, and 
  Charisma scores. If the construct is reduced to 0 hitpoints, it falls apart, and the artificial intelligence 
  remains.
  The artificial intelligence is charmed by you for 30 days or until you or your companions do anything 
  harmful to it. When the charmed condition ends, the artificial intelligence chooses whether to 
  remain friendly to you, based on how you treated it while it was charmed.
  
  Ascendant Flame
  5th-level evocation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 90
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  Flames capture a creature you can see within range and burn inwards, hotter by the second.  The 
  target must make a Dexterity saving throw.  It takes 6d6 fire damage on a failed save.  For this save 
  and any after, whenever the target fails, the flames burn hotter.  At the end of its turns, the target 
  must repeat the saving throw.  It takes 6d6 fire and an additional 2d6 for each time the fire burns 
  hotter.  The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 
  feet.  These magical flames can’t be extinguished nonmagically.
  On any success, the target takes half as much fire damage as it would have, and the spell ends.  You 
  can end the spell at any time (no action required).
  
  Aspect of Pride
  6th-level conjuration
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30 feet)
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  If you are in complete darkness when you cast or for the duration of the spell, the spell immediately 
  fails and ends. For the duration, black shadowy tendrils with many eyes and teeth surround you, 
  waiting for a command.
  When you cast the spell, a tendril stretches out to a point you can see within range. Each creature 
  within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 
  6d12 piercing damage and is moved 10 feet in any direction of your choice except up. On each of 
  your turns until the spell ends, you can use your action to outstretch tendrils again, targeting the 
  same point or a different one.
  At Higher Levels. When you cast this spell using a spell slot of 7th or higher level, the damage 
  increases by 1d12 for each slot level above 6th. 
  Assign Quarry
  7th-level enchantment
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V
  
  Duration: Concentration, up to 1 hour
  A creature you see within range must make a Wisdom saving throw or have all its desires switched to 
  the quarry of one creature type of your choice (celestials, fiends, humanoids, etc). For the duration, 
  the target does its utmost to attack and destroy any creatures of its assigned type it is aware of, or 
  hunting them down if there are none nearby. If the target falls below half its hitpoint maximum, it 
  makes a new Wisdom saving throw against the spell. If the saving throw succeeds, or if the target 
  falls to 0 hitpoints, the spell ends.
  At Higher Levels. If you cast this spell using a spell slot of 8th level, its duration is concentration, up 
  to 8 hours. If you cast it using a spell slot of 9th level, its duration is concentration, up to 24 hours.
  
  Autochronal Alteration
  4th-level transmutation
  
  Classes: Wizard
  
  Casting Time: 1 reaction, which you take when you are attacked or targetted by a damaging 
  effect
  
  Range: Self
  
  Components: V, S
  
  Duration: Concentration, up to 1 round
  You remove yourself from time for a few seconds. To other creatures, you've disappeared and 
  reappeared. You are immune to the attack or the effect that you casted this
  spell in reaction to, and you return to time at the start
  of your next turn.
  This could cause the attack or effect to carry on behind you, as with a ranged attack or a line effect. 
  The DM decides if such effects occur.
  Avalanche
  3rd-level transmutation
  
  Classes: Druid, Ranger
  
  Casting Time: 1 action
  
  Range: 150 feet
  
  Components: V, S, M (a pebble)
  
  Duration: Instantaneous
  Choose a point at the center of rocks you can see within range. You cause up to a 20-foot radius of 
  the rocks to slide, fall, and roll about. Each creature touching the rocks must make a Dexterity saving 
  throw or take 3d10 bludgeoning damage and be stunned until the end of its next turn as rocks 
  barrage the area. On a success, a creature takes half as much damage and isn't stunned.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning 
  damage increases by 1d8 for each slot level above 3rd.
  
  Balor's Onslaught
  4th-level conjuration
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S, M (a longsword worth at least 15 gp and a whip worth at least 2 gp)
  
  Duration: Instantaneous
  The incarnation of fire and ash, the visage of a balor, appears behind you. You hold up the handle of 
  the longsword and whip for it to take, which magnify in
  its hands. Choose a creature you can see within range. Make two melee spell attacks against the 
  target.
  If the first hits, the target takes 2d6+8 slashing damage + 3d6 fire damage, and the target must 
  succeed on a Strength saving throw or you can pull it up to 25 feet closer to you. If the target 
  succeeds or the first attack misses, the balor's visage moves closer to attack again, using the 
  longsword.
  If the second hits, the target takes 3d8+8 slashing damage + 3d8 lightning damage. If this hit is a 
  critical hit, you roll triple the damage dice, instead of double.
  You then catch the weapons, tossed back to you.
  Bareilles' Armor
  2nd-level conjuration
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You conjure a stylistic set of armor that protects you the more you need it. If you are already wearing 
  armor, it transforms what you're wearing, and you retain its bonuses. For the duration, you add 1d6 
  to your saving throws and 1 to your AC. When you are below half your hitpoint maximum, you 
  instead add 1d8 to your saving throws and 3 to your AC.
  
  Beacon for the Deluded
  3rd-level enchantment
  
  Classes: Bard, Warlock
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V
  
  Duration: Up to 1 minute
  You create a shimmering ball of disco madness at a point you can see within range. Each creature 
  within 30 feet of the ball must make a Wisdom saving throw. On a failure, it must use all of its 
  movement to move within 5 feet of the ball. Once it gets as close as possible without running over 
  another creature, it spends all of its movement in bizarre movements, falling prone.
  The first time an unaffected creature moves within 30 feet of the ball, it must make the same saving 
  throw. When an affected creature takes damage, it can repeat the saving throw, ending the spell on 
  itself and becoming immune to this casting of the spell with a successful save.
  Belmont Smite
  1st-level evocation
  
  Classes: Paladin
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  Your weapon glows a dull orange while the spell lasts until you hit a creature.  The glow transfers 
  from the weapon to that creature, it takes 1d10 fire damage, and from now until the spell ends, it 
  will explode if it is reduced to 0 hitpoints (including as part of the attack).  If it explodes, each 
  creature within 5 feet of it must make a Constitution saving throw or take 1d10 fire damage, or half 
  as much damage on a success.
  Bind
  3rd-level abjuration (ritual)
  
  Classes: Bard, Cleric, Warlock, Wizard
  
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a pair of manacles worth at least 2 gp, which the spell consumes)
  
  Duration: Up to 3 days
  You grasp the wrists of a willing or unconscious Huge or smaller creature with 0 hitpoints remaining 
  and create a magical bind that holds its hands together, with similar binds appearing around its 
  ankles and mouth. While bound, the creature can't speak, its speed is reduced to 10 feet, it can't fly if 
  it could, and it can't move more than 60 feet away from the caster unless the caster allows it. 
  Additionally, it can't regain more than 1 hitpoint.
  When you cast this spell, set a code word in your mind. When you speak it, regardless of where you 
  are, the creature is released and the spell ends early.
  Birds of a Fire
  5th-level conjuration
  
  Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 150 feet
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  You spawn hundreds of flame birds at a point you can see within range that coalesce into one 
  Gargantuan flying raptor.  You can move it on your turn as an action.  Anything it moves adjacent to, 
  it touches and sets alight: buildings, trees, grounds, creatures.  Creatures can make a Dexterity saving 
  throw to avoid ignition.  On a failed save, a creature takes 4d8 fire damage and another 3d8 fire 
  damage at the start of each of its turns.  It can repeat the saving throw at the end of each of its turns.  
  On any successful save, a creature takes half as much damage and stops burning.  Ignited buildings, 
  objects, and creatures continue burning when the spell ends.
  
  Black Fireball
  5th-level evocation
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 180 feet
  
  Components: V, S, M (sulfur and ash)
  
  Duration: Concentration, up to 1 round
  A maelstrom of swirling black fire appears near your hands. On your next turn, you choose a spot 
  within range as an action, provided this spell hasn't ended. The maelstrom disappears from your 
  hands and reappears centered on that point, grown exponentially. Each creature in a 30-foot-radius 
  sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 fire and 7d6 
  necrotic damage on a failed save, or half as much damage on a successful one.
  The maelstrom spreads around corners. It ignites flammable objects in the area that aren’t being 
  worn or carried, and it withers nonmagical plants.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or 
  the necrotic damage (your choice) increases by 1d6 for each slot level above 5th.
  Black Hole
  5th-level conjuration
  
  Classes: Druid, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 120 feet
  
  Components: V, S, M (a ball of tungsten)
  
  Duration: Up to 1 minute
  You call into a space you can see within range a minute piece of a black hole for the duration. Each 
  creature within 20 feet of it must make a Strength saving throw or be pulled 10 feet closer to the 
  center and take 5d6 force damage, or half as much on a success. A creature that fails the save can't 
  move farther away from the center until it succeeds. It must repeat the saving throw at the start of 
  each of its turns, taking the damage or half on a failure or ending the effect on themselves on a 
  success.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial force 
  damage increases by 1d6 for each slot level above 5th.
  
  Black Ice
  2nd-level transmutation
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V
  
  Duration: 10 minutes
  You change the top layer of up to 6 five-by-five foot squares within range into black ice.  Each square 
  must touch at least one other square.  The ice is invisible, though a creature can make a Wisdom 
  (Perception) or Intelligence (Investigation) check against your spell save DC to see it.  
  If a creature starts its turn on or moves onto a square, it must make a Dexterity saving throw (for 
  each square) or fall prone.  If the creature moved onto a square, it slides until it reaches ground that 
  isn't covered in black ice.  Creatures similarly slide if they are shoved on the ice.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can make one 
  additional square of black ice for each slot level above 2nd.
  Blink of Gravity
  5th-level transmutation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 150 feet
  
  Components: V, S, M (a small sphere of heavy material)
  
  Duration: Instantaneous
  A point you choose within range becomes the center of a gravity well for a split second, as the well 
  pulls them downwards. Each creature in a 20-foot radius sphere centered on that point must make a 
  Strength saving throw. On a failed save, a creature is knocked prone and takes bludgeoning damage 
  depending on how far from the center it is, or takes half as much damage on a success and isn't 
  knocked prone.
  A creature takes 10d6 bludgeoning damage if it is within 10 feet of the point, and 2d6 less damage 
  for every 10 feet away from the point a creature is.
  The gravity well spreads around corners. It crushes lightweight objects in the area that aren’t being 
  worn or carried.
  
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the 
  sphere increases by 10 feet for each slot level above 5th.
  Blood Money
  3rd-level conjuration
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S, M (up to 30 gp, which is
  consumed when the spell is cast)
  
  Duration: Instantaneous
  You vaporize a bag of money, only for it to hail down in a torrent on a creature within range. The 
  target must make a Dexterity saving throw. On a failure, it is magically dealt slashing damage equal 
  to the number of coins you used to cast this spell, or half as much damage on a success.
  Dragons, goblins, and xorns have disadvantage on their saving throw against this spell. If you reduce 
  one of those creatures to 0 hitpoints with this spell, one newly minted gold coin emerges from its 
  corpse. After the damage is dealt, the coins splash around the target, and can be picked up and 
  reused with this spell.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can use up to 5 
  additional coins for the spell for each slot level above 3rd. 
  Blood Moon
  10th-level transmutation
  
  Classes: Druid, Wizard
  
  Casters: 6
  
  Casting Time: 6 days
  
  Range: Sight
  
  Components: V, S, M (the head of a demon lord sunken with the blood of each caster into a 
  grail forged from metal of the targetted moon, the contents of which the spell consumes in a 
  red vortex)
  
  Duration: Instantaneous
  During the casting of this spell, you inscribe a six pointed star of at least Huge size on the ground, 
  with each caster performing the rest of the spell's casting on a point. The grail sits in the middle. If a 
  
  caster or the grail ever moves or is moved from a point, the spell fails. This spell must be cast so that 
  the final night is a full moon that directly shines onto the star and grail.
  When the casting is complete, the moon darkens to blood red. Spells that would bring someone back 
  to life automatically fail. If true resurrection is cast, the caster can make a spellcasting ability check 
  against the highest DC of the casters of this spell, succeeding in the resurrection on a success. 
  Additionally, spells and effects that animate or create undead can create twice as many when cast.
  If a person dies under the blood moon, their soul is trapped on this world until the spell is ended. 
  Their body and the bodies of all creatures don't decay upon death.
  Finally, you and each other caster gain the ability to take the Veil of the Moon bonus action. When 
  you take it, you can teleport up to 120 feet to an unoccupied space you can see that is in moonlight.
  While in effect, the regular turn of the cosmos stops: the moon holds in its position and the sun 
  doesn't rise. This spell can be ended by knocking over the grail, spilling out the red vortex, or if the 
  grail is moved outside of the star. The grail has 5 AC and any melee hit knocks it over.
  When the spell ends, each caster is withered to a shell of what they were, losing their magic and 
  using the Vampire Spawn statblock (Monster Manual 298).
  
  Bloody Storm
  3rd-level conjuration
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 minute
  
  Range: Touch
  
  Components: V, S, M (a large glass vial)
  
  Duration: 1 day
  You create a whirling mass of clouds and red lightning, like a bloody storm, inside a glassblown 
  container. A creature can throw the container as an action, using its Strength or Dexterity modifier 
  and with proficiency if it is proficient in simple weapons. On a hit, the target creature must make a 
  Constitution saving throw or lose 6d12 hitpoints due to the storm sapping its blood out, and the 
  target is blinded by the blood-filled clouds until the end of its next turn when they dissipate. On a 
  success, a target loses half as much hitpoints and isn't blinded.
  If a creature misses the attack, the container shatters 10 feet behind the target of the attack if it 
  would hit the ground or another object. A 5 foot cube of storms erupts where it shattered, which 
  linger until the start of the throwing creature's next turn. If any creature walks into the cube, it must 
  make the same Constitution saving throw, or lose health as if it had been hit and blinded until the 
  storm fades, or lose half as much on a success.
  If you cast this spell while a container holds a bloody storm, the first storm ends. When the duration 
  ends, the storm fades away within the container.
  Boomerang Sigil
  1st-level evocation
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V, S
  
  Duration: Instantaneous
  You shoot a magic sigil at a creature you can see within range. The target must make a Dexterity 
  saving throw or take 2d8 force damage. On a success or fail, the orb curves around at the start of 
  your next turn. The target must make another Dexterity saving throw, taking another 2d8 force 
  damage on a fail.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the secondary 
  force damage the target takes increases by 1d8 for each slot level above 1st.
  
  Bow of the Huntress
  3rd-level evocation
  
  Classes: Ranger
  
  Casting Time: 1 action
  
  Range: 300 feet
  
  Components: S
  
  Duration: Instantaneous
  You momentarily conjure a magic bow and arrow, feylike in nature, a relic from a time before 
  civilization. Choose up to 8 creatures you can see within range, and make a ranged spell attack 
  against each. On a hit, a creature takes 4d6 piercing and 4d6 psychic damage as a green line shoots 
  out from you and bends towards each target. A creature takes half as much psychic damage on a 
  miss.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing 
  damage or the psychic damage (your choice) increases by 1d6 for each slot level above 3rd.
  Bowsprit
  4th-level evocation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Self (120-foot radius)
  
  Components: V, S
  
  Duration: Up to 1 round
  You hold up a number of your own fingers behind your back and call out to a target that can hear you 
  within 120 feet of you, challenging it to guess the number of fingers. If it can speak the language you 
  spoke to it, it must guess the number of fingers.
  If the target's guess is wrong, it takes 1d10 psychic damage for every whole number it was away from 
  the actual number of fingers—if you held up 8, and it guessed 2, it would take 6d10 psychic.
  
  Brave New World
  10th-level conjuration
  
  Classes: Bard, Sorcerer, Wizard
  
  Casters: 6
  
  Casting Time: 12 days
  
  Range: 30 feet
  
  Components: V, M (the hand of a deity of creation, the souls of six casters who have 
  cast time stop or another time-affecting spell higher than 8th level, which are consumed, and 
  sapient twins of whom one died during childbirth)
  
  Duration: Instantaneous
  This spell resets the cosmos onto a new timeline. On the points of a fashioned six pointed star, six 
  casters each hold a soul toward the center, which has the twins laid on the deity's hand. The twins 
  don't need to be humanoid.
  Once finished casting, the cosmos resets, going back to its original creation and progressing to the 
  current time. Each caster can change one event while the cosmos progresses, such as "this person is 
  never born", "this person doesn't die here", or "this battle is won by the other side." The cosmos 
  continues with those changes as the new reality. The scope of the changes can be miniscule or grand, 
  and consequential events can spiral continuously.
  As the six souls are consumed, the deity's hand rots to a skeleton in an instant, and the twins' lives 
  are swapped: the twin who died during birth instead lives, and the one who lived instead dies.
  If a caster of the spell would not be present for the spell's casting in the new cosmos, the spell is still 
  cast and takes place as if they were, avoiding a paradox. However, if that caster is dead at the time of 
  the new casting, their change in the new cosmos fails; if their change led to their own early death, 
  they are simply removed from all realities and the spell is cast with one less caster for the second 
  casting.
  Bridge Over Troubled Water
  2nd-level illusion
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot line)
  
  Components: V
  
  Duration: Concentration, up to 10 minutes
  
  An illusory bridge extends from your feet in a 5-foot wide, 30-foot long line. The bridge appears 
  regardless of the ground or lack thereof. When you cast the spell, you can choose up to six creatures 
  you can see to allow passage. When a creature with passage attempts to move over the bridge, it 
  only expends 1 foot of movement for every 2 that it travels on the bridge. The bridge is difficult 
  terrain for a creature that wasn't granted passage by you.
  Though it is illusory, the bridge can be physically interacted with and can support up to a thousand 
  pounds if necessary; if it were connecting across a ravine, for example. If it would need to support 
  more, it shatters, and the spell ends early.
  Bubble
  10th-level evocation
  
  Classes: Cleric, Wizard
  
  Casters: 3
  
  Casting Time: 1 day
  
  Range: Touch
  
  Components: V, S, M (a glass sphere and the clockwork heart of an inevitable, which is 
  consumed by the spell)
  
  Duration: Instantaneous
  You set a glass sphere atop an inevitable's clockword heart in the middle of a city, and each caster 
  touches the sphere while casting the spell. During the casting, the sphere sinks down and around the 
  heart to encompass it, expanding if necessary, fully encompassing it when the spell is cast.
  Once cast, a runic bubble instantly explodes out from the sphere out to the city limits of the city the 
  spell is cast in. It extends into the air and underground, harmlessly passing through objects and the 
  ground. You and any other caster can designate any creature or a group of creatures that can pass 
  through the bubble when you cast it or after its casting. No other creature can pass through it, 
  teleport into or out of the bubble, or move objects in or out of it.
  The bubble has 1,000 hitpoints and a damage threshold of 100. If it is reduced to 0 hitpoints, it 
  flickers and the glass sphere shatters before the spell ends. The bubble can be healed for 20 hitpoints 
  if a creature attempts to teleport in or out of it with a conjuration spell of 5th level or higher, and the 
  bubble is unaffected by dispel magic, anti-magic field, and similar effects.
  The glass sphere has 10 hitpoints and 10 AC. If it is destroyed, the bubble falls and the spell ends.
  Burning Wheel
  4th-level transmutation
  
  Classes: Wizard, Warlock
  
  
  Casting Time: 1 action
  
  Range: Self (90-foot line)
  
  Components: V, S, M (a miniature wheel worth at least 1 sp)
  
  Duration: Instantaneous
  A tiny wheel you throw spins, grows, and catches on fire as it rolls in a 90 foot long, 1 inch wide line 
  from you of a direction you choose, though the wheel rolls along the ground.  Each creature in the 
  line must make a Dexterity saving throw.  A Huge or larger creature automatically succeeds on the 
  saving throw against this spell.
  On a failed save, a creature is pulled back to the end of the 90 foot long line.  For every 10 feet they 
  are pulled, they take 1d8 fire or bludgeoning damage (your choice for every 10 feet) from being 
  rolled into the ground by the wheel.
  Once it reaches the end of the line, the wheel shrinks back down to miniature and stops burning, 
  leaving the affected creatures prone around it.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the line increases in 
  length by 10 feet for each slot level above 4th.
  
  Call Meteorite
  Transmutation cantrip
  
  Classes: Druid, Wizard
  
  Casting Time: 1 action
  
  Range: 5 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You call a meteorite from the sky onto a creature within 5 feet of you. The creature must be directly 
  beneath the sky. The target must make a Dexterity saving throw or be knocked prone and take 1d4 
  bludgeoning or fire damage (your choice when you cast the spell).
  The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level 
  (4d4).
  Call of Justice
  9th-level conjuration
  
  Classes: Cleric
  
  Casting Time: 1 minute
  
  Range: Self
  
  Components: V
  
  Duration: Concentration, up to 1 hour
  You pray to a lesser deity or great celestial, calling for its aid. The being, or its avatar, appears in front
  of you. It likely takes the statistics, abilities, actions, and so on of the solar (Monster Manual 18,) but 
  the DM can rule it to use the statistics of another creature (though it should not have a significantly 
  higher or lower CR than the solar). It acts on your turn in combat. A lesser deity or great celestial has 
  no binding to you or requirement to behave as you wish. You can ask the creature as part of casting 
  the spell what you wish for it to do. The creature can't exact payment or trade for its services—it will 
  attempt to fulfill your prayer if it is in accordance with its ideals or not contrary.
  If your prayer is contrary to its nature, or once your prayer is fulfilled or you lose concentration, the 
  creature returns to its previous location, leaving a thin glowing halo on the ground where it 
  disappeared, which can't be dispelled and fades after seven days.
  
  Call Treant Spirit
  4th-level conjuration
  
  Classes: Druid, Ranger, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  You touch a Large or Huge tree, awakening its spirit for a moment. You must immediately direct it to 
  fight with you or to answer up to 3 questions it may or may not know the answer to, but will 
  generally attempt to answer honestly unless you are known by it to be an enemy of wilderness.
  If you direct it to fight, you choose a target within 30 feet of the tree, and the tree animates, 
  uprooting itself, charging towards the target. The treant spirit has 50 hitpoints, AC of 15, and 
  resistance to all damage except fire. It can make two attacks against the target, forgoing either or 
  both for a shove or grapple attempt as normal. The treant spirit uses your spellcasting ability 
  modifier for all its saves, ability checks, and attack rolls, and is proficient with its attacks and Athletics 
  (your proficiency bonus). On a hit, the target takes 3d6+6 force damage, or half as much on a miss.
  After answering 3 questions or making its attacks, the tree takes root in its current location, ends any 
  grapples, becomes a normal tree once again, and the spell ends.
  Carry On
  2nd-level evocation
  
  Classes: Bard, Cleric, Paladin
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You choose a creature you can see within range and inspire it to carry on with positive energy. The 
  target regains 3d6 hitpoints. Every other creature of your choice within 5 feet of the target must 
  make a Dexterity saving throw or take an amount of radiant damage equal to the number of 
  hitpoints the target regained.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing 
  increases by 1d6 hitpoints for every slot level above 2nd.
  
  Cataclysmic Wrath
  9th-level evocation
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Sight
  
  Components: V, S
  
  Duration: Instantaneous
  You unleash cataclysmic power in the form of pure energy from your hands to a point you can see 
  within range.  Each creature, object and structure within 300 feet of that point takes 99 radiant 
  damage and must make a Constitution saving throw or be permanently blinded from the energy.
  Chips and Salsa
  1st-level transmutation
  
  Classes: Bard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a bowl worth at least 1cp)
  
  Duration: 1 round
  You set a bowl on the ground or a surface and the air or other material inside magically turns into 
  gorgeous looking chips and salsa.  Each creature you can see of your choice within 5 feet of the bowl 
  must succeed on a Wisdom saving throw or spend their next turn moving to and eating from the 
  bowl, which itself has no magical effects from the spell.  At the start of your next turn, all of the chips 
  and salsa revert to their previous contents.
  Chronostep
  6th-level transmutation
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S
  
  
  Duration: Instantaneous
  When you cast this spell, you move up to half your speed and regain any hitpoints you lost since the 
  end of your previous turn. You don't provoke attacks of opportunity.
  If you cast this spell after casting it your previous turn, roll percentile dice. On a roll of 40 or lower, 
  the health that would be regained by this casting is instead lost, and your hitpoint maximum is 
  reduced by an equal amount.
  At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the percentile dice roll 
  that would cause you to lose hitpoints decreases by 10 for each slot level above 6th.
  Cleansing Flood
  6th-level abjuration
  
  Classes: Bard, Cleric, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 150 feet
  
  Components: V, S
  
  Duration: Instantaneous
  Ethereal water floods a 30-foot radius sphere centered on a point you can see within range.  Spells 
  and magical effects of 5th level and lower ongoing in the area end.
  Clear the Air
  1st-level transmutation
  
  Classes: Bard, Druid, Ranger, Wizard
  
  Casting Time: 1 action
  
  Range: 5 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You clear the air of a Medium space within the spell's range, returning it to clear air, atmosphere 
  perfect for your breathing. This will clear the space of poisonous gas and can provide air if it is a 
  vacuum. If you move through the air before the end of this turn, you can add 1d6 to one attack roll, 
  ability check, or saving throw you make before the end of this turn, as the refreshing air fills your 
  lungs.
  
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make an 
  additional Medium space within the spell's range into clear air for each slot level above 1st.
  
  Cold Iron Strike
  3rd-level conjuration
  
  Classes: Atavist, Ranger, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot line)
  
  Components: S, M (a melee weapon made of iron)
  
  Duration: Instantaneous
  You flourish the weapon used in casting and then disappear in a flash of iron. Choose up to three 
  creatures in a line extending 30 feet from you and make a melee spell attack against each. On a hit, a 
  target takes 4d10 cold damage and can't take reactions until the end of your next turn. You can then 
  teleport to an unoccupied space you can see within 5 feet of the last target of the spell. Fey take an 
  additional 1d10 cold damage from this spell. co
  Coloring Outside the Lines
  3rd-level evocation
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You evoke two elemental sigils under your control. Choose fire, ice, earth, or air. Immediately and as 
  an action while the spell lasts, you can choose up to four creatures within 30 feet of you. Each 
  creature must make a Dexterity saving throw or take 3d8 damage, the type associated with the 
  chosen element (fire for fire, cold for ice, bludgeoning for earth, and slashing for air).
  If a creature moves within 30 feet of you, you use your reaction to require it to make the same saving 
  throw or take the damage of the spell.
  
  Conjure Invisibile Stalker
  7th-level conjuration
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 minute
  
  Range: 10 feet
  
  Components: V, S, M (fog in a bottle)
  
  Duration: Instantaneous
  You conjure and bind an air elemental to your will by the casting of this spell, and it appears within 
  range. It is invisible, but you can see it. The invisible stalker (Monster Manual 192) must obey the 
  letter of your commands, but isn't always an enthusiastic pawn. If you issue any order to it other 
  than to hunt down a creature or retrieve an object, the spell ends. Between commands, the invisible 
  stalker stays at your side, but won't necessarily proactively defend you unless you order it to hunt a 
  creature down.
  The invisible stalker returns to its plane when it is reduced to 0 hitpoints, when the spell ends, if you 
  cast this spell again, or if you die and it has no tasks remaining.
  Corrode Inner Flesh
  5th-level evocation
  
  Classes: Druid, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a vial of acid worth 25 gp or more, which the spell consumes)
  
  Duration: Instantaneous
  You shove an acid vial inside the body of a creature
  and exponentially intensify the acid within. Any creature that lacks an organic body is immune to this 
  spell, such as elementals, constructs, and creatures with the incorporeal movement feature.
  A creature you touch must make a Constitution saving throw. On a failed save, the target is eaten 
  from the inside out by corrosion, taking 12d4 acid damage and another 6d4 acid damage at the end 
  of its next turn. On a success,
  a creature takes half the initial damage and no damage
  at the end of its next turn.
  If a creature is reduced to 0 hitpoints by the acid
  damage from this spell, it explodes in a radius of 15
  feet. Any creature other than you caught in the radius
  
  must make a Constitution saving throw, taking 4d4 acid damage and another 2d4 acid damage at the 
  end of its next turn, or half the initial damage on and no damage at the end of its next turn a success.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage 
  the first target takes increases by 2d4 for each slot level above 5th.
  Cosmic Vision
  3rd-level evocation
  
  Classes: Druid, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  You force a vision of the cosmos with a stars, planets, and moons onto your life, using the spirit of 
  the cosmic bindings to fulfill the vision. When you cast this spell, you can designate any number of 
  creatures you can see to be unaffected by it. When an affected creature starts its turn within 30 feet 
  of you, it must make a Charisma saving throw or take 2d10 force damage and be moved up to 15 feet 
  closer to you. On a success, a target takes half as much damage and isn't moved.
  At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the force damage is 
  increased by 1d10 for each slot level above 3rd.
  Cover of Moonlight
  5th-level evocation
  
  Classes: Druid
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Up to 1 round
  You bestow a blessing of moonlight upon a creature you can see within range. The target 
  immediately regains 40 hitpoints and until the end of that creature's next turn, it is invisible.
  The creature regains an additional hitpoint for each moon of this world shining on the target, if there 
  are any.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing 
  increases by 5 for each slot level above 5th.
  
  Create Chimera
  5th-level transmutation (ritual)
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 8 hours
  
  Range: 15 feet
  
  Components: V, S, M (two beasts and raw gold bars worth at least 999 gp, all of which the 
  spell consumes)
  
  Duration: Instantaneous
  You magically analyze the organic makeup of two beasts within range and combine them into a new 
  creature. The beasts need not be willing, but they do need to be within the spell's range for its 
  casting time. Once finished, their physical forms merge into a chimera, a magically combined 
  creature, with the strengths of each.
  The new creature is a monstrosity. It has the higher ability score of the two for each of the six, the 
  higher AC, the higher speed and gaining any speeds the other might have had, and gaining 
  proficiencies, senses, features, attacks, actions, and so on. Add the two beasts' current
  and maximum hitpoints together to find the chimera's hitpoints. If both creatures were the same 
  size, the chimera's size is one size larger; otherwise, it is the
  size of the larger beast. In combat, it shares your initiative but takes its turn immediately after yours 
  ends.
  The monstrosity has a single bond to you, that "My creator is my master, for who I am in service to 
  and would give my life without hesitation." It understands one language of your choice, but it can't 
  speak it. However, the chimera is not natural, and cannot fully live on its own. Unless this spell is cast 
  on it again before 30 days have passed, using the chimera instead of the two beasts for the 
  components, the chimera will die.
  At Higher Levels. If you cast this spell using a spell slot of 7th level, you can combine up to three 
  beasts, and the chimera lives for 1 year. If you cast this spell using a spell slot of 9th level, you can 
  combine up to four beasts, and the chimera will live for 10 years.
  Optional Rule: Alternate Components
  The default use of this spell is to combine beasts. With your DM's permission, you could use this spell to combine 
  different creatures, such as dragons, fiends, and even humanoids. For each different type, a fitting component should 
  be used and consumed. The following can serve as subsitutes.
  Dragons. Dragon shells, scales, and wealth hoarded by a dragon, altogether worth at least 999 gp.
  Fiends. The blood of at least two humanoids who have not killed or otherwise remained innocent, embers of fires 
  that have burned for at least 99 years, and eyes of those who have seen divinity.
  Humanoids. A dear or important memory to the caster, which is erased from their mind forever and can't be 
  restored by anything less than a wish spell.
  
  Create Myrmidon
  7th-level conjuration
  
  Classes: Druid, Sorcerer, Warlock, Wizard
  
  Casting Time: 8 hours
  
  Range: Touch
  
  Components: V, S, M (ritually created armor worth at least 6,000 gp filled with either burning 
  incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for 
  water, which is consumed by the spell)
  
  Duration: Until dispelled
  You summon an elemental and bind it to the armor component of the spell, creating a myrmidon in 
  your service, the kind determined from the relevant component used (Mordenkainen's Tome of Foes, 
  202). The myrmidon obeys your commands and takes its turn immediately after yours in combat. If it 
  dies, it is freed and returns to its own plane. The armor is ruined unless the myrmidon is dispelled 
  with dispel magic.
  If you cast this spell to create a second myrmidon of the same element as any previously created and 
  still in service, the previous gains autonomy and is not bound to your service any longer.
  Create Plane
  10th-level conjuration
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casters: 7
  
  Casting Time: 7 days
  
  Range: 30 feet
  
  Components: V, S, M (a brain of a major god, the foundational elements, and the core of the 
  plane, all of which are consumed by the spell in a shrinking bubble)
  
  Duration: Instantaneous
  This spell allows the casters to create and shape a new plane of existence. Each caster remains in a 
  point on a heptagonal inscribed circle with a radius no longer than the range of the spell.
  The components required for this spell are for the plane's creation: the foundational elements being 
  any elements wanted throughout the plane, such as earth, fire, water, and air. The core of the plane 
  can be nearly any object or creature and determines the nature of the plane. Work with your DM to 
  decide what the core of the plane you intend to make with this spell should be.
  
  When you finish casting this spell, every caster has a Moment of Creation, where they can instantly 
  communicate and envision the plane they shape through this spell's magic. This moment is instant, 
  but can feel like hours or days to the casters of this spell.
  If any caster dies or falls to 0 hitpoints while casting this spell, the spell doesn't fail. The soul of that 
  caster is absorbed into the new plane, where it is tied for eternity, and where the caster reforms at 1 
  hitpoint. If the casting fails, the soul is lost.
  Once finished, the plane must be named. Each caster must say the name of the new plane as the 
  final vocal component of the spell. A portal to this new realm opens in the center of the casters, 
  which allows physical travel between the current and new plane.
  A caster of this spell gains the (Plane's Name) Shift action, which allows them to open up a temporary 
  portal to the new plane that lasts for up to 10 minutes and is Large sized.
  Crown of Ice
  4th level abjuration
  
  Classes: ???
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: S
  
  Duration: Concentration, up to 1 hour
  You don a crown of ice, marking your connection to an ancient ice monarch. Until the spell ends, any 
  creature that targets you with an attack or a harmful spell must first make a Constitution saving 
  throw. On a failed save, their speed is reduced to 0 and they become prone before they make their 
  attack roll or cast the spell, and you gain advantage on any saving throw you must make against the 
  attack or spell. Once a creature succeeds on the saving throw against this spell, it is immune to it for 
  its duration. 
  Cruorstorm
  3rd-level necromancy
  
  Classes: Atavist, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V
  
  Duration: Instantaneous
  
  You let forth a torrent of red iron, joining with your allies to obliterate anything else. When you cast 
  this spell, you must roll any number of d6s (minimum of 1, maximum of 8). Any creature you allow 
  within range can roll one or more d6s instead of you. A creature loses hitpoints equal to the result of 
  the dice it rolls. Once you have rolled these dice, every creature within range who didn't contribute 
  to the spell must make a Constitution saving throw. On a failure, a creature loses hitpoints equal to 
  the total result of all dice rolled, or half as much on a success.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum 
  number of d6s increases by 1 for each slot level above 3rd.
  Dark Sphere
  2nd-level evocation
  
  Classes: Sorcerer, Warlock
  
  Casting Time: 1 action
  
  Range: 90 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You hurl a dark sphere at a creature you can see within range.  Make a ranged spell attack against the 
  target.  On a hit, the creature takes 4d8 necrotic damage, and you can make ranged spell attacks 
  against any creature within 10 feet of the target as the sphere explodes on impact.  On a hit, the 
  surrounding creatures take the same damage.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic 
  damage increases by 1d8 for each slot level above 2nd.
  Deck the Walls
  4th-level conjuration
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You touch a magic wall, such as one created by a wall spell, and either enforce or weaken its effects.  
  The wall doesn't affect you when you touch it as part of casting this spell.
  
  Enforce. You increase the wall's effectiveness by 50%.  This usually translates to the wall dealing half 
  as much more damage, or requiring more movement through it if the wall normally demands such.  
  A wall of force becomes unable to be destroyed with disintegrate.  However enforced, the DM has 
  the final say in the effects.
  Weaken. You decrease the wall's effectiveness by 50%.  Similarly translating to the wall dealing half 
  as much damage, or requiring less movement through it if it normally demands such.  A wall of force 
  becomes able to be walked through if a creature spends its entire movement to move through it.  
  However weakened, the DM has the final say in the effects.
  Deface
  5th-level evocation
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  You attack a creature's face with acid to burn it away. A creature within range must make a Dexterity 
  saving throw or take 12d6 acid damage, or half as much on a success. A creature that fails its saving 
  throw against this spell and has a face loses it—its eyes, nose, mouth, and all are removed, 
  potentially causing the creature to suffocate. The target's face can be restored by casting greater 
  restoration. Additionally, if the target deals at least 5 damage to itself or allows itself to be damaged 
  for as much on where its mouth was, the skin cuts, allowing it to draw breath.
  When you cast this spell, you can remove any number of damage dice, even causing it to deal no 
  damage, if you wish.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage 
  increases by 1d6 for each slot level above 5th.
  Delusion of Fear
  9th-level enchantment
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (some graveyard dirt)
  
  Duration: Instantaneous
  
  You put your hand on a target's head and attempt to warp their mind into seeing the demise of their 
  life and future, endlessly repeating in new failures. The target must make a Wisdom saving throw or 
  fall unconscious, trapped in their own mind until they die.
  If the target dies while under this effect and if it has a soul, its soul is similarly trapped in an endless 
  cycle of fearing life, caught between this world and the next, and will not be willing to be 
  resurrected.
  After at least one minute, if the target is contacted by telepathy or met between worlds by a true 
  friend, it can repeat the saving throw against this spell, ending the effect on a success. On a failure, it 
  perceives the contact to be part of its delusion, and it can't attempt the save again for 24 hours. 
  Otherwise, only a wish spell can remedy this coma.
  Deva's Mace
  5th-level conjuration
  
  Classes: Cleric
  
  Casting Time: 1 action
  
  Range: 5 feet
  
  Components: V, S, M (a mace worth at least 5 gp)
  
  Duration: Instantaneous
  You toss a mace up into the air and call a celestial for momentary service. Choose a creature within 
  range. The image of a deva flickers into existence long enough to take hold of the mace, attempt to 
  strike the creature, then depart. Make two melee spell attacks against the target. On a hit, the target 
  takes 1d6 + 4 bludgeoning + 4d8 radiant damage. You then catch the mace.
  Disenchant
  3rd-level abjuration
  
  Classes: Bard, Wizard
  
  Casting Time: 1 minute
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  One magic item you touch of uncommon or less rarity becomes mundane, losing its magical 
  properties. For each rarity higher than uncommon, make an ability check using your spellcasting 
  ability. The DC equals 10 + the item's rarity (5 for rare; 7 for very rare; 9, legendary; 11, artifact). On a 
  successful check, the item becomes mundane.
  
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can 
  automatically cause an item to become mundane of a rarity equal to the spell level for all spell slots 
  above 3rd.
  Divine / Profane Lance
  3rd-level conjuration
  
  Classes: Paladin, Warlock
  
  Casting Time: 1 action
  
  Range: 10 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You conjure a lance in two open hands, or enchant a lance you are already holding. Make a melee 
  attack with the weapon against a creature within range. You ignore disadvantage on the attack roll 
  from being within 5 feet of the target. On a hit, you deal the normal damage of hitting the creature 
  with the lance, an additional 5d6 damage, and you impale the target with the lance. On a miss it 
  deals half as much damage, and the effect ends (the lance disappearing if conjured).
  A creature can remove the lance from the target as an action, causing the target no additional 
  damage. Additionally, choose divine or profane. The added damage is radiant for the former and 
  necrotic for the latter. On a hit, the spell causes another effect. 
  Divine. While impaled with the lance, it brilliantly shines within them, causing them to take 3d6 
  radiant damage at the start of each of their turns.
  Profane. While impaled with the lance, the target is crippled by a corruption running through them. 
  The target's speed is halved, it can't take reactions, and it has disadvantage on Strength (Athletics) 
  and Dexterity (Acrobatics) checks.
  Once the lance is removed, it fades away or its enchantment fades, if it enchanted a lance that 
  already existed. 
  Dogmatic Edict
  5th-level evocation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V
  
  Duration: Instantaneous
  
  You utter an edict of Law against the chaotic. Choose one point you can see within range. Four 15-
  foot long lines stretch out from that point facing in the exact cardinal directions. Each creature in a 
  line must make a Charisma saving throw. A creature takes 40 force damage on a failed save, or 20 on 
  a success.
  Constructs of Law, such as inevitables and those with the Axiomatic Mind feature, are immune to the 
  damage of this spell.
  Double Breath
  5th-level transmutation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self (120-foot line)
  
  Components: V, S, M (two dragon scales worth 100 gp each)
  
  Duration: Instantaneous
  You hold a dragon scale in each hand and your hands momentarily turn into dragon heads spouting 
  breath. Two breaths shoot out from you, each 5 feet wide and 120 feet long in directions you choose. 
  Choose acid, cold, fire, lightning, or poison. Each creature in a line must make a Dexterity saving 
  throw. A creature takes 10d6 damage of the chosen type on a failed save, or half as much damage on 
  a successful one.
  If a creature is within both of the spell's lines, it takes damage as if it were in one line.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage 
  increases by 1d6 for each spell level above 5th.
  Double Lightning Helix
  3rd-level evocation
  
  Classes: Paladin, Ranger, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot cone)
  
  Components: V, S, M (a metal object)
  
  Duration: Instantaneous
  A cone of lightning erupts from a metal object you are holding. Each creature in a 30-foot cone must 
  make a Constitution saving throw. A creature takes 6d6 lightning damage on a failed save, or half as 
  much on a successful one. A creature that fails its save can't take reactions until the start of its next 
  turn.
  
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning 
  damage increases by 1d6 for each slot level above 4th.
  Doubleblade
  1st-level transmutation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 bonus action
  
  Range: Touch
  
  Components: V, M (a melee weapon)
  
  Duration: Up to 1 round
  You touch a melee weapon and an ethereal extension comes out. The weapon's reach is doubled 
  until the start of your next turn. Attacks made outside of the weapon's normal range deal force 
  damage, instead of their normal damage type, and ignore any AC increases of the target from shield, 
  mage armor, shield of faith, or similar spells.
  Dragonwings
  2nd-level conjuration
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V
  
  Duration: Instantaneous
  You summon mighty draconic wings behind you that beat with a furious cadence. Each creature 
  within 15 feet of you must make a Dexterity saving throw or be knocked prone and take 2d12 
  bludgeoning damage. You can then fly up to half your speed.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning 
  damage increases by 1d12 for each slot level above 2nd.
  
  Dragon’s Light
  4th-level evocation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 300
  
  Components: V
  
  Duration: Instantaneous
  You release pure energy from your mouth in a direction of your choice.  If it impacts an object, it can 
  obliterate up to 5 feet of nonmagical material in a 1 foot wide circle.  If it impacts a creature, the 
  creature automatically takes 30 force damage.
  
  Dress / Undress
  Transmutation cantrip
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a safety pin)
  
  Duration: Instantaneous
  A willing creature you touch instantly dons up to 10 unworn and uncarried articles of clothing you 
  can see within 30 feet of you, or doffs as many articles it is wearing. If you doff clothing from it, it 
  appears folded at your feet. Any donned clothing is worn in the order you wish, with any twists, ties, 
  bows, or specific spacing and detail you desire. The clothing can't be behind glass or any other 
  obstruction.
  When you reach 5th level, you can don or doff light armor when you cast this spell. At 11th, you can 
  don or doff medium armor, and heavy armor at 17th. 
  Dust to Dust
  10th-level evocation
  
  Classes: Wizard
  
  Casters: 5
  
  Casting Time: 1 action
  
  Range: 100 miles
  
  Components: V, S, M (rare earth elements in large amounts worth at least 1 million gp)
  
  Duration: Instantaneous
  During the casting of this spell, each caster forms a sphere of the elements used in the casting before 
  launching them. Choose up to five different points you can see within range or locations on a map 
  you view that are within range and have the open sky above them.
  The spheres rapidly ascend into the atmosphere and descend upon the surface. Each creature, 
  building, and object in a 1 mile radius sphere centered on each point you choose takes 100 force and 
  100 radiant damage. The spheres spread around corners. A creature in the area of more than one 
  sphere's explosion is affected only once.
  When the spheres impact the ground, the surface recoils and resurges in a gigantic burst, resulting in 
  a cloud above each point in the shape of a mushroom 10 miles high. The resulting irradiated dust 
  
  causes a curse upon the land. Within 10 miles of each sphere's explosion, the land will not bear any 
  food, and any remaining creatures take 1 radiant damage per hour they spend out in the open.
  Earth, Wind and Fire
  3rd-level conjuration
  
  Classes: Bard, Druid, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S, M (pure gold)
  
  Duration: Instantaneous
  You call into flickering existence within range an earth, air, and fire elemental, who serve you before 
  falling apart. You direct the elementals to act immediately, and they take their actions in any order 
  you want on your turn. Once your turn ends, the elementals fade to dust, blow away in the wind, or 
  snuff out as appropriate.
  The statistics are on pages 124-125 of the Monster Manual.
  Echoes of You
  5th-level conjuration
  
  Classes: Bard, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a mirror)
  
  Duration: Concentration, up to 1 round
  A creature you touch becomes duplicated in a line leading from you and it, with three duplicates. 
  Each matches the target creature's statistics, features and abilities, but with a complimentary color 
  scheme. Additionally, the three share the original's resources and rest uses and limitations for 
  abilities. If the target can cast, no more than one of the four creatures can cast a spell of 1st level or 
  higher per turn.
  The duplicates share the target's initiative. At the end of the target's next turn, the duplicates vanish, 
  and the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 6th- or 7th-level, one additional 
  duplicate is created. When you cast it using a slot of 8th- or 9th-level, two additional duplicates are 
  created.
  
  Eldritch Grapple
  9th-level conjuration
  
  Classes: Warlock
  
  Casting Time: 1 action
  
  Range: 150 feet
  
  Components: V, S, M (a stone)
  
  Duration: Concentration, up to 10 minutes
  You conjure cosmic limbs from beyond this world to grasp a creature or object you can see within 
  range. The creature is restrained and must make a Charisma saving throw or take 10d6 bludgeoning 
  and 10d6 psychic damage, or half as much damage on a success.
  The target can repeat the saving throw at the end of each of its turns. Once it succeeds against this 
  spell three times, the limbs retreat and the spell ends. Each time it fails, it takes an additional 10d6 
  bludgeoning and 10d6 psychic damage.
  Electric Nails
  2nd-level evocation
  
  Classes: Druid, Ranger, Sorcerer, Wizard
  
  Casting Time: 1 bonus action
  
  Range: Touch
  
  Components: V, S, M (two pieces of cloth)
  
  Duration: Concentration, up to 1 minute
  You touch one willing creature and ferverent arcs of lightning cover its hands.  Until the spell ends, 
  the creature can use its action to electrify a creature within 15 feet of it as an action.  The target of 
  the electricity must make a Constitution saving throw, taking 3d8 lightning damage on a failed save, 
  or half as much on a successful one.  The target has disadvantage if it is wearing metal armor.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target of the 
  spell can target a creature that is an additional 5 feet away from it for each slot level above 2nd.
  Enchanting Gaze
  1st-level enchantment
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  
  Casting Time: 1 action
  
  Range: 90 feet
  
  Components: S
  
  Duration: 1 round
  Your eyes take on an arcane aura as you gaze at one creature you can see within range. You can still 
  cast
  this spell if you are blinded and could otherwise see the creature. The target must make a Wisdom 
  saving throw or be incapacitated until the start of your next turn, and on its turn, it must use all of its 
  movement to move closer to you, ending the turn if it moves within 5 feet of you.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's range 
  increases by 10 feet for each slot level above 1st.
  
  Entomb
  3rd-level necromancy
  
  Classes: Cleric, Druid, Paladin, Ranger, Warlock
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S, M (a handful of nails)
  
  Duration: Instantaneous
  You choose a creature within range to magically construct a coffin around, shutting them inside with 
  overlaying chains. The target must make a Constitution saving throw. On a failure, it is locked inside, 
  stabbed  with a thousand blades, and magically dealt 5d12  piercing damage. The coffin turns to ash 
  at the start of its next turn. The creature has total cover while it lasts and can't move or escape by 
  any means other than teleporting. On a success, the creature takes half as much damage and the 
  coffin immediately fades. 
  An undead that has advantage on saving throws against or is immune to effects that turn undead has 
  disadvantage on its saving throw against this spell.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage 
  increases by 1d12 for each slot level above 3rd. 
  Eolian Blow
  4th-level evocation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 bonus action
  
  Range: Touch
  
  Components: V, M (a melee weapon)
  
  Duration: Up to 1 round
  You enchant a melee weapon you touch with an eolian affect. Until the start of your next turn, the 
  first time you make an attack with this weapon causes wind to burst forth, regardless of whether you 
  hit or miss. Each creature within a half sphere in the direction of your attack with a radius of 30 feet 
  must make a Strength saving throw or be pushed back 15 feet and 6d6 slashing damage, or take half 
  as much damage on a success and not be pushed back. If you land the attack, the target has 
  disadvantage on its save.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the slashing 
  damage increases by 1d6 for each slot level above 4th.
  
  Eye of the World
  9th-level conjuration
  
  Classes: Cleric, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Concentration, up to 10 minutes
  You summon the eye of the world into a space within range while the spell lasts. You can reveal the 
  eye to any number of creatures you choose. For the duration, you and any other creature that can 
  see the eye can teleport a number of feet equal to their movement speed, consuming movement as 
  if they had moved.
  Additionally, when a creature ends its first turn after seeing the eye, it can immediately take another 
  turn. A creature can't do so again for 10 minutes or whenever the spell's duration expires naturally, 
  whichever comes first.
  Finally, any creature that can see the eye can't be blinded for the spell's duration, and can always see 
  the eye while it lasts, through any obstruction or distance of space.
  Eyes of Ichor
  2nd-level divination
  
  Classes: Cleric, Druid, Paladin
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: S
  
  Duration: Up to 1 round
  For the duration, your eyes cover in a golden light. Until the end of your next turn, you are blinded, 
  but know the location of every creature within 60 feet of you not behind full cover from you. You 
  know the size, type, and potential race of these creatures, can determine if they are shapechangers 
  and using a false or true form, and can see these creatures even into the Ethereal Plane. While 
  blinded from this spell, you can see the creatures within range and you don't make attacks against 
  them with disadvantage, nor do they attack you with advantage. Finally, you have advantage on 
  Wisdom (Insight) checks made against any creature you can see with this spell. 
  
  Eyes of Life
  3rd-level transmutation
  
  Classes: Druid, Wizard
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: V, S, M (a pendulum)
  
  Duration: 3 years
  This spell allows you to recognize the ephemeral nature of life. From your point of view when you 
  cast it, the world shifts around you to 3 years in the future. However, for the time, you have been 
  petrified as a statue, until the duration of the spell is up or it has been dispelled.
  At Higher Levels. When you cast this spell in a spell slot of 4th level or higher, the duration increases 
  by 1 year for each spell slot above 3rd.
  Eyes of Six
  6th-level divination
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Sight
  
  Components: V
  
  Duration: Up to 10 minutes
  You look into the spirit of up to six creatures you can see. One glowing eye per target manifests near 
  you, trained on its quarry. A target of this spell is always visible to you and appears as an outline 
  behind walls and other obstacles. The first time that the target would damage you, it is foreseen and 
  absorbed by the target's eye, causing you to take no damage. The eye then winks out of existence 
  and the spell ends on its target. As a reaction, you can reflect the damage an eye absorbs back onto 
  its target. The creature must make a Dexterity saving throw or take the damage dice in psychic 
  damage it would have dealt you, or it takes half as much psychic damage on a successful save.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one 
  additional creature per slot level above 6th.
  
  Fallen Angel's Touch
  6th-level conjuration
  
  Classes: Cleric, Warlock
  
  Casting Time: 1 action
  
  Range: 10 feet
  
  Components: V, S, M (a white feather burned at the edges and quenched in blood)
  
  Duration: Instantaneous
  You reach out to a creature within range and summon a mighty angelic arm and hand, once enacting 
  peace and hope, but now a source of fear and wickedness. Make a melee spell attack against a 
  creature you can see within range. On a hit, the creature takes 6d10 necrotic damage, and the target 
  is poisoned for 1 minute. While poisoned in this way, it is also blinded and deafened. The creature 
  can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
  Familicide
  10th-level necromancy
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casters: 3
  
  Casting Time: 3 days
  
  Range: Touch
  
  Components: V, S, M (a gallon of the target's blood, who must remain alive for the casting of 
  the spell, a branch of the tree of life, and the target's family name inscribed by them on some 
  material, all of which is consumed)
  
  Duration: Instantaneous
  The casters of this spell grasp a humanoid target for the duration of the spell's casting, burning the 
  branch and named material used, then flooding the ashes with the blood of this spell's components.
  Once finished, every person related to the target except the target themself dies. A person is related 
  for the purpose of this spell if they are three steps from the target in their family; for example, from a 
  parent to an aunt, and from a spouse to the other; but not from a sibling to a cousin, or a nephew to 
  a first cousin once removed.
  Each affected person breaks into inorganic blocks before fully turning to fine dust. No person killed 
  by this spell can be revived unless the target of the spell is dead. Further, every written mention of a 
  related person person is scratched through (both present and any future writings), and when 
  someone other than the target attempts to say the name of a related person, they find that they are 
  unable to pronounce the name.
  
  During the casting of this spell, every related person feels their blood begin to boil, and knows that 
  their time is drawing near with an exorbitant dread.
  Feebleform
  7th-level necromancy
  
  Classes: Atavist
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  You attempt to obliterate the physical form of a creature. The target takes 3d6 necrotic damage and 
  must make a Constitution saving throw.
  On a failed save, the target's Strength and Constitution scores become 1. The creature's hitpoint 
  maximum lowers to match its new Constitution when it finishes a short or long rest, but can't fall 
  below half of its previous maximum. The creature can't lift weapons or any other objects larger than 
  two sizes smaller than it.
  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, regenerate, or wish.
  Field of Chains
  5th-level conjuration
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S, M (two interlocked chain links)
  
  Duration: Instantaneous
  You choose a number of targets you can see within range up to twice your spellcasting modifier. 
  Chains leap from the ground or nearby objects and structures to grasp and hold the targets, each of 
  which must make a Strength or Dexterity saving throw to avoid the effect (target's choice). On a 
  failure, each target is restrained and is moved up to 15 feet in any direction you choose, bound by 
  the chains from multiple angles. Additionally, a creature who failed the save takes 4d8 bludgeoning 
  damage.
  
  A creature can attempt to break or slip free as an action, and repeats the save. On a success, its 
  chains fade away. On a failure, it takes another 4d8 bludgeoning damage and remain chained.
  A creature killed by this spell is permanently chained to the ground, structure, or object it was 
  chained to. If removed, the chains shatter into tiny flakes of iron.
  Fiery Leap
  2nd-level transmutation
  
  Classes: Sorcerer, Wizard, Warlock
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: S, M (a ring with flames inscribed)
  
  Duration: Instantaneous
  You choose an unoccupied space you can see within range to leap toward, stringing fire behind you 
  and beside you. Each creature other than you within 5 feet of the path between your space and the 
  one you leap toward must make a Dexterity saving throw. A creature takes 3d6 fire damage on a 
  failed save, or half as much on a success. You don't provoke attacks of opportunity when leaping this 
  way.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage 
  increases by 1d6 for each slot level above 2nd.
  Fist
  3rd-level conjuration
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  A magic gauntlet envelops your fist. You can't wield a weapon in this hand and you can't cast spells 
  with a casting time of 1 action or longer. Your AC becomes 17 if it wasn't already higher, and when 
  you cast this spell and as an action while the spell lasts, you can choose an option below. When the 
  spell ends, the gauntlet fades slowly, 
  and the spell's effects last until the end of your next turn.
  Punch. Make a melee spell attack against a creature within 5 feet of you and add your Strength 
  modifier to 
  
  the attack roll. On a hit, a target takes 3d6 + your Strength modifier in bludgeoning damage and is 
  grappled by you if 
  it is Huge or smaller. Grapple and shove checks with this hand are Athletics (Strength) + your 
  spellcasting ability modifier, and you can grapple and shove Huge creatures.
  Crush. You smash a grappled creature in your fist. The target automatically takes 2d6 + your Strength 
  modifier in bludgeoning damage and is restrained until the end of your next turn or until your 
  grapple ends.
  Toss. You toss a Huge or smaller creature within 5 feet of you back a number of feet away from you 
  up to 5 x (your spellcasting ability + your Strength modifiers). A creature can make a Strength saving 
  throw to avoid being tossed. A tossed creature takes 3d6 bludgeoning damage, or twice as much if it 
  collides with an object or creature that is a size smaller than it or larger. If you toss a creature you are 
  grappling, you can choose to toss it down or any horizontal direction, and you can toss it twice as 
  far, ending the grapple on either a success or fail. 
  Fist of Justice
  2nd-level evocation
  
  Classes: Paladin
  
  Casting Time: 1 attack, which replaces an attack you would make with the Attack action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  With an empty hand, you deliver a fist of justice. Make a melee spell attack against a creature you 
  can reach. On a hit, the creature takes 3d10 bludgeoning damage and is pushed back 5 feet. On a 
  miss, the creature takes half as much bludgeoning damage and isn't pushed back.
  Five Point Celestial Brigade
  5th-level conjuration
  
  Classes: Cleric, Paladin
  
  Casting Time: 1 action
  
  Range: 90 feet
  
  Components: V, S, M (a feather from a bird of prey)
  
  Duration: Instantaneous
  You mark a creature within range for the wrath of heaven. The target can make a Charisma saving 
  throw to avoid the celestial incursion. On a failure, celestials appear around the creature, blitzing it 
  
  with angelic weapons. The target takes 5d6 radiant and 5d6 piercing damage, and it is knocked 
  prone. On a success, the creature takes half as much damage and isn't knocked prone.
  If the target has 30 hitpoints or fewer remaining after taking damage from this spell, it must succeed 
  on a Constitution saving throw or die.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage 
  increases by 1d6 radiant and 1d6 piercing for each slot level above 5th.
  Flower Moon
  7th-level enchantment
  
  Classes: Bard, Druid, Sorcerer
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V, S, M (a night-blooming flower)
  
  Duration: Concentration, up to 10 minutes
  When you cast this spell, an ethereal sylvan flower appears in front of your face. Each creature other 
  than those of your choice within the spell's radius must make a Wisdom saving throw or be paralyzed 
  for the duration. If a target of this spell can see the moon, it sees the flower overtake the moon, and 
  while it is paralyzed, attack rolls against it always hit, even on a d20 roll of 1.
  This spell has no effect on fey. At the end of each of its turns, an affected creature can make another 
  Wisdom saving throw. On a success, the spell ends on that creature.
  At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell's radius 
  increases by 30 feet for each spell slot above 7th.
  Fractosis Plague
  7th-level necromancy
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: 1 round
  You infect a creature with a psychic disease called the fractosis plague. It must make an Intelligence 
  saving throw or succumb to the plague.  It loses any concentration it is holding on a spell or effect 
  
  and it constantly senses multiple incorrect versions of itself, fracturing its mind: the creature spends 
  its next turn attacking itself, using its most potent ability or effect against itself.  It makes attack rolls 
  and saving throws as normal.  The creature makes an honest effort to harm itself, and it doesn't use 
  features it knows it is immune against.
  When you cast the spell, you choose a number of creatures you can see that are immune to the 
  plague (you are always immune).  Any creature that isn't immune and sees a creature infected with 
  the plague when it starts its turn must make an Intelligence saving throw or contract the fractosis 
  plague anew.  A creature can avert its eyes at the start of its turn, unable to see the infected creature 
  for as long as it averts its eyes or otherwise can't see it.
  If a creature contracts the plague, they recover from it at the end of their next turn.  The creature 
  then gains immunity to the plague for this casting of the spell.
  Any creature that succeeds on the saving throw against the plague instantly takes 6d6 psychic 
  damage, instead of suffering any of the spell's effects.
  Fracture Spirit
  3rd-level illusion
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: S
  
  Duration: Concentration, up to 1 minute
  When you cast this spell, you magically replicate a hall of mirrors for yourself in thin air. For the 
  duration an illusory double of you spawns every 5 feet that you move, staying in that space but still 
  appearing as if it were you; for example, if you speak, they all seem to speak. When you end your 
  turn under this spell, you can immediately choose one double to swap places with.
  A creature with truesight sees the illusions and you for the reality, and any creature can make an 
  Intelligence (Investigation) check as an action against your spell save DC to determine which is the 
  real you, if any, among those it can see. On a success, it knows which is real until you make more 
  doubles. A double dissipates upon being attacked or forced to save or contest an ability check, 
  and all doubles dissipate when the spell ends. 
  Freeze
  3rd-level transmutation
  
  Classes: Druid, Sorcerer
  
  Casting Time: 1 action
  
  
  Range: Touch
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You grasp the flesh or armaments of a creature and disperse their heat to the air, freezing them. The 
  target must make a Constitution saving throw. On a failure, it is paralyzed. At the end of its next turn, 
  it must make another Constitution saving throw, and it does so with advantage if it is Large or larger. 
  The spell ends on a success, but on a failure, it is petrified, turned to ice. The creature can repeat the 
  saving throw at the end of each of its turns, ending the effect completely on a success.
  If the spell lasts for its entire duration and the creature failed every save, it is permanently turned to 
  ice, which does not melt naturally, even through a blazing summer. 
  Freezing Feet
  2nd-level transmutation
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S, M (a frozen acorn)
  
  Duration: Up to 1 minute
  You choose a creature you can see that has legs within range and begin freezing them. At the end of 
  the creature's turn, if it has not moved at least 15 feet from where it began its turn, it becomes 
  restrained, with its lower half encased in ice. The creature can make a Strength saving throw at the 
  end of each of its turns after its first, breaking through the ice and ending the spell on a success.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Glass Ring
  3rd-level evocation
  
  Classes: Druid, Ranger, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 5 feet
  
  Components: V, S, M (a handful of sand)
  
  Duration: Instantaneous
  
  You form a ring of mystical glass on a finger and punch a creature within range. Make three melee 
  spell attacks against the target. You deal 3d6 psychic damage to the target on a hit, or half as much 
  on a miss. When you land an attack, you both teleport, swapping places if you both can fit. You 
  regain hitpoints equal to the number of dice you roll for psychic damage. After the last attack, the 
  glass ring breaks into sand. If you reduce the target of this spell to 0 hitpoints, the ring remains while 
  the body of the target turns to sand instead; the reflection of the creature frozen within the ring 
  forever.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can make one 
  additional attack for every two slot levels above 3rd.
  Glasswings
  2nd-level conjuration
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: S
  
  Duration: Instantaneous
  Wings of glass unfold from your back. You gain a flying speed of 30 feet. Additionally, if you are
  adjacent to a creature, you can give up some or all of your remaining flying speed to strike it with
  your glass cut wings. Make a melee spell attack against the creature. On a hit, it takes 1d6 slashing
  damage for every 5 remaining movement you gave up, to a maximum of 30. Additionally, the 
  creature's speed is reduced by 15 until the end of its next turn. The spell ends at the end of your 
  turn, the wings shattering to glitter and fading away.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain an 
  additional 10 feet of flying speed for each slot level above 2nd, and you can gain damage to a 
  maximum increased by the same amount. 
  Gloves of Ember
  Evocation cantrip
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (5-foot radius)
  
  Components: V, S
  
  Duration: Special (see below)
  
  Your hands erupt in flaming gloves of ember, harmless to you but deadly to others. Make a melee 
  spell attack against a creature within range. You have advantage if the target of the attack is a plant. 
  On a hit, the target takes 2d4 fire damage. A creature reduced to 0 hitpoints with this spell burns for 
  1 minute, its body taking 1 fire damage at the start of each of your turns, unless a creature douses it 
  as an action.
  The gloves of ember dissipate at the start of your next turn. While they last, you can attack with 
  them as an opportunity attack, with the same attack and damage.
  This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level 
  (8d4). 
  Godsmite
  5th-level evocation
  
  Classes: Paladin
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: V
  
  Duration: Concentration, up to 10 minutes
  The next time you hit a creature with a weapon attack before this spell ends, your weapon floods 
  with godslaying power, and the attack deals an additional 2d8+10 radiant damage. Additionally, for 
  this attack and until the end of the current turn, the target is vulnerable to radiant damage, even if it 
  was resistant or immune. Once the current turn ends, the spell ends with it.
  Grappleground
  3rd-level transmutation
  
  Classes: Cleric, Druid, Paladin, Ranger
  
  Casting Time: 1 action
  
  Range: 120 feet
  
  Components: V, S
  
  Duration: 1 round
  A 15-foot radius circle of ground you can see within range shapes to grasp whatever is touching it 
  above, holding on to structures, objects, and creatures.  Each creature on the ground must make a 
  Strength saving throw or be grappled and take 3d12 bludgeoning damage.  A creature takes half as 
  
  much damage and isn't grappled on a success.  The spell ends at the end of your next turn, freeing all 
  creatures.
  
  Greatapple
  4th-level transmutation
  
  Classes: Druid, Ranger
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  To cast this spell, you touch a Medium or larger plant, and a magic apple grows from it for you to 
  pluck. This magic apple can be eaten or, of course, used as a weapon.
  A creature can use its action to eat from the apple, causing it to regain 8d6 hitpoints and gain 
  resistance to all damage until the end of its next turn. If the creature is cursed or has exhaustion, one 
  curse or exhaustion level is removed. Once eaten from, the remainder of the apple rots.
  The apple can be used as a weapon with the finesse and thrown properties (20/60) and has 
  proficiency if it is proficient with darts or throwing any other weapon or object. On a hit, it explodes, 
  and the target creature and every creature within 5 feet of it takes 8d6 radiant damage + the 
  attacker's Strength or Dexterity modifier. On a miss, the apple can be used again for this attack.
  The apple loses its magic if it hasn't been eaten from or exploded within 24 hours of the casting of 
  this spell.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing and 
  radiant damage increase by 1d6 for each slot level above 4th.
  Greater Consumption
  7th-level evocation
  
  Classes: Atavist, Warlock
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: S
  
  Duration: Instantaneous
  Make a melee spell attack against a creature you can reach. On a hit, the target takes 7d10 necrotic 
  damage, and you regain hitpoints equal to the damage dealt. If this reduces the creature to 0 
  hitpoints, you can consume its corpse as part of the spell, and regain hitpoints equal to three of its hit 
  dice + three times its Constitution modifier. On a miss, the target takes half as much damage and you 
  regain half as many hitpoints, though you can't consume the corpse.
  
  Hairstyle
  Transmutation cantrip
  
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 minute
  
  Range: Touch
  
  Components: S, M (a comb)
  
  Duration: Up to 7 days
  You run your hands along a willing creature's hair that you touch and change its color, shape, form, 
  and even length, up to 1 foot shorter or longer.
  If you cast this spell multiple times, you can have up to three creatures styled at a time, and you can 
  dismiss its effects over a creature as an action.
  Hallowed Hands
  Conjuration cantrip
  
  Classes: Cleric
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  You summon two divine fists, punching in from either side of a creature you reach for. Make a melee 
  spell attack against a target within range. On a hit, it takes 1d6 fire damage. If you haven't moved this 
  turn, you can reduce your speed to 0 for this turn to deal 2d6 fire damage instead.
  The spell's damage increases by 1d6 or 2d6 when you reach 5th level (2d6 or 4d6), 11th level (3d6 or 
  6d6), and 17th level (4d6 or 8d6).
  
  Hatch Egg
  4th-level transmutation (ritual)
  
  Classes: Atavist, Bard, Druid, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  You touch any kind of egg and quicken it to hatch. Over the next minute, the creature within the egg 
  comes to fruition and hatches, breaking away its shell.
  The DM can determine that the creature imprints on the first other creature it sees or senses, 
  treating it as if it were its mother, with loyalty and desire of protection.
  If the creature has different kinds, such as colors of dragons, you can offer a material component for 
  the spell to be consumed in its casting that matches with the kind of creature, and the egg will hatch 
  as that kind, regardless of what laid it, such as gold for a gold dragon.
  Be careful of what sleeping things you waken to life.
  Healing Smite
  2nd-level evocation
  
  Classes: Paladin
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a melee weapon attack during the spell’s duration, your 
  weapon radiates healing energy, and the target regains 6d6 hitpoints after taking the weapon's 
  damage. When you make an attack with a melee weapon during the spell's duration, any target of 
  the attack can be willing, causing it to automatically hit.
  At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the healing increases by 
  1d6 for each slot level above 2nd.
  
  Heavenly Prayer
  3rd-level conjuration
  
  Classes: Cleric, Paladin
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V
  
  Duration: Instantaneous
  You call a celestial being to save you. As part of the casting of this spell, you drop prone in prayer. 
  You instantly regain 5d8 hitpoints, one ongoing effect you are under that you can choose ends, and 
  you have advantage against being frightened until you finish a short or long rest.
  Hide or Reveal Entrance
  2nd-level transmutation
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a pencil, paintbrush, or other device to make an inscription)
  
  Duration: Concentration, up to 10 minutes
  You touch an area of a wall or a Large or smaller door or corridor and inscribe a glyph of passage. If 
  you touch a location on a wall tha thas a hidden entrance within 15 feet of the spot you touch, the 
  entrance is revealed. If you touch a door or corridor, it is hidden from view, melding with the wall 
  and appearing to sight and touch as if it was a continued part of the wall or surrounding material. 
  The illusion can be discovered with a successful Intelligence (Investigation) check against your spell 
  save DC, causing the illusion to vanish. When the spell ends, the affected area returns to how it 
  previously was.
  
  Hypershrink
  2nd-level transmutation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Concentration, up to 10 minutes
  A creature you touch becomes many times smaller. Its size becomes 1/10th in all dimensions. Until 
  the spell ends, it has disadvantage and -5 to all Strength saving throws, Strength ability checks, and 
  Strength attack rolls, and the weapon damage dice of any of its weapons becomes 1.
  An unwilling creature can make a Constitution saving throw to avoid the effect. If it fails, it suffers the 
  same effects, and it can repeat the saving throw at the end of each of its turns, ending the spell on 
  itself on a success.
  If the target is in an area too small for its normal size when the spell ends, it is shunted to the nearest 
  unoccupied space, taking 1d6 force damage for every 5 feet travelled.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Ice Visage Blast
  3rd-level evocation
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 120 feet
  
  Components: V, S, M (an ice cube)
  
  Duration: 1 round
  A small visage of ice extends from your hand to a point you can see within range, taking on a shape 
  of your choice. Each creature within 15 feet of the point must make a Constitution saving throw. On 
  a failure, a creature takes 6d6 cold damage and regains no hitpoints from being healed, regeneration, 
  or any other manner until the end of your next turn. On a success, a creature takes half as much 
  damage and suffers no other effect.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage 
  increases by 1d6 for each slot level above 3rd.
  
  Implant Phobia
  3rd-level enchantment
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  You attempt to implant a phobia into the mind of a creature you can see within range. It must make 
  a Wisdom saving throw or gain an irrational fear associated with any concept of your choice, such as 
  a kind of creature, a number, a color, a word, or anything else it is not always exposed to (such as 
  breathing). Whenever the creature is exposed to the concept, or an immediately similar one (such as 
  butterflies and moths), the creature is frightened of the fear's reminder until it is no longer exposed.
  A creature under the effects of this spell can attempt to steel itself as an action while exposed to its 
  fear, allowing it to make another Wisdom saving throw. If it succeeds, the effect ends. If it fails, it 
  becomes incapacitated while it remains frightened, and is then frightened and incapacitated 
  whenever it is exposed to the fear.
  If you concentrate on this spell for its entire duration, the effects last an indefinite amount of time 
  beyond the spell's duration. The effects can be removed with greater restoration.
  In Shining Armor
  5th-level transmutation
  
  Classes: Paladin
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V
  
  Duration: Concentration, up to 1 hour
  You are transformed into a glorious celestial. You assume the form of a Deva and gain a number of 
  temporary hitpoints equal to its hitpoints. You revert to your normal form when you have no more 
  temporary hitpoints or you die. If the spell ends before then, you lose all your temporary hitpoints 
  and revert to your normal form.
  Your game statistics are replaced by the statistics of the Deva, though you retain your alignment and 
  Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the Deva. You can't use the Deva's Change Shape action.
  
  You retain the benefit of any features from your class, race, or other source and can use them, 
  provided that your new form is physically capable of doing so. You can’t use any special senses you 
  have (for example, truesight) unless the Deva also has that sense.
  When you transform, you choose whether your equipment falls to the ground, merges into the Deva, 
  or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for 
  the Deva to wear a piece of equipment, based on its shape and size. Your equipment doesn’t change 
  shape or size to match the Deva, except your weapons, which transform to match its size. Any 
  equipment that the Deva can’t wear must either fall to the ground or merge into your new form. 
  Equipment that merges has no effect in that state.
  Incinerate Dead
  4th-level evocation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  You reach out to a creature you can touch and attempt to burn it to its bones.  The creature must 
  make a Constitution saving throw or take 10d6 fire damage, or half as much on a success.  If this 
  damage reduces it to 0, you kill it as its corpse incinerates.
  If it dies, you can launch its burning remains at a point you can see within 30 feet of you as part of 
  casting the spell.  Each creature within 10 feet of the point must make a Dexterity saving throw or 
  take the same fire damage, or half as much on a success.
  Inevitable's Order
  4th-level transmutation
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  
  You place the order of an inevitable on a willing creature you can see within range. Until the spell 
  ends, the target's weapon attacks always hit, even on a d20 roll of a 1, and the weapon's damage 
  dice are always their maximum.
  When the spell ends, the target's weapon attacks automatically miss until its next turn, as the 
  opposing law takes effect in an attempt to balance fate.
  Inner Fire
  2nd-level conjuration
  
  Classes: Bard, Cleric, Druid, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You conjure fire up within the body of a creature you can see within range. The creature must make 
  a Constitution saving throw or be incapacitated for the duration with a speed of 0 and take 1d6 fire 
  damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a 
  success. Each time it fails, it takes another d6 fire damage.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage 
  increases by 1d6 for each slot level above 2nd.
  Ironbinds
  1st-level conjuration
  
  Classes: Paladin, Ranger, Warlock
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V
  
  Duration: 1 minute
  Chains erupt from the ground around a creature you can see.  The creature must make a Dexterity 
  saving throw or take 3d6 bludgeoning damage and be chained.  A chained creature can't move, but it 
  can spend all of its movement on its turn to wriggle free.  Wriggling free ends the spell and provokes 
  attacks of opportunity from nearby creatures.
  
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one 
  additional creature within range for every two slot levels above 1st.
  Iron Whirlwind
  5th-level evocation
  
  Classes: Druid, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: S
  
  Duration: Instantaneous
  You wrap the air into a perfect spiral that shreds a creature within reach. The target must make a 
  Dexterity saving throw or take 10d8 slashing damage, or half as much on a success. If this reduces the 
  target to 0 hitpoints, its body is cut by the spiral into many pieces, which are flung about. If the target 
  fails and is wearing armor, the armor is utterly destroyed, even for rare and more common magical 
  armor.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the slashing 
  damage increases by 1d8 for each slot level above 5th.
  Judgement Day
  4th-level enchantment
  
  Classes: Cleric, Paladin
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V
  
  Duration: Instantaneous
  You announce a charge to a creature you can see within range.  The creature must answer if it is 
  guilty or innocent.  If the creature lies, it must make a Charisma (Deception) check against your spell 
  save DC.  On a failure, you know it to be a lie, and the creature takes 6d12 psychic damage.  On a 
  success, it takes half as much damage, but the spell isn't able to affirm or deny what the target says 
  as truth.
  Juxtapose
  2nd-level illusion
  
  
  Classes: Bard, Wizard
  
  Casting Time: 1 bonus action
  
  Range: Self (15-foot radius)
  
  Components: V, S
  
  Duration: Up to 1 round
  You unveil many illusory clones of yourself that last until the end of your next turn. Every space 
  within the spell's radius that could fit you unveils one of your clones, and as part of casting the spell, 
  you can immediately switch places with one clone. The clones move with you, disappearing if they 
  lack space to follow and would be more than twice the spell's radius away from you.
  If a clone is attacked or would take damage, it immediately disperses. A creature can use its action to 
  make an Intelligence (Investigation) check against your spell save DC if it can see your illusions. On a 
  success, it knows which illusion is you.
  
  Lantern Walker
  1st-level transmutation (ritual)
  
  Classes: Cleric, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a lantern worth at least 5 gp)
  
  Duration: 1 hour
  A lantern you hold for the casting of this spell sprouts metal legs. On your turn, you can direct it to 
  move up to 30 feet. The latern shines light when lit as normal, whether it be a hooded, bullseye, or 
  some other.
  As an action while the spell lasts, you can look from the lantern's location, as if the lantern's wick was 
  an eye. You are blind to your own senses until the end of your next turn. The lantern can't move 
  more than a mile away from you, and if it becomes more than a mile away, the spell ends. The spell 
  also ends if the lantern is the target of an attack or a spell that deals damage.
  The lantern can walk up vertical surfaces, but not upside down. All of its attributes are 1. It can't take 
  any actions.
  When the spell ends, the lantern returns to normal, and could be reused for the casting of this spell 
  again.
  Leaping Hands
  4th-level necromancy
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 150 feet
  
  Components: V, S, M (at least 5 severed hands at any stage of decay, which are consumed by 
  the spell)
  
  Duration: Concentration, up to 10 minutes
  You string together bones and other organic matter to animate many hands in the likeness of the 
  consumed hands, as well as those consumed, in a 30-foot square within range that reach up just 
  below the surface of the ground, invisible and detectable only by magic. When you cast this spell you 
  can designate any number of creatures to be ignored by the hands. Any other creature that moves 
  within the square is instantly grasped by the hands below the ground.
  
  A creature grasped by the hands must make a Dexterity saving throw or take 5d8 bludgeoning 
  damage and be grappled. A grappled creature can repeat the saving throw at the end of each of its 
  turns, ending the spell on itself on a success. As an action while the spell lasts, you can command the 
  hands to crush, dealing another 5d8 bludgeoning damage to all grappled creatures.
  When the spell ends, the hands float to the surface, wrists planted in the ground, palms and fingers 
  reaching to the sky. The consumed can be plucked and reused for this spell's casting, the others fade 
  to dust at the next dawn.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning 
  damage the hands deal increases by 1d8 for each slot level above 4th.
  Lesser Consumption
  3rd-level evocation
  
  Classes: Atavist, Warlock
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: S
  
  Duration: Instantaneous
  Make a melee spell attack against a creature you can reach. On a hit, the target takes 7d8 necrotic 
  damage, and you regain hitpoints equal to the number of dice rolled. If this reduces the creature to 0 
  hitpoints, you can consume its corpse as part of the spell, and regain hitpoints equal to the damage 
  remaining after the target is reduced to 0. On a miss, the target takes half as much damage, and you 
  can't regain any hitpoints or consume the corpse.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic 
  damage increases by 1d8 for each slot level above 3rd.
  Lesser Mislead
  2nd-level illusion
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S
  
  Duration: 1 round
  You become invisible at the same time that an illusory double of you appears where you are 
  standing. The double lasts until the end of your next turn, but the invisibility ends if you attack or cast 
  
  a spell. You can direct the illusion to move and sound however you like, with the same movement 
  speed as you. As soon as it is attacked or would take damage, it dissipates. When the spell ends, your 
  illusory double fades.
  Lesser Passwall
  3rd-level transmutation
  
  Classes: Druid, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (one sesame seed)
  
  Duration: 1 minute
  A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface 
  (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s 
  dimensions: up to 3 feet wide, 4 feet tall, and 5 feet deep. The passage creates no instability in a 
  structure surrounding it. A Medium sized creature must squeeze to move through the opening if the 
  opening is created at its maximum dimensions.
  When the opening disappears, any creatures or objects still in the passage created by the spell are 
  ejected to an unoccupied space nearest to the surface on which you cast the spell and take 4d6 
  bludgeoning damage. 
  Liliander's Hellspear
  3rd-level evocation
  
  Classes: Paladin, Ranger, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You summon a burning incorporeal spear and launch it towards a target within range. Make a ranged 
  spell attack against that target. If there are any creatures 10 feet or less directly behind the target 
  from you in a line and the attack roll would also hit them, they are also hit. On a hit, a creature takes 
  3d10 piercing and 3d10 fire damage. Additionally, their speed drops to 0 until the start of your next 
  turn, when the spear dissipates.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing 
  damage or the fire damage (your choice) increases by 1d10 for each slot level above 3rd. 
  
  Line of Light
  3rd-level evocation
  
  Classes: Druid, Wizard
  
  Casting Time: 1 action
  
  Range: Self (60-foot line)
  
  Components: V, S, M (a mirror or reflective surface)
  
  Duration: Instantaneous
  You touch a reflective surface, such as a mirror or still water, and pull the light into one condensed 
  string and release it in a line. This light will bounce off of objects up to three times at the same angle 
  that it came into contact with the object. A creature caught in this line must make a Dexterity saving 
  throw or take radiant damage, or take half as much on a success. If the light catches a creature, roll a 
  1d8 for the direction the light bounces. If the light catches a creature and hasn't bounced yet, the 
  creature must save against 5d8 damage. If the light has bounced once, it must save against 6d8; if it 
  has bounced twice, it must save against 7d8, and if it has bounced three times, against 8d8. After the 
  line comes in contact with a creature or object after its third bounce, the line ends. The line also ends 
  once it has extended the length of its range.
  At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the range is increased 
  by 15 feet for each slot level above 3rd.
  Line of Unreality
  9th-level conjuration
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 1 mile
  
  Components: V, S
  
  Duration: Instantaneous
  You carve a line out of the fabric of reality, tearing apart everything in its path before it seals up once 
  more. The 1-foot-wide line appears between two points you can see within range. Each creature 
  caught within it must make a Dexterity saving throw. A creature takes 12d20 force damage on a 
  failed save, or half as much damage on a successful one. The spell damages objects caught between 
  the points.
  
  Lion's Maw
  1st-level conjuration
  
  Classes: Druid, Ranger
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  You attempt to bite a creature, with the ethereal visage of
  a great lion appearing over you. Make a melee spell attack against a creature you can reach. On a hit, 
  a target takes 2d8 piercing damage and is restrained until the start of its next turn.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage 
  increases by 1d8 for each slot level above 1st.
  Load the Smoking Gun
  3rd-level evocation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Up to 1 minute
  When you cast this spell, you create an orb of smoke that floats around you. You can immediately 
  launch it or build it as an action while the spell lasts. You can launch the orb as part of building it.
  When launched, you choose a point you can see within range, and every creature within 10 feet of 
  that point must make a Constitution saving throw against the spell's damage. The orb deals 3d6 
  thunder damage + 2d6 thunder damage for each time it has been built on a successful save, or twice 
  as much damage on a failed saving throw.
  The orb audibly thunders when you cast the spell and each time it is built, growing louder each time. 
  Once launched, the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one 
  additional orb for every two slot levels above 3rd. Building one builds them all, and they are all 
  launched together. A creature in the area of multiple orbs' radii is only affected only once.
  
  Locate Bizarre Creature
  4th-level divination
  
  Classes: Druid, Ranger, Wizard
  
  Casting Time: 1 minute
  
  Range: Self
  
  Components: V
  
  Duration: Instantaneous
  Describe or name a specific kind of aberration, fey, or elemental. You learn the location of the closest 
  creature of that kind to you within 10 miles, if at least one is present. An unwilling creature can make 
  an Intelligence saving throw to avoid being located, and if successful, knows your location at the 
  moment of casting the spell, knows that you attempted to locate it, and is immune to this spell cast 
  by you for 24 hours. 
  Luck of the Dead
  6th-level evocation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You can only cast this spell if you have died at least once. When you cast this spell, you disappear 
  nine coins into your hand and choose a creature you can see within range. The target must make a 
  Wisdom saving throw or regurgitate the coins. Call heads or tails and flip the coins. The side you call 
  is worth 2, and the side you didn't is worth 1. Multiply the value of all coins together. The target 
  takes the result in necrotic damage.
  On a success, the coins reappear in your other hand, and the target feels a sudden weight lifted from 
  its chest.
  
  Maegis
  7th-level abjuration
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (an ornate shield worth
  1,000 gp, which the spell consumes)
  
  Duration: Concentration, up to 1 hour
  You shatter a valuable shield, moving its thousand tiny pieces over the skin of a creature, a protective
  magic filling in the gaps between each piece, forming its aegis. Until the spell ends, the target has 
  resistance to all damage except force damage.
  As an action, you can dismiss this spell and cause the aegis to explode. Each creature of your choice 
  that you can see within 30 feet of the aegis wearer must make a Dexterity saving throw. On a failure, 
  they take 6d12 force damage, or half as much on a success. 
  Magic Ballista
  4th-level evocation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 300 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You create three glowing javelins of magical force. Each javelin hits a creature of your choice that you 
  can see within range. A javelin deals 2d8 + 1 force damage to its target. The javelins all strike 
  simultaneously, and you can direct them to hit one creature or several.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates 
  one additional javelin for every two slot levels above 4th.
  
  Magic Bomb
  1st-level evocation
  
  Classes: Ranger, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: S
  
  Duration: Up to 1 minute
  You invoke a sphere of magic but quickly contain it in a space within range. The bomb explodes 
  automatically if a creature ends its turn in its space. While it lasts, you can manually explode it and 
  any additional bombs created by multiple castings of this spell as an action. A creature only takes 
  damage from one bomb. When it explodes, each creature within 5 feet must make a Dexterity saving 
  throw. A creature takes 4d8 force damage on a failed save. A dispel magic causes the bomb to 
  harmlessly disappear.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage 
  increases by 1d8 for each slot level above 1st.
  Magic Muscle
  Transmutation cantrip
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (some milk)
  
  Duration: Instantaneous
  You attempt to crush the body of a creature you're grappling, your muscles bolstered by temporary 
  augmentation. The target must make a Strength saving throw or take 1d12 + your Strength modifier 
  in bludgeoning damage.
  This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th 
  level (4d12).
  
  Magic Splinter
  Evocation cantrip
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S, M (a piece of wood)
  
  Duration: Instantaneous
  You hurl a shard of magic that fractures into many splinters. Choose a point you can see within range. 
  Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 1d4 
  piercing damage.
  This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level 
  (4d4).
  Magnetic Beam
  3rd-level evocation
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (60-foot line)
  
  Components: V, S
  
  Duration: Instantaneous
  You point and a jagged line of magnetism erupts from your finger in a 60 foot long, 5-foot wide line. 
  Each creature other than you within 10 feet of the line must make a Strength saving throw. On a 
  failure, a creature is moved to the closest unoccupied space within or adjacent to the line and takes 
  4d10 force damage. A creature takes half as much damage and isn't moved on a successful save.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the 
  spell's line increases by 15 feet for each slot level above 3rd.
  
  Mantis Knight Blade
  2nd-level conjuration
  
  Classes: Druid, Ranger
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: V, S, M (a staff worth at least 5 gp)
  
  Duration: Concentration, up to 1 minute
  You magically part a nonmagical staff, summoning a weapon of the feywild used by the nimblest of
  their knights, the Mantis. This magic weapon counts as a simple melee weapon with which you are 
  proficient. It deals 2d6 slashing damage on a hit and has the finesse property. When you roll the 
  same result on both of the first two damage dice, you can immediately make another attack against 
  the same target, potentially provoking this feature again. Additionally, when you attack charmed 
  targets with thisweapon, you make the attack roll with advantage.
  The spell ends if you cast it again or if you let go of the weapon. When the spell ends, the staff grows 
  back together, the weapon returning to its Mantis in the feywild.
  At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 
  3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast 
  it using a spell slot of 7th level or higher, the damage increases to 5d6.
  Mark the Spot
  1st-level conjuration
  
  Classes: Bard, Wizard
  
  Casting Time: 1 bonus action
  
  Range: 60 feet
  
  Components: S
  
  Duration: Up to 1 round
  You mark a creature's current location, conjuring some symbol beneath it. An unwilling creature can 
  succeed on a Wisdom saving throw to avoid the effect. Otherwise, the target returns to the marked 
  location at the end of its next turn.
  
  Mass Freeze
  5th-level evocation
  
  Classes: Druid, Sorcerer
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You choose up to 6 creatures within range who must each make a Constitution saving throw. Large 
  and larger creatures have advantage on saving throws against this spell. On a failure, they are 
  paralyzed. At the end of their next turn, they must make another Constitution saving throw. The spell 
  ends on a success, but on a failure, they are petrified, turned to ice. The targets can repeat the saving 
  throw at the end of each of their turns, ending the effect on a success.
  If the spell lasts for its entire duration for a creature that failed every save, it is permanently turned 
  to ice, which does not melt naturally, even through a blazing summer.
  Material Teleport
  3rd-level conjuration
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S, M (an object)
  
  Duration: Instantaneous
  You hold a Tiny object in your hand and teleport it to a space you can see within range. If you 
  teleport it into the space of another object, the objects fuse together. If at least one of the objects is 
  magical, the teleport fails. If you teleport it into a creature, the creature must make a Charisma 
  saving throw to force it out. 
  On a failure, the object fuses with the outer layer of the target, and the creature takes 5d6+15 force 
  damage. On a success, it takes half as much damage and the object is shunted out.
  At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the force damage 
  increases by 1d6 for each slot level above 3rd.
  
  Medusa's Gaze
  1st-level transmutation
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (60-foot radius)
  
  Components: V, S
  
  Duration: 1 round
  Choose a creature within 60 feet of you that can see you. It must make a Wisdom saving throw or 
  behold you as a terrible creature that petrifies its enemies. On a failed save, the target is petrified 
  until the end of your next turn.
  If a target dies while petrified in this way, its body remains petrified forever.
  Meteor Strike
  5th-level conjuration
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self (120-foot line)
  
  Components: V, S, M (a meatball)
  
  Duration: Instantaneous
  You magically pull an asteroid from beyond the world through space to crash in a line 15 feet wide 
  and 120 feet long stretching out from you in a direction of your choice. Each creature must make a 
  Dexterity saving throw or take 6d6 bludgeoning damage, 6d6 fire damage, and be pushed back in the 
  line 30 feet. On a successful save, the creature takes half as much fire damage and isn't pushed back.
  Buildings and objects caught in the line that aren't being worn or carried take 32 bludgeoning and 32 
  fire damage.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose either 
  the bludgeoning or the fire damage increases by 1d6 for each slot level above 5th.
  
  Mirror
  Conjuration cantrip
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: S
  
  Duration: Up to 1 minute
  The normal casting of this spell is to conjure a mirror of any size and dimension that can fit into a 5 
  foot cube within range. It floats in stasis for the duration of the spell. Creatures can pass through it, 
  but otherwise it operates as a regular mirror, reflecting an image.
  You can target a creature with this spell, however. If you do, a mirror appears behind them. The next 
  time the target takes damage, it must make a Charisma saving throw or take an additional 1d12 of 
  the first damage type it takes, as the mirror reflects the source of the damage and amplifies it. The 
  mirror then winks out of existence.
  If you target a creature with this spell while a mirror you conjured is still behind a previous creature, 
  the previous mirror ceases to exist.
  The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th 
  level (4d12).
  Misty Walk
  4th-level conjuration
  
  Classes: Warlock
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: V
  
  Duration: Up to 1 minute
  Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can 
  see, and can teleport again as a bonus action while the spell lasts.
  
  Moonlit Death
  5th-level evocation
  
  Classes: Cleric, Druid, Warlock
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V
  
  Duration: Instantaneous
  This spell can only be cast under a moon with at least some part visible. You call the moonlight to 
  burn the bodies of creatures of your choice you can see within range. Each creature must make a 
  Constitution saving throw or take 6d10 radiant damage, or half as much on a success. Undead 
  creatures must save against 8d10 damage.
  Monkey See
  3rd-level divination
  
  Classes: Wizard
  
  Casting Time: 1 bonus action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: 1 round
  You cast this spell on a creature you can see within range.  If that creature cast a spell since its last 
  long rest, its most recently cast spell is presented in your mind.  If that spell is 3rd level or lower and 
  on your spell list, you can instantly write that spell into a spellbook, if you have one, and can swap 
  that spell with one you have known or prepared.
  The spell lasts until the end of your next turn.  While it lasts, you can cast that spell at the level you 
  cast *monkey see* without expending a spell slot once, and if you finish casting it, you retain that 
  spell as known or prepared; otherwise, it fades from your mind when the spell ends.
  If the creature most recently cast a spell of 4th level or higher, make an ability check using your 
  spellcasting ability. The DC equals 10 + the spell’s level.  On a success, you can write and swap that 
  spell, as long as you can learn or prepare spells of that level.  If not, you can write it into a spellbook, 
  if you have one.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can instantly 
  write and learn or prepare the spell if it is less than or equal to the level of the spell slot used.
  
  Mordenkainen's Actual Sword
  7th-level conjuration
  
  Classes: Bard, Wizard
  
  Casting Time: 1 bonus action
  
  Range: 300 feet
  
  Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and 
  zinc, worth 250 gp)
  
  Duration: Concentration, up to 10 minutes
  You warp the sword used for the casting of this spell into a magnificent arcane-forged blade, 
  glittering in blue magic. The sword remains warped for the duration, becoming magical if it wasn't 
  already, reverting when the spell ends.
  When the sword appears and on subsequent turns as a bonus action, you can move it up to 60 feet 
  to a spot you can see and make a melee spell attack against a target of your choice within 5 feet of it. 
  On a hit, you choose one of the effects below.
  Fiery Cleave. The creature takes 8d6 fire damage, and each creature within 5 feet of it takes half as 
  much.
  Freezing Affect. The creature takes 6d8 cold damage and its speed is reduced by half until the end of 
  its next turn.
  Echo Strike. The creature and each creature behind in in a 15-foot line takes 5d10 force damage.
  Killing Blow. The creature takes 8d10 necrotic damage, or is instantly slain if it is CR 2 or lower..
  Mighty Swing. The creature takes 6d8 bludgeoning damage and is pushed back 30 feet, or 15 if it is 
  Huge or larger.
  Poisoned Edge. The creature takes 5d10 poison damage immediately and again when it starts its 
  turn.
  Morte Aeterna
  9th-level necromancy
  
  Classes: Cleric, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  
  You touch a creature and test its nature against fate.  The target must already have less hitpoints 
  than half its hitpoint maximum to be affected by this spell.  You test if its actions are born of 
  righteousness (if you are good or neutral) or if they are born of villainy (if you are evil).  The creature 
  must make a Charisma saving throw.  On a failure, if the creature does not meet the test of 
  righteousness or villainy, it is removed from the world.  The target is shunted into its own universe, 
  where it dies eternally.  Plane shift or other planar spells can't reach this universe, and the creature 
  can't escape, even with a *wish*.  Only the power of a god or a 10th-level spell could restore this 
  creature to the world.
  The DM decides if the creature meets the test of righteousness or villainy, which is likely determined 
  by the creature's ideals.  The target's universe appears as it would expect, except that it dies, is 
  revived in the same universe, dies once more, and keeps dying forever.
  Mustang's Flame Alchemy
  3rd-level transmutation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: S, M (an inscribed magic circle)
  
  Duration: Instantaneous
  A spark erupts into a torrent of flame from your hand. Choose up to eight creatures within range. If 
  you don't know their location or can't see them, you can choose a 5 foot cube in place of one or 
  more of the creatures. Any creature chosen or in a chosen space is a target and must make a 
  Constitution saving throw. A target takes 3d10 fire damage on a failed saving throw and is blinded or 
  deafened (your choice) until the end of their next turn, or half as much damage on a success.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage 
  increases by 1d10 for each slot level above 3rd.
  Nock Nock
  2nd-level conjuration
  
  Classes: Ranger
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: V, S, M (a bow or crossbow worth at least 1cp)
  
  Duration: Instantaneous
  
  You create two magic bolts for your bow or crossbow and launch them against any creature you can 
  see within the range of your weapon.  You can aim the bolts at one creature or multiple.  Make a 
  ranged spell attack with the ranged weapon, one per bolt.  If the target is outside of the first range of 
  the weapon, the attack has disadvantage.  On a hit, a target takes 2d10 force damage.
  At Higher Levels. When you cast this spell using a slot level of 4th level or higher, you create one 
  additional magic bolt for every two slot levels above 2nd.
  Objectify
  2nd-level transmutation
  
  Classes: Bard, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Range (30 feet)
  
  Components: V, S, M (piece of a mimic's corpse)
  
  Duration: Concentration, up to 1 hour
  Choose one creature you can see within range. You transform that creature into a nonmagical object. 
  An unwilling creature can make a Wisdom saving throw, and if it succeeds, isn't affected by this spell. 
  A target can make a Wisdom saving throw at the end of each of its turns, ending the effect on a 
  success.
  The target transforms along with whatever it is wearing and carrying into that form, as long as the 
  object’s size is no larger than the creature’s size. The target gains 10 temporary hit points. These 
  temporary hit points can’t be replaced by temporary hit points from another source. A target reverts 
  to its normal form when it has no more temporary hit points, dies, or the spell ends. If the spell ends 
  before then, the creature loses all its temporary hit points and reverts to its normal form. The 
  creature has no memory of time spent in this form after the spell ends and it returns to its normal 
  form. 
  Occult Truths and Lies
  3rd-level enchantment
  
  Classes: Warlock
  
  Casting Time: 1 action
  
  Range: Self (60-foot radius)
  
  Components: V
  
  Duration: Instantaneous
  You pry apart the veil, crying out a truth of reality and bending the minds of a number of creatures 
  you choose that can hear you within range. Each creature must make an Intelligence saving throw or 
  
  take 3d8 psychic damage, or half as much on a success. Each creature in range you didn't choose that 
  can hear you instead hears an occult lie, gaining 3d8 temporary hitpoints as their quaint perception 
  of the cosmos deludes them into safety.
  You always hear the truth and the lie. You gain the temporary hitpoints but have immunity to the 
  psychic damage, as its fundamental truth is familiar to your mind.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the psychic damage 
  and temporary hitpoints increase by 1d8 for each slot level above 3rd.
  Old Town Road
  2nd-level conjuration
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V
  
  Duration: Instantaneous
  Every creature other than you within range must make a Charisma saving throw when you cast this 
  spell, which a target can choose to fail. On a failure, a creature is teleported back to the space where 
  they began their previous turn.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the 
  spell increases by 10 feet for each slot level above 2nd.
  One Last Blow
  6th-level evocation
  
  Classes: Atavist, Bard, Wizard
  
  Casting Time: 1 attack, which replaces an attack you would make with the Attack action
  
  Range: Touch
  
  Components: S, M (a melee weapon worth at least 1 gp, which the spell consumes)
  
  Duration: Instantaneous
  You make a last blow with your weapon, destroying it as part of the spell. The spell fails if used with 
  an artifact. Otherwise, make a melee spell attack against a creature you can reach. On a hit, the 
  target takes 10d6 force damage, or half as much on a miss. The weapon then crumbles to dust from 
  tip to hilt and can't be remade.
  If you use a magic weapon with this spell, it adds 2d6 additional damage for each level of rarity, 
  beginning with uncommon—2d6 for uncommon, 4d6 for rare, and so on.
  
  Opening Down
  2nd-level transmutation
  
  Classes: Bard, Sorcerer, Wizard
  
  Casting Time: 1 reaction, which you take when you can see an explosion begin within range
  
  Range: 30 feet
  
  Components: S
  
  Duration: Concentration, up to 1 minute
  You contain an explosion that you see begin within 30 feet of you. If the explosion was caused by a 
  2nd-level or lower spell, the spell's effects are delayed until you lose concentration. If it is from a 
  spell of 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + 
  the spell’s level. On a success, the spell's explosion is contained. If you lose concentration while 
  containing an explosion, it immediately resumes exploding. If you concentrate on it for the full 
  duration, you can implode it, causing it to disappear without harm.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the explosion is 
  contained if it was created by a spell of a level less than or equal to the level of the spell slot you 
  used.
  
  Opposing Force
  2nd-level abjuration
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 reaction, which you take when you take bludgeoning, piercing, or slashing 
  damage from a melee attack
  
  Range: Self
  
  Components: S
  
  Duration: Instantaneous
  You revert some or all of the force of an attack against 
  you back against the foe. Roll 1d10 + your spellcasting ability modifier (minimum of 1). You reduce 
  the oncoming damage by the result, and the attacker takes the amount reduced in damage of the 
  same type it dealt. 
  Palantír's Inverse Eye
  5th-level divination
  
  Classes: Wizard
  
  Casting Time: 1 reaction, which you take when you realize you are being targetted by 
  a scrying spell or being observed with a clairvoyance or arcane eye spell
  
  Range: Self
  
  Components: S
  
  Duration: Up to 1 minute
  When you take the reaction to cast this spell, you create a visible sensor of your own that appears in 
  the hands of whoever is observing you and cast the spell that triggered your reaction. For the 
  duration, you can see the creature even if they go invisible or into the Ethereal Plane and can use 
  your action to attempt to harm them with the sensor. They must make a Charisma saving throw or 
  take 5d6 force damage, or half as much on a success. The sensor moves with them, following them if 
  they move. If they teleport away, the sensor fades immediately after.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force damage 
  you deal with spell increases by 1d6 per slot level above 5th. 
  
  Pen
  Transmutation cantrip
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: S, M (a liquid, of which some is consumed by this spell)
  
  Duration: Instantaneous
  You transform the liquid (most often ink) you are holding in a hand to an object or willing creature 
  you touch. You instantly write any amount of desired text on the object or creature, which consumes 
  as much liquid as if it had been written with a quill. It can only write onto one side of any object or 
  creature per casting, such as a single page. If you attempt to write more than you have ink to 
  support, the text stops when it runs out.
  The spell fails if it is cast onto an object worn or carried by a creature other than you, unless the 
  carrier or wearer is willing.
  At 5th level, you can write on two sides of any object or creature per casting. You can write on three 
  sides at 11th level, and four at 17th.
  Phantom of Steel
  2nd-level evocation
  
  Classes: Bard, Paladin
  
  Casting Time: 1 bonus action
  
  Range: Self
  
  Components: V, S
  
  Duration: Up to 1 minute
  You warp the air into an ethereal steel weapon, crawling with lightning. It can be any melee weapon 
  you choose when you cast the spell. For the duration, this magic weapon deals an additional 1d8 
  lightning damage on a hit, and once per turn you can force a target you hit with it must make a 
  Charisma saving throw or be teleported to an unoccupied space you can see within 15 feet of you. If 
  the target teleports, you can teleport immediately after to an unoccupied space you can see within 5 
  feet of the target.
  At Higher Levels. If you cast this spell using a spell slot of 5th or 8th level, it the lightning damage 
  increases by 1d8 for every third slot level above 2nd.
  
  Phoenix Rising
  5th-level transmutation
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S
  
  Duration: Concentration, up to 1 hour
  You mantle the form of a phoenix to gain its supernatural abilities. For the duration of the spell, you 
  gain a fly speed of 345 feet and don't draw attacks of opportunity, emit bright sunlight in a 120-foot 
  radius and dim light in another 120, and cast a dazzling array of colors from your plumage. Creatures 
  that start their turn within 5 feet of you must make a Dexterity saving throw or take 4d8 fire damage.
  If you die under the effects of the spell, your body turns to ash and leaves behind a Tiny egg. Given 
  one week, the egg hatches and regrows into you, immediately before you died. The egg has an AC 
  and HP of 10, and you die if it is destroyed.
  Planar Hounds
  4th-level conjuration
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V
  
  Duration: Instantaneous
  You utter a command over canines and summon a pack of planar hounds, which rage through a 30-
  foot cube within range before returning whence they came. Each creature in the area must make a 
  Strength or Dexterity saving throw (targets' choice). On a failed save, a creature takes 7d6 damage 
  and is knocked prone, or it takes half as much damage on a success and isn't knocked prone. You 
  choose cold, fire, necrotic, psychic, or radiant damage.
  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.
  
  Pool of Fate
  1st-level divination
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: 10 feet
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  You create a pool of fate between you and any other creatures you choose within range.  This pool of 
  fate is represented by 5d6s.  While the spell lasts, any creature affected can take a single d6 when 
  they make an attack roll, ability check, or saving throw, and add it to the result.  Once all d6s are 
  taken, the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pool starts with 
  an additional 1d6 for each slot level above 1st.
  Popsicles in Summer
  4th-level conjuration
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 90 feet
  
  Components: V
  
  Duration: 1 round
  A creature you target must succeed on a Wisdom saving throw or be teleported to an unoccupied 
  space within 5 feet of you and encased in ice.  The target takes 5d12 cold damage and, until the end 
  of your next turn, it is petrified.  The spell then ends as the ice melts, dousing the creature.
  
  Prayer for the Wicked
  9th-level abjuration
  
  Classes: Bard, Cleric, Druid, Sorcerer,
  Warlock, Wizard
  
  Casting Time: 1 hour
  
  Range: Sight
  
  Components: V, M (a magic weapon, thrust into the
  heart of a titan, laid upon an altar to an extraplanar
  deity, all of which the spell consumes by burning
  it to ash when the spell is cast)
  
  Duration: Until the army is no more
  You prepare an army for interplanar war. Until the spell ends, any number of creatures you choose
  that you can see are soldiers in this army. Choose aberrations, celestials, elementals, fey, fiends,
  or undead. A soldier gains resistance to the damage dealt by the chosen type, has advantage on 
  saving throws against those creatures, and any attack a soldier hits them with becomes a critical hit.
  Finally, the soldiers' attacks become magical.
  This spell can't be dispelled by dispel magic. You can discharge any number of soldiers at any
  time or disband the army, causing them to lose the benefits of the spell. A soldier who dies also loses 
  the spell's benefits. You can't cast this spell again while any creature remains in the army. 
  Prehistoric Hail
  3rd-level conjuration
  
  Classes: Warlock
  
  Casting Time: 1 action
  
  Range: Self (60-foot radius)
  
  Components: V, S, M (some prehistoric item)
  
  Duration: Instantaneous
  You call a hail of spears, arrows, and atlals from a time before civilization. Each creature other than 
  those of your choice within 60 feet of you must make a Dexterity saving throw or be struck. On a 
  failure, a creature's speed is reduced by half until the end of its next turn and it takes 8d4 piercing 
  damage. On a success, a creature takes half as much damage and its speed isn't affected.
  A creature has disadvantage on its saving throw if it is within prehistoric ruins.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing 
  damage increases by 1d4 for each slot level above 3rd.
  
  Pride's Bane
  4th-level enchantment
  
  Classses: Bard, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: 1 minute
  This spell grows and lessens in proportion with its target. A creature you choose that you can see 
  within range must make a Wisdom saving throw. On a failure, it is restrained, and takes psychic 
  damage equal to three of its hit dice (3d8 if it is Medium, 3d10 if it is Large, and so on). The creature 
  can make the saving throw again at the beginning of each of its turns, ending the spell on a success. 
  Otherwise, it takes the damage again if whenever it fails.
  Primal Might
  3rd-level abjuration
  
  Classses: Druid
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S, M (a handful of leaves)
  
  Duration: Concentration, up to 1 minute
  While you are on the ground, nature extends living roots up into your body.  Until the spell ends or 
  you stop touching the ground, you reduce all damage you take by 5 and you add 5 to all Strength, 
  Dexterity, and Constitution saving throws.
  Prophets of Annihilation
  10th-level transmutation
  
  Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  
  Casters: 4
  
  Casting Time: 4 days
  
  Range: 30 feet
  
  
  Components: V, S, M (the pieces of a broken artifact, one of each elemental creature, and 
  four eyes of titans)
  
  Duration: Instantaneous
  This spell is cast across space. One caster must be on the Material plane (or another plane of 
  converged elements), one on the Astral, one on the Ethereal, and one in the plane of most chaos. 
  While the spell is being cast, each caster can sense through the others' senses. Each caster takes a 
  piece of the artifact, an elemental, and an eye used in as material components.
  Once finished, the caster physically merges with their elemental, gains their titan's eye as an 
  additional eye, and disintegrates their artifact piece to dust. You and every other caster also count as 
  an elemental for abilities and features that require or sense it, and you all have truesight out to the 
  spell's range.
  Additionally, the spell grants access to the Annihilation action. When you take this action, a wave of 
  chaos and anti-creation expands from you for the spell's range. Each creature and objects that aren't 
  being worn or carried must succeed on a Charisma saving throw or take 12d6 force damage. The 
  damage changes to another type if there is another best suited to a creature or object's annihilation, 
  such as a vulnerability to bludgeoning damage causing the wave to deal bludgeoning damage to that 
  creature, or if the creature is resistant or immune to force damage. A creature that succeeds takes 
  half damage.
  Rain of Fists
  4th-level evocation
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  Around you a storm of fists appears and swirls for the duration. When you cast this spell, you can 
  designate any number of creatures to be unaffected by it. Any other creature that starts its turn 
  within 30 feet of you in any direction or enters the area for the first time on its turn must make a 
  Dexterity saving throw. On a failure, it takes 5d6 bludgeoning damage and is pulled 15 feet closer to 
  you. A creature that succeeds takes half as much damage and isn't pulled closer.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning 
  damage increases by 1d6 for each slot level above 4th.
  
  Rashni’s Iron Judgement
  6th-level conjuration
  
  Classes: Cleric, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V
  
  Duration: 1 round
  You attempt to send a creature to the realm of broken weapons, what could be called the afterlife of 
  everything forged to kill, to be judged by their metallic faces.  The nature of such a place (whether it 
  be a plane, a demiplane, or other) is up to the DM.  The target must make a Charisma saving throw.  
  It has disadvantage if it has a metal weapon in its hand.
  On a failed save, the target is banished to that realm until the end of its next turn.  Until then, it is 
  judged by the broken weapons.  If the target has killed with a metal weapon before, it takes 6d6 + 30 
  force damage.  Otherwise, the weapons find the target innocent.  If it has killed with a metal weapon 
  in its hand, that weapon stays behind to join the broken weapons, unless it is an artifact.  
  If the target succeeds on the save but has still killed with a metal weapon it is holding, the broken 
  weapons reach across their realm, and the target takes 6d6 force damage.  Otherwise, the spell has 
  no effect.
  If a creature dies in the realm of broken weapons, its body becomes a weapon to join the armory.
  Ravenous Solitude
  3rd-level enchantment
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Up to 1 round
  You make a creature's thoughts turn against itself with attacks of rejectedness, anxiety, and 
  loneliness. Choose a creature you can see within range and that isn't within 15 feet of one of its 
  allies. The creature must make a Wisdom saving throw or take 5d6 psychic damage, or half as much 
  
  on a success. If it ends its next turn more than 15 feet away from an ally, it must save again against 
  another 5d6 psychic damage or half as much on a success.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial psychic 
  damage increases by 1d6 per slot level above 3rd.
  Reach of the Astral Dreadnought
  7th-level conjuration
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (90-foot radius)
  
  Components: V, S, M (a cord of silver)
  
  Duration: Instantaneous
  You momentarily conjoin parts of the astral and your current plane, allowing an astral dreadnought 
  through via your summomns. Choose one creature you can seen within 90 feet of you as the target 
  for the astral dreadnought. Make three melee or ranged spell attacks against it. If the first or second 
  hit, they each deal 3d6+9 slashing damage.
  If the third hits, it deals 5d10+9 piercing damage. If the target is Huge or smaller and this damage 
  reduces it to 0 hit points, the astral dreadnought swallows it. The swallowed target, along with 
  everything it is wearing and carrying, appears in an unoccupied space on the floor of the 
  dreadnought's Demiplanar Donjon. This is a demiplane that can be entered by no other means 
  except a wish spell or the astral dreadnought's Donjon Visit ability. A creature can leave the 
  demiplane only by using magic that enables planar travel, such as the plane shift spell. The 
  demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a 
  stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed 
  from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside 
  it appears around the corpse. The demiplane is otherwise indestructible.
  After you make the three attacks, the planes realign and the dreadnought is shunted to the astral 
  once more. While conjured by you, the dreadnought is a façade, and not a true creature. 
  Additionally, this spell fails if cast on the astral plane. 
  Reap
  6th-level conjuration
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 120 feet
  
  Components: S, M (a scythe)
  
  
  Duration: Instantaneous
  Choose two points you can see within range. A colossal scythe appears and swings between the 
  points before fading away. Each creature caught in its path must make
  a Wisdom saving throw. A creature takes 6d6 + 30 necrotic damage on a failed save. If this leaves a 
  creature in its true form with less than 10 hitpoints, it is instantly slain and can't be resurrected by 
  magic of lower than 6th level.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the necrotic 
  damage increases by 1d6 for each slot level above 6th.
  Requiem of a Soul
  7th-level necromancy
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (150-foot radius)
  
  Components: V, S, M (a soul, either trapped within a soul cage, a phylactery, or a signed 
  contract of a creature handing off its soul, which is consumed in the spell)
  
  Duration: Concentration, up to 1 minute
  You hold a soul in your hands and begin a nuclear process that maximizes its power. Immediately or 
  as an action on a later turn, you can release the soul, choosing a point you can see within 150 feet of 
  you. Each creature within a 30-foot-radius sphere centered on it must make a Charisma saving throw 
  or take 12d6 force damage, or half as much on a success. You can increase the power of the 
  explosion as an action, adding 2d6 to its eventual explosion.
  If you lose concentration or end it without releasing the soul, it explodes centered on you. When 
  charging, every creature within 1 mile can feel the presence of soul being burned away to its essence 
  at your location.
  At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial force 
  damage increases by 3d6 for each slot level above 7th.
  Rose Gate
  3rd-level abjuration
  
  Classes: Paladin, Bard, Druid, Wizard
  
  Casting Time: 1 action
  
  Range: Self (60-foot radius)
  
  
  Components: V, M (a rose)
  
  Duration: Up to 1 round
  You protect yourself and up to 6 allies you can see within 60 feet of you with the rose gate, a calming 
  and beautiful force.  Each creature protected has resistance to all damage until the end of your next 
  turn.
  Royal Death Decree
  3rd-level enchantment
  
  Classes: Sorcerer
  
  Casting Time: 1 action
  
  Range: Self (30-foot cone)
  
  Components: V
  
  Duration: Instantaneous
  You issue a decree of death. Each creature in a 30-foot cone starting from you takes 6d8 psychic 
  damage. A creature can take half as much damage by dropping prone when it hears the decree, or if 
  it is prone already.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the psychic damage 
  increases by 1d8 for each slot level above 3rd.
  Saga's Poison
  5th-level conjuration
  
  Classes: Druid, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S, M (the fang of a poisonous reptile)
  
  Duration: Instantaneous
  You shape your fingers into the head of a naga and fling its poison at a creature you can see within 
  range. The creature must make a Constitution saving throw. The target takes 10d8 poison damage on 
  a fail, or half as much on a success.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poison damage 
  increases by 1d8 for each slot level above 5th.
  
  Salt in the Wound
  4th-level transmutation
  
  Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a handful of salt)
  
  Duration: Instantaneous
  You reach out and throw salt into the wound of a creature, magically invoking it to worm through its 
  body and shred its insides. Make a melee spell attack against a creature you can reach. On a hit, the 
  target loses 4d8 hitpoints if it is above half health or 8d8 hitpoints if it is below, or loses half as many 
  hitpoints on a miss. Oozes lose twice as many hitpoints from this spell.
  Santa Claws
  Transmutation cantrip
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Instantaneous
  Your hands become icy claws as you make a melee spell attack against a creature you can reach.  On 
  a hit, you deal 1d6 slashing damage, and if you move around the creature in a circle on the current 
  turn (returning to where you began), you deal an additional 1d6 cold damage as the winter winds 
  pierce the wound.
  The spell’s damage increases by 1d6 when you reach 5th level (2d6 slashing and a possible 2d6 cold), 
  11th level (3d6 and 3d6), and 17th level (4d6 and 4d6).
  
  Sanctum of Magic
  8th-level conjuration (ritual)
  
  Classes: Bard, Sorcerer, Warlock, Wizard
  
  Casting Time: 8 hours
  
  Range: Touch
  
  Components: V, S, M (a colored diamond worth at least 3,000 gp, which is consumed)
  
  Duration: Instantaneous
  You create a sanctum of your magic. This sanctum could manifest as a tower, a small dungeon, an 
  enchanted tree, or more abstractly, such as a mural or tattoo on a willing creature. Work with your 
  DM to create the specifics of your sanctum. Once finished, your sanctum's range is 120 feet.
  You can enter and exit the sanctum as an action when you touch it. If another creature knows the 
  sanctum's nature, it can also enter and exit as an action. If your sanctum isn't a physical space, as 
  with a mural or tattoo, the creatures and objects appear in the depiction and are visible to any 
  creature that sees it.
  If you are within range of your sanctum and you expend the last of one of your spell slots, there is a 
  50% chance you regain it if it is 1st level, a 25% chance if it is 2nd level, and so on, to a maximum of 
  4th level.
  Additionally, as an action while inside or touching your sanctum, you can swap one of the spells you 
  know for another on your spell list.
  Finally, while you are within range of your sanctum and fail a saving throw, attack roll, or ability 
  check, you can draw from the sanctum's magic to reroll it with advantage. You can't access that 
  sanctum or use any abilities with it for 24 hours while its magic recharges.
  A sanctum of magic can't be dispelled with dispel magic, but can be destroyed with disintegrate.
  At Higher Levels. You can have up to 8 sanctums at once. To create an 9th, you must cast this spell at 
  9th-level while you already have 8 sanctums to create a 9th.
  Saving Grace
  3rd-level evocation
  
  Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  
  A willing humanoid you can see within range gains a healing ability and will to carry it out through 
  the darkest times. The target of the spell ignores difficult terrain, they don't provoke attacks of 
  opportunity, they have advantage on Strength checks and Strength saving throws, and as an action 
  they can cause a creature other than themselves that they touch to regain 4 hitpoints.
  Finally, a creature under the effect of this spell who is frightened can still move closer to the source 
  of its fear.
  Scorchline Artifact
  6th-level evocation
  
  Classes: Cleric, Sorcerer
  
  Casting Time: 1 action
  
  Range: Self (60-foot circle)
  
  Components: V, S, M
  
  Duration: Instantaneous
  A circle of fire and a line of force erupt from you to a point you can see within 60 feet of you.  The 
  circle starts with you on one side and the point on the opposide side of the circle, with the 1-inch-
  wide line between you.  Each creature affected must make a Dexterity saving throw.  On a failed 
  save, a creature takes 6d8 fire damage, and an additional 6d8 force damage if it is within the line, or 
  half as much fire damage (and force if within the line).  Whether or not a creature affected by the 
  line fails, it is pushed to the side it is closer to, and then the fire and line fade.
  Self Petrification
  4th-level transmutation (ritual)
  
  Classes: Bard, Warlock, Wizard
  
  Casting Time: 1 minute
  
  Range: Self
  
  Components: V, S
  
  Duration: Varies
  You petrify yourself into stone. You can choose how long you remain petrified, from as little time as a 
  minute to as long as a year. If you take damage while petrified in this way, you immediately revert. 
  Additionally, you can set any number of conditions for you to revert early of the duration, such as a 
  word someone speaks to your petrified form or an amount of blood poured over your stone.
  
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of time 
  you can petrify yourself multiplies by five years for each slot level above 4th. 
  Shooting Star
  4th-level evocation
  
  Classes: Bard, Druid, Ranger, 
  Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (120-foot line)
  
  Components: S
  
  Duration: Instantaneous
  A star shoots out from your eye to pierce through space in front of it. The first creature in a line 
  stretching the spell's line length from you must make a Constitution saving throw or take 4d6 force, 
  4d6 radiant, and 4d6 piercing damage, or half as much on a success. On a failure, the star pierces 
  through them and on to the next creature in the line, who must make the same saving throw, taking 
  the same damage or half. The star continues until a creature succeeds, caught in their body to wink 
  out, or it travels the spell's line length and fades away.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's line 
  length increases by 30 feet per slot level above 4th. 
  Skinscales
  2nd-level abjuration
  
  Classes: Druid, Sorcerer
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a bit of shedded snakeskin)
  
  Duration: 1 hour
  You touch a willing creature and grant it supernatural scaly defenses. For the duration the creature 
  can reduce incoming damage by twice the caster’s spellcasting ability modifier as a reaction. The 
  spell ends once the creature has reduced damage in this way three times.
  At Higher Levels. The creature can reduce damage one additional time for every spell level above 
  2nd.
  
  Snakemake
  3rd-level transmutation
  
  Classes: Druid, Ranger, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (an object you are holding)
  
  Duration: Instantaneous
  When you cast this spell, you turn any non-artifact item you are holding into a giant constrictor snake 
  under your control, the statistics of which can be found in the Monster Manual on page 324. When 
  you cast this spell, and as an action on each of your subsequent turns, you can control the action of 
  the creature, using its senses when you do so. If it could take a reaction, you must use your reaction 
  to do so. If you don’t control the creature, it takes the Dodge action if there are hostile creatures 
  around it, or otherwise does nothing. When you are controlling the creature and it deals damage, 
  you are healed for half the damage it deals. The snake turns back into the object after 1 hour or 
  when it is killed.
  
  Snap Star
  1st-level evocation
  
  Classes: Bard, Sorcerer, Wizard, Warlock
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S
  
  Duration: Instantaneous
  You snap and create a tiny facsimile of a star at a point you can see within range. Each creature that 
  isn't blinded and within 15 feet of the point must succeed on a Constitution saving throw or take 2d4 
  radiant damage and be blinded until the end of their next turn, or no effect on a success.
  When you cast this spell, you can close your eyes to avoid being blinded, and you automatically 
  succeed on the save.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant 
  damage increases by 1d4 for each slot level above 1st.
  Soul Burning Implosion
  1st-level evocation
  
  Classes: Cleric, Wizard, Warlock
  
  Casting Time: 1 action
  
  Range: 300 feet
  
  Components: V, S, M (one tenth of the remaining years of your life (rounded up to the 
  nearest whole number), which is consumed by the spell)
  
  Duration: Instantaneous
  You burn one or more years of your life and create and implosion centered on one point you can see 
  within range.  Each creature within a 30-foot radius sphere of the point must make a Wisdom saving 
  throw.  On a failed save, a creature takes 6d10 necrotic damage and is stunned until the end of their 
  next turn.  The necrotic damage can't be reduced or prevented in any way.  On a success, a creature 
  takes half as much necrotic damage and isn't stunned.
  The removal of one year or more of your life could cause you to die of old age earlier or some other 
  death ordained by fate.  The DM has the final say.  If you cast this spell again, it takes 1/10th off of 
  your life without any castings of this spell: if you cast it a 10th time, it will be 10 of 10, and you will 
  die and can't be revived, short of *true resurrection.*
  
  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.
  Soul in the Mirror
  8th-level necromancy
  
  Classes: Cleric, Warlock, Wizard
  
  Casting Time: 1 hour
  
  Range: Self
  
  Components: V, S, M (a humanoid corpse, 1,000 gp worth of silver powder, and a reflective 
  surface)
  
  Duration: Instantaneous
  You touch a creature's body and call its soul back into its body to revive it. The creature must be 
  willing and not more than 100 years dead. The body need not be complete, and the spell regenerates 
  lost organs and limbs. However, once revived, the creature is shunted into the reflective surface used 
  for this spell (a mirror, glass, reflective metal, etc). It exists in a mirror dimension within the reflecting 
  item, imprisoned until that item is destroyed, setting the creature's soul free and returning its empty 
  body. The prisoner exists in stasis, needing nothing to sustain.
  While imprisoned, you can shapeshift into the prisoner as an action. Only your physical form 
  changes, using the prisoner's Strength, Dexterity, and Constitution scores, gaining any racial benefits, 
  and any other physical boons that might accompany the prisoner's body. You can revert to your form 
  as an action.
  You can have any number of prisoners, but only one prisoner per reflective surface. If a prisoner is 
  freed while you are shapeshifted to their form, you immediately revert and must make a Charisma 
  saving throw against your own spell save DC or lose your soul and die.
  Spatial Collapse
  3rd-level evocation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 120 feet
  
  Components: S
  
  Duration: Concentration, up to 1 minute
  You warp space around and within a creature to condense, turning it into a dense ball of mass. A 
  creature you can see within range must make a Constitution saving throw or take 7d6 bludgeoning 
  damage and begin to condense. It can repeat the saving throw at the end of each of its turns. For 
  
  each saving throw it fails, it is condensed one level higher, as shown on the table below, and it takes 
  an additional 4d6 bludgeoning damage.
  If the target succeeds, it takes half as much damage and it lowers one condensed level. The spell 
  ends if it lowers from level 1. If a target's size is reduced below Tiny, its dimensions are reduced to a 
  fourth of its previous.
  Condensed Level
  Level
  Effect
  1
  Target's speed is halved
  2
  Target's size is reduced by 1
  3
  Target's speed is 0 and it is incapacitated
  4
  Target's size is reduced by 1 and it is paralyzed
  5
  Target is petrified and sphere shaped
  6
  Target is reduced to 0 hitpoints
  Spellglobe
  Conjuration cantrip
  
  Classes: Bard, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S, M (a glass globe and another object worth at least 1 cp each)
  
  Duration: Instantaneous
  This spell is a commonly learned first cantrip for arcane casters.  You magically teleport an object in 
  your hand into the glass globe in your other, provided it can fit.  The object can't be bigger than 5 
  feet in any dimension.  The globe can be broken with 25 bludgeoning damage (or other types of 
  damage the DM rules applicable) and it has 10 AC.  Casting this spell on a globe with an item in it 
  while you have an empty hand teleports the item to that hand.  Breaking the globe always keeps the 
  internal object intact.
  When you reach 5th level, the object you teleport can be up to 10 feet in any dimension.  It can be up 
  to 15 when you reach 11th level, and 20 when you reach 17th level.
  Sphinx's Roar
  7th-level evocation
  
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self (60-foot cone)
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  You produce an exuberant magical roar. Each creature in a 60-foot cone must make a Wisdom saving 
  throw. A target that fails the save is deafened and frightened for the duration. While frightened, a 
  target is paralyzed, and at the end of each of its turns, it can make another Wisdom saving throw. On 
  a success, the spell ends on the target.
  Spiteful Swing
  3rd-level evocation
  
  Classes: Bard, Paladin, Ranger, Warlock, Wizard
  
  Casting Time: 1 attack, which replaces an attack you would make with the Attack action
  
  Range: Touch
  
  Components: S, M (a melee weapon worth at least 1 cp)
  
  Duration: Instantaneous
  You make a melee spell attack against a creature that damaged you since the end of your last turn 
  within your weapon's range, brandishing it at the target. On a hit, the target takes 3d6 psychic and 
  3d6 additional damage, or half as much on a success. The second damage dealt is the weapon's 
  damage type.
  Stand and Deliver
  2nd-level transmutation
  
  Classes: Atavist, Ranger
  
  Casting Time: 1 reaction, which you take immediately before a creature's turn
  
  Range: 60 feet
  
  Components: V
  
  Duration: Instantaneous
  
  You move with a supernatural speed immediately before a creature you can see begins its turn. You 
  can move up to your speed and make one weapon attack. Whether you hit or miss, the target takes 
  an additional 10 force damage.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals 5 
  additional force damage for each slot level above 2nd.
  
  Steps of a Tower
  3rd-level divination (ritual)
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a bottle of white ink)
  
  Duration: Concentration, up to 1 hour
  You inscribe a magic glyph onto a step or area of ground<br> no larger than a 5 foot square.  For the 
  duration of the spell, you can inscribe additional glyphs onto similar areas as an action.  The glyphs 
  are invisible to creatures other than you, though they are easily visible with *detect magic.*  You 
  know when an area with a glyph is stepped on by a creature, a rough estimate of that creature's 
  weight, and one more clue that you choose as a glyph variant when you cast the spell.
  State of Nature. You learn the creature's type and one factoid about its anatomy, e.g. it has three 
  arms, it has an exoskeleton, or it has blue eyes.
  State of Strength. You learn generally how strong the creature is.  The DM tells you if the creature is 
  far below your own power, slightly below, about the same, slightly above, or far above.
  State of Mind. You learn the creature's current emotional state: if it is feeling happy, sad, fear, anger, 
  disgust, or surprise.  The DM may or may not elaborate.
  If you inscribe the same glyph on an area every day for<br> a year, it becomes permanent, and you 
  always gain the information as long as you are on the same plane.  If you inscribe two glyphs on the 
  same area, you only receive information from the newest one.
  Still Waters Run Deep
  9th-level transmutation
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S, M (the heart of a meteor that fell into ocean depths)
  
  Duration: Concentration, up to 10 minutes
  
  You transform yourself and everything you're wearing into a Kraken.  Your gain its statistics, retaining 
  your alignment and Intelligence, Wisdom and Charisma scores. You also retain all of your 
  proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as 
  you, but higher than yours, use the creature’s bonus in place of yours.
  You assume the hit points and Hit Dice of the kraken. When you revert to your normal form, you 
  return to the number of hit points you had before you transformed. If you revert as a result of 
  dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess 
  damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  You retain the benefit of all features from your class, race, or other source and can use them if the 
  kraken could physically use them. 
  You have no regional effects or lair actions, but you can use the kraken's legendary actions.  
  Additionally, you have the Legendary Resistance trait (if you fail a saving throw, you can choose to 
  automatically succeed) and can use it up to three times while the spell lasts.
  
  Stunning Stomp
  3rd-level evocation
  
  Classes: Druid, Ranger
  
  Casting Time: 1 action
  
  Range: Self (15-foot radius)
  
  Components: V, S
  
  Duration: Up to 1 round
  You channel the stomping might of titanic creatures. Each creature within 15 feet of you must make 
  a Constitution saving throw. On a failure, a creature takes 4d6 thunder damage and is stunned until 
  the start of your next turn. On a successful saving throw, a creature takes half as much damage and 
  isn't stunned.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the thunder 
  damage increases by 1d6 for each slot level above 3rd.
  Sun Rises
  9th-level evocation
  
  Classes: Druid, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  You create a miniature sun over a creature you can see within range. The target immediately and at 
  the start of each of its turns for the duration takes 10d10 radiant damage and can't regenerate 
  hitpoints while under the sun. The sun casts bright sunlight for 150 feet, and dim for another 150. It 
  stays with the target if it moves or teleports less than 300 feet.
  The target can attempt to destroy the sun by making a Charisma saving throw against your spell save 
  DC as an action, ending the spell on a success.
  Sunlight Strike
  2nd-level evocation
  
  Classes: Paladin
  
  Casting Time: 1 action
  
  
  Range: 15 feet
  
  Components: V, M (a melee weapon)
  
  Duration: Instantaneous
  You point a melee weapon and move forward in a line up to the spell's range at the speed of light for 
  a moment, striking a creature that is in sunlight and within your weapon's range. Opportunity attacks 
  made against you have disadvantage until the end of the current turn. The creature must make a 
  Dexterity saving throw or take three times your weapon's damage dice + 4d4 in radiant damage, or 
  half as much damage on a successful save. On a success or fail, you reappear in front of the creature.
  At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the radiant damage 
  increases by 1d4 for each slot level above 2nd.
  Superheroism
  5th-level enchantment
  
  Classes: Bard, Paladin
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V
  
  Duration: Concentration, up to 10 minutes
  Up to five willing creatures that hear you within range are imbued with a super heroic energy. Until 
  the spell ends, an affected creature is immune to being frightened and charmed and gains 15 
  temporary hitpoints at the start of each of its turns. If a creature is under half its hitpoint maximum, 
  it gains 20 temporary hitpoints instead.
  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 5th.
  Sweet Dreams
  Enchantment cantrip
  
  Classes: Bard, Wizard
  
  Casting Time: 1 minute
  
  Range: Touch
  
  Components: V
  
  Duration: Instantaneous
  
  You put your hand on a willing creature and hum, whisper, or softly sing a melody, putting it to sleep. 
  The creature sleeps through a long rest, dreaming of happy and good things, and doesn't awaken due 
  to insomnia or the like
  Sword of Damocles
  3rd-level conjuration
  
  Classes: Bard, Cleric, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V
  
  Duration: Up to 10 minutes
  In the casting of this spell, you touch a creature and conjure a sword of Damocles over its head. The 
  first melee attack that the creature hits each turn while under the spell's effect deals an additional 
  6d6 radiant damage. If the target of the spell is hit with a melee attack from a hostile creature, the 
  sword of Damocles transfers to the attacker, and the attacker gains the effects of the spell instead. 
  This can continue until the duration ends. Once the weapon of divinity affects a creature other than 
  the first target, the spell can't be ended early or dispelled.
  A creature under the sword can only move if movement brings the creature closer to a hostile 
  creature than when it started moving. The moment the sword of Damocles is conjured, each creature 
  that can see it feels the fragility of the blessing and knows that it could easily be taken.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage 
  increases by 1d6 for each slot level above 3rd.
  Talos Arcana
  10th-level transmutation
  
  Classes: Bard, Sorcerer, Wizard, Warlock
  
  Casters: 6
  
  Casting Time: 3 days
  
  Range: 30 feet
  
  Components: V, S, M (an inanimate construct of Gargantuan size worth at least 1,200,000 
  gp, and the components consumed by the spell: 6 lich phylacteries, adamantine worth 
  300,000 gp, and the heart of a tarrasque)
  
  Duration: Instantaneous
  
  Six casters instill soul and mind into a gigantic mechanical construct, the Talos Arcana.  Each focuses 
  their magic on one part of the it: the head, the core, the right arm, the right leg, the left arm, and the 
  left leg.  The phylacteries are used to create a mighty soul (a phylactery can be substituted with a 
  caster's soul) and the adamantine to fortify it for movement and combat.
  The Talos Arcana can fight on its own, but can be piloted willingly by a child of one of the liches (or 
  casters).  This grants the Talos Arcana another turn in combat at 10 higher initiative than the first it 
  rolls every round, though the pilot controls its actions unless incapacitated.
  The Talos Arcana has a personality with quirks and traits derived from the liches (or casters) 
  consumed to create its soul, but it has an ideal written into it by the casters of the spell they chant 
  while casting.  Such an ideal could be "I will protect the world from interplanar threat", or "I will only 
  fight if one or more of my creators are in danger, and otherwise sleep endlessly", or even "The gods 
  oppress humanoids with the cultural myth of reaching godhood which turns them against each other 
  and must be locked away and left behind"; whatever the casters decide.
  ___
  > ## Talos Arcana
  >*Gargantuan construct (titan), lawful neutral*
  > ___
  > - **Armor Class** 30 (natural armor)
  > - **Hit Points** 615 (30d20+300)
  > - **Speed** 300ft., fly 300 ft. (hover)
  > ___
  >|STR|DEX|CON|INT|WIS|CHA|
  >|:---:|:---:|:---:|:---:|:---:|:---:|
  >|30 (+10)|20 (+5)|30 (+10)|20 (+5)|20 (+5)|20 (+5)|
  >___
  > - **Saving Throws:** Str +19, Con +19
  > - **Skills:** Athletics +19, Insight +14, Perception +14
  > - **Damage Resistances:** acid, cold, fire, lightning, thunder
  > - **Damage Immunities:** bludgeoning, piercing, and slashing from nonmagical attacks; force, 
  poison
  > - **Condition Immunities** charmed, frightened, paralyzed, poisoned, unconscious
  > - **Senses** truesight 300 ft., passive Perception 24
  > - **Languages** all but rarely speaks
  > ___
  > ***Immutable Form.*** Talos Arcana is immune to any spell or effect that would alter its form.
  
  > 
  > ***Legendary Resistance (3/Day).*** If Talos Arcana fails a saving throw, it can choose to succeed 
  instead.
  >
  > ***Freedom of Movement.*** Talos Arcana ignores difficult terrain, and magical effects can't 
  reduce its speed or cause it to be restrained.  They can spend 5 feet of movement to escape from 
  nonmagical restraints or being grappled.
  >
  > ***Magic Weapons.*** Talos Arcana's attacks are magical.
  >
  > ***Magic Resistance.*** Talos Arcana has advantage on saving throws against spells and other 
  magical effects.
  >
  > ### Actions
  > ***Multiattack.*** Talos Arcana makes any combatination of two fist attacks or two crushes.
  >
  > ***Fist.*** *Melee Weapon Attack:* automatic hit, reach 30 ft., one target. *Hit* 120 force 
  damage, and the target is grappled (escape DC 27) or pushed (up to 30 feet away from Talos Arcana 
  if it is Gargantuan or smaller (Talos Arcana chooses either when it hits).
  >
  > ***Crush.*** Talos Arcana makes one fist attack against a Huge or smaller target is grappling.  If it 
  hits, the target is crushed.  The crushed target is blinded and restrained, and it takes 60 bludgeoning 
  damage at the start of each of Talos Arcana's turns.  Talos Arcana can't attack another target with 
  this hand, and can only crush up to two targets at once.
  Temporal Beat
  Abjuration cantrip
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S
  
  Duration: Instantaneous
  
  You can cast this cantrip when you must make a saving throw against an effect at the start or end of 
  your turn. You immediately make a saving throw against it, even if you already have this turn. If you 
  succeed and the effect ends, you can Dash or Disengage as a bonus action.
  You gain a 1d4 bonus to the saving throw when you reach 5th level. This bonus increases to 1d6 at 
  11th level, and 1d8 at 17th.
  The Blind Shall See
  1st-level divination
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: S
  
  Duration: 1 minute
  You put your hand over the eyes of a willing creature. The target has blindsight to a range of 60 feet, 
  but is blind beyond that radius. The creature can end the effect early as an action.
  Thirst of the Bloodwyrm
  4th-level evocation
  
  Classes: Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 10 feet
  
  Components: S
  
  Duration: Instantaneous
  You reach out a hand and draw the life force out of a creature you can see within range and into you. 
  The target must make a Constitution saving throw. On a failure, it loses 4d10 hitpoints due to life loss 
  and you regain the same amount. On a success, it loses half as much.
  Through the Fire and Flames
  3rd-level transmutation
  
  Classes: Druid, Sorcerer, Ranger, Wizard
  
  Casting Time: 1 reaction, which you take when you become covered in fire
  
  
  Range: Self
  
  Components: V, S
  
  Duration: Instantaneous
  When you are covered in fire, as with an explosion, area of effect fire spell, or some fire creating 
  ability such as a red dragon's breath, you can move up to your speed and take one action.  That 
  action can only be the Attack action, the Cast a Spell action (a cantrip only), the Dash action, the Hide 
  action, or the Search action.
  If you made a saving throw or were the target of an attack for the triggering fire, you take no damage 
  on a successful save or a missed attack and only half as much fire damage on a failed save or a hit 
  attack.  
  Thunderbolts
  3rd-level evocation
  
  Classes: Druid, Paladin, Ranger,
  Sorcerer, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: 300 feet
  
  Components: S
  
  Duration: Instantaneous
  You spawn three thunderbolts in your hand, shimmering and sounding with radiance and 
  power. You can hurl them at one target or several.
  Make a ranged spell attack with each ray. On a hit, a target takes 3d8 thunder or radiant damage 
  (your choice when you cast the spell). You can forgo one of the d8s on a hit to knock the creature 
  prone if it is Large or smaller.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one 
  additional thunderbolt for every two slots above 3rd. 
  Thundersnap
  Evocation cantrip
  
  Classes: Bard, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: S
  
  
  Duration: Instantaneous
  You audibly snap at a creature within range, sending a visible focused sonic wave at it. Make a 
  ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage. You can't miss 
  objects with this spell that aren't being worn or carried.
  On a critical hit with this cantrip, you roll triple the damage dice, instead of double.
  At 5th level, the thunder damage increases to 2d8. It increases to 3d8 at 11th level, and 4d8 at 17th.
  Time Slight
  5th-level transmutation
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V, S
  
  Duration: Instantaneous
  You choose a number of creatures you can see within range. Each creature can take their turn on 
  your turn, acting in order of their initiative results, giving up their next turn, skipping it. Each creature 
  chosen can't be affected again until after the end of the next round.
  Transposition
  2nd-level conjuration
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S, M (a folded piece of paper)
  
  Duration: Instantaneous
  You warp the space of two Large or smaller creatures or objects you can see within range. A target 
  must make a Charisma saving throw, which it can choose to fail (objects automatically fail). If both 
  targets fail, they swap places. The spell fails if either target succeeds on the saving throw or if a 
  target would be teleported to a space smaller than it.
  Trebuchet
  3rd-level transmutation
  
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: 120 feet
  
  Components: S, M (a small piece of paper with a comparison of two large devices)
  
  Duration: Instantaneous
  Choose one Medium or smaller sized creature or object that isn't being worn or carried. The target is 
  launched in a horizontal line up to 120 feet in a direction you choose before falling to the ground, 
  stopping if it impacts a solid surface. A creature can make a Dexterity saving throw to avoid being 
  launched. If the target impacts a creature, the launched creature takes 4d12 + your Strength modifier 
  in bludgeoning damage, and the impacted creature must make a Dexterity saving throw or take the 
  same damage, or half as much on a success.
  If the target impacts a 1 foot thick wood or stone wall or thinner, it crashes through the wall, leaving 
  a Medium sized gap in it.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage both 
  creatures take increases by 1d12 per slot level above 3rd.
  
  True Absorb Elements
  5th-level abjuration
  
  Classes: Druid, Ranger, Sorcerer, Wizard
  
  Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder 
  damage
  
  Range: Self
  
  Components: S
  
  Duration: 1 round
  This spell completely stops incoming energy from harming you and taking some of its energy for your 
  own. You have immunity to the triggering damage type until the start of your next turn. Additionally, 
  you regain a number of hitpoints equal to this spell's level.
  True Dragon's Breath
  8th-level transmutation
  
  Classes: Sorcerer, Wizard
  
  Casting Time: 1 bonus action
  
  Range: Touch
  
  Components: V, S, M (a ghost pepper)
  
  Duration: Concentration, up to 10 minutes
  You touch one willing creature and imbue it with the immense power to breathe out a magical frenzy 
  from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, 
  the creature can use an action to exhale energy of the chosen type in a 30-foot cone or 30 foot long, 
  5 foot wide line (it chooses each time it takes the action). Each creature in that area must make a 
  Dexterity saving throw, taking 12d6 damage of the chosen type on a failed save, or half as much 
  damage on a successful one. 
  
  True Shield
  5th-level abjuration
  
  Classses: Sorcerer, Wizard
  
  Casting Time: 1 reaction, which you take when you are hit by an attack or make a saving 
  throw against a spell or effect and would take damage
  
  Range: Self
  
  Components: V, S
  
  Duration: 1 round
  A sphere of energy erupts from you, encasing and protecting you. Until the end of your next turn, the 
  shield absorbs up to 50 damage that you would've taken before shattering, including the triggering 
  attack, spell, or effect, leaving you unharmed. Line effects and spells, such as lightning bolt and some 
  dragons' breaths, stop completely at the sphere if its damage is entirely absorbed.
  The shield reflects a magic missile spell back to the caster, using its spellcasting ability, instead of 
  absorbing the damage.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of 
  damage the shield absorbs increases by 10 for each slot level above 5th.
  Twist This Fate
  5th-level transmutation
  
  Classes: Bard, Sorcerer, Wizard
  
  Casting Time: 1 bonus action
  
  Range: Self (300-food radius)
  
  Components: V
  
  Duration: Instantaneous
  You can cast this spell even if you have already cast a spell of 1st level or higher on your turn.  When 
  you do, you twist fate to return to the start of your turn.  Spent resources are returned, positions are 
  reverted, and time is reset for you and all other creatures within the spell's radius.  
  If you cast this spell one or more times across iterations of the same turn, you don't regain the spell 
  slot used to cast this spell.  On your second or subsequent iteration of your turn, creatures other 
  than you can gain no benefit from *foresight.*  Creatures retain memory of the original turn.
  
  Underside
  2nd-level transmutation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V
  
  Duration: Up to 1 hour
  You touch the shadow of a creature and your physical form disintegrates and your soul moves within 
  the shadow. For the duration you exist in the creature's shadow, moving with it. If light causes the 
  shadow to disappear, the spell ends, or you end it early as an action, you reappear next to the 
  shadow fully physical.
  While in the shadow, you can't be attacked or affected by spells or other magical effects, but you can 
  see out of the shadow.
  
  Urie's Warped Space
  3rd-level conjuration
  
  Classes: Wizard
  
  Casting Time: 1 action
  
  Range: 30 feet
  
  Components: V, S, M (an octagon drawn onto paper)
  
  Duration: Concentration, up to 1 minute
  You warp up to five unoccupied 5-foot cube spaces within range into blurred, shifting space. If you 
  walk into any of these spaces, you can teleport into another by using 5 feet of movement. If another 
  creature attempts to move through, it can make a Charisma saving throw to attempt to teleport to 
  another space. On a success, it can choose a space and teleport, expending the same movement.
  An object or magical effect, such as a spell's area of effect, that goes into a cube can be directed by 
  you to teleport to another cube. For example, you can redirect a shot arrow, or a dragon's breath. 
  You still use the rolls of the creature the attack, effect, or spell is originating from. If the attack, 
  effect, or spell would exceed its range because of the distance travelled, it ends as normal.
  Vacuum Hand
  3rd-level transmutation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: 120 feet
  
  Components: S
  
  Duration: Instantaneous
  You move your hand and create a thin vacuum between the hand and a Large or smaller object or 
  creature you can see within the spell's range. A creature can make a Strength saving throw to avoid 
  the effect. Otherwise, the target is pulled 60 feet closer to you in a line, or yourself 60 feet closer to 
  the target (you choose when you cast the spell).
  
  Vampiric Allies
  3rd-level conjuration
  
  Classes: Warlock
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V
  
  Duration: Up to 1 round
  You bestow spiritual, vampiric allies to a creature you can see within range. At the end of the target's 
  next turn, the vampiric allies bite onto the souls of creatures within 15 feet of the target. Each 
  creature except those of the target's choice within range must make a Wisdom saving throw or be 
  stunned until the end of its next turn and take 6d4 psychic damage, or take half as much damage and 
  not
  be stunned on a success. The spell then ends.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the vampiric allies 
  affect creatures an additional 5 feet away from the
  target for each slot level above 3rd.
  Voidhands
  2nd-level conjuration
  
  Classes: Druid, Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: Concentration, up to 1 minute
  You touch the hands of a creature and infuse them with the power of the void. Unarmed attacks the 
  target makes deal an additional 1d6 force damage for the duration of the spell, count as magical, and 
  deal double damage against objects and structures.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the additional force 
  damage increases by 1d6 for every two slot levels above 2nd.
  
  Walk of Ungoliant
  5th-level evocation
  
  Classes: Warlock, Wizard
  
  Casting Time: 1 action
  
  Range: Self (15-foot radius)
  
  Components: V
  
  Duration: Concentration, up to 1 minute
  You gain eight legs of darkness, increasing your walking speed to 80 feet and allowing you to move 
  up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. 
  Additionally, you can attack up to three creatures within 15 feet of you as an action. Make an attack 
  roll using your spellcasting ability. On a hit, a creature takes 5d10 necrotic damage.
  Your legs of darkness are not fully material, allowing you to still slip and move in the amount of space 
  you otherwise could.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an 
  additional leg and 10 feet of walking speed for every slot level above 5th.
  Walk the Ground
  4th-level evocation
  
  Classes: Druid, Ranger
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S
  
  Duration: Special
  You conjure a relentless seeking energy on a creature you can see within range.  A magical line 
  appears between you and it, which follows that creature wherever it goes.  At the start of each of its 
  turns, it takes 10 force damage from the line.  The spell doesn't end until the creature is dead or the 
  creature spent the time between the end of one of its turns and the start of its next turn not 
  touching the ground, however it accomplishes that feat.  The spell can end early if it deals 60 total 
  damage or if a creature successful casts *dispel magic* on the target of the spell.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell can deal 
  an additional 10 damage before it ends early for each slot level above 4th.
  
  Wall of Paper
  1st-level evocation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: V, S, M (a piece of parchment)
  
  Duration: Concentration, up to 1 minute
  A wall of paper unwraps 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 5 feet, or you can shape a flat surface made up of five 10-foot-by-10-foot panels. Each panel must 
  be contiguous with another panel. In any form, the wall is literally paper thin. It lasts for the duration. 
  If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the 
  wall (your choice which side).
  The wall can't be seen through. If moved into, the wall moves with the creature, collapsing on top of 
  it. If the wall is attacked or would take damage, it tears, cuts, or burns easily. If it would be damaged 
  with fire, it spreads, burning one 5 by 5 foot area per adjacent burning area per round. A burned 
  section harmlessly drifts off as ash, as paper would.
  Weapon’s Kairos
  2nd-level conjuration
  
  Classes: Paladin, Ranger
  
  Casting Time: 1 reaction, which you take when a creature makes a melee attack against you
  
  Range: Self
  
  Components: V
  
  Duration: Instantaneous
  When a creature makes an attack against you but before the outcome of the attack is decided, you 
  teleport into an unoccupied space within 5 feet of them and make a melee weapon attack as part of 
  the spell.  The attack that triggered the spell automatically misses.
  Wellspring
  1st-level transmutation (ritual)
  
  
  Classes: Druid
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S, M (a sigil of water inscribed on the bone of a buffalo)
  
  Duration: 1 minute
  You transform and pull up water out of the ground into a miniature spring that lasts for the duration. 
  If left entirely alone, it will form a small oasis, and plant life will begin growing around it. If it is 
  otherwise drank from, steppped in, or physically interacted with, the spring dries up when the spell 
  ends. Altogether the spring releases ten gallons. The water is especially savory.
  West Wind
  4th-level evocation
  
  Classes: Druid
  
  Casting Time: 1 action
  
  Range: Self (60-foot line)
  
  Components: V, S
  
  Duration: Instantaneous
  You briefly summon the West Wind, a gale of storms, death, and destruction. Each creature in a line 
  60 feet long and 15 feet wide from you must make a Strength saving throw. On a failure, a target is 
  pushed back 30 feet and takes 4d8 necrotic damage, or half as much damage on a success.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic 
  damage increases by 1d8 for each slot level above 4th.
  What’s Mine is Yours
  2nd-level transmutation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: 1 minute
  
  When you are under the effect of a spell, you transfer it to a creature you touch.  If the creature is 
  unwilling, it must make a Dexterity saving throw.  On a failure, you transfer the effects of all spells of 
  2nd level or lower to the target, and you lose those effects.  On a success, the spell fails and you 
  retain the effects.
  If the original duration was more than 1 round, the spell(s) last 1 minute for the target, before What's 
  Mine is Yours ends and the effects fade.  Otherwise, it lasts until the end of the target's next turn.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you transfer the 
  effects to the target of spells of levels equal to or less than the level of the spell slot you used, and 
  you lose them.
  What’s Yours is Mine
  2nd-level transmutation
  
  Classes: Bard, Wizard
  
  Casting Time: 1 action
  
  Range: Touch
  
  Components: V, S
  
  Duration: 1 minute
  You touch a creature under the effect of a spell and attempt to transfer its effects to you.  Make a 
  spellcasting ability check contested by the caster of the spell's spellcasting ability check.  If the target 
  is under the effect of spells from multiple casters, use only the check of the highest level spellcaster.  
  If you succeed, you gain the effects of all spells the target is under of 2nd level or lower, and the 
  target loses the effects of those spells.  Regardless of the spells' duration, they last 1 minute for you, 
  before What's Yours is Mine ends and they fade.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain the effects 
  of spells of levels equal to or less than the level of the spell slot you used, and the target loses them.
  
  Wheel of Force
  3rd-level evocation
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self (30-foot radius)
  
  Components: V, S, M (a fan)
  
  Duration: Instantaneous
  A swirl of wind erupts from you. Choose clockwise or counterclockwise when you cast this spell. Each 
  creature in a 30 foot radius around you must make a Strength saving throw. Huge and larger 
  creatures automatically succeed. On a failed save, a creature is rotated around you in the direction of 
  your choice half or a quarter of the circumference of the circle (you choose when you cast the spell). 
  Each creature that failed the save is then incapitated until the end of their next turn. While 
  incapacitated by this spell, a creature has a speed of 0, and attack rolls against it have advantage. 
  White Ice
  5th-level transmutation
  
  Classes: Druid, Sorcerer, Wizard
  
  Casting Time: 1 action
  
  Range: Self
  
  Components: V, S
  
  Duration: Concentration, up to 10 minutes
  You are enveloped by a thick coat of living ice. You gain 20 temporary hitpoints which fade when the 
  spell ends. While these temporary hitpoints last, the coat lasts, which grants you a number of 
  benefits:
  
  You can reduce any damage you take by 2 + your spellcasting ability modifier.
  
  The air and objects around you freeze, allowing you to finely control some physics within. If a 
  ranged attack misses you or you reduce its damage to 0, you can target it back towards the 
  attacker as a reaction, making a ranged spell attack against the creature and using its 
  damage roll.
  
  Your hands are natural melee weapons with which you can attack twice as an action using 
  your spellcasting ability modifier. On a hit, a target takes 2d6 slashing + 2d6 cold damage.
  
  As a bonus action, you can make a bridge of ice starting from you and extending up to 60 feet 
  in front of you and up to 5 in the air. It is difficult terrain for creatures other than you and 
  
  creatures of ice, which expend only 1 foot of movement for every 2 travelled on it. The 
  bridge melts when you make a new bridge or when the spell ends.
  As an action, you can gain 10 temporary hitpoints, remaking the coat.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of 
  damage you can reduce increases by 1 and the amount of temporary hitpoints you initially gain 
  increases by 5 for each slot
  level above 5th.
  Worldtree
  10th-level conjuration
  
  Classes: Druid, Wizard
  
  Casters: At least 2
  
  Casting Time: 1 day
  
  Range: 60 feet
  
  Components: V, S, M (a seed from the first tree, and dirt, rock, or other natural parts from 
  any number of planes, all of which is consumed in the tree's growth)
  
  Duration: Instantaneous
  You plant a seed into a ground fertilized with pieces of at least one different plane of existence. The 
  more casters partake in casting this spell, the more planes can be connected to the tree. Each caster 
  must have travelled to and deposited a natural part of any given plane for the world tree to form a 
  connection with.
  Over the spell's casting, the seed germinates and grows rapidly from the ground. The tree grows as 
  high as 30 feet per caster. Once the spell is finished, any creature can willingly touch any part of the 
  tree and transport itself to one of the planes connected. If a creature takes with them a leaf from the 
  tree and burns it once transported, the world tree calls them back to where it is planted.
  Every thousand years, one plane at random is disconnected from the world tree, until all have been 
  severed, and the tree slowly withers and dies.
  
  Zone of Lies
  2nd-level enchantment
  
  Classes: Bard, Warlock
  
  Casting Time: 1 action
  
  Range: 60 feet
  
  Components: M (a silver tongue)
  
  Duration: 10 minutes
  You create a magical zone that fosters deceit in a 15-foot-radius sphere centered on a point of your 
  choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on 
  turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't 
  discern lies from truth while in the radius, as with making a Wisdom (Insight) check or another way. A 
  creature that fails the save and that can automatically discern lies, such as one with the Divine 
  Awareness trait, can't automatically discern them, but can make Wisdom (Insight) checks to 
  determine truth as normal.
  You know whether each creature succeeds or fails on its saving throw. However, creatures affected 
  by this spell don't know if they are or not. Any Wisdom (Insight) checks they make to determine truth 
  are inconclusive. If this spell affects another player character, the DM makes their saving throw in 
  secret. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Meow Magic.pdf