1ST-LEVEL
Lag Behind
2ND-LEVEL
Arcane Portrait
Memory Spectacle
Quick Magic
Storm of Arrows
Vision of History
3RD-LEVEL
Encumber Gear
1ST-LEVEL
Divine Archery
Imbue with Spell
3RD-LEVEL
Heshtail's Cloak
1ST-LEVEL
Divine Archery
Mystical Umbrella
3RD-LEVEL
Portable Road
1ST-LEVEL
Concussive Strike
3RD-LEVEL
Heshtail's Cloak
1ST-LEVEL
Concussive Strike
Mystical Umbrella
2ND-LEVEL
Storm of Arrows
3RD-LEVEL
Portable Road
1ST-LEVEL
Bind Weapon
Concussive Strike
Lag Behind
2ND-LEVEL
Arcane Portrait
Quick Magic
Time Reversion
3RD-LEVEL
Encumber Gear
4TH-LEVEL
Carpet of Flame
6TH-LEVEL
Ice Sculpture
1ST-LEVEL
Draining Strike
2ND-LEVEL
Claustrophobia
Quick Magic
Shadow Whip
1ST-LEVEL
Bind Weapon
Concussive Strike
Draining Strike
Hidden Trap
Imbue with Spell
Lag Behind
2ND-LEVEL
Arcane Portrait
Claustrophobia
Memory Spectacle
Quick Magic
Shadow Whip
Storm of Arrows
Time Reversion
Vision of History
3RD-LEVEL
Encumber Gear
Portable Road
Telekinetic Explosion
4TH-LEVEL
Aegis of Night and Day
Carpet of Flame
6TH-LEVEL
Ice Sculpture
4th-level abjuration
Casting Time: 1 action
Range: self
Components: V, S, M (a bit of chalk and charcoal)
Duration: 1 minute
If it is dawn or daytime when you cast this spell, your body is surrounded by a faintly shimmering golden aura. The golden aura grants you resistance to radiant damage. Whenever a creature within 5 feet of you hits you with a melee attack, the golden aura flashes. The attacker takes 2d10 radiant damage.
If it is dusk or night time when you cast this spell, your body is surrounded by a faintly swirling purple aura. The purple aura grants you resistance to necrotic damage. Whenever a creature within 5 feet of you hits you with a melee attack, the purple aura pulses. The attacker takes 2d10 necrotic damage.
2nd-level transmutation
Casting Time: 1 action
Range: touch (see description)
Components: V, S, M (a glass pane)
Duration: 1 month
This spell temporarily captures an image from life on a pane of glass. You hold up the pane and cast the spell, whereupon whatever you can see through the glass becomes affixed within the glass so that others can see it when they look at the glass. The image cannot be made larger or smaller—it is a direct representation of what the caster can see through the glass when the spell is cast and has the same fidelity and properties as the caster’s vision. For example, if the caster is using dark vision, the image appears in shades of gray; if the caster can see invisible creatures, invisible creatures are visible in the image; if the caster has bad vision, the image is blurry. It is obvious to all who look at the image that is has been produced by magic. Larger panes of glass capture larger images (panes of glass must be acquired or purchased at market cost). At the end of the duration, the image fades and the pane of glass shatters.
At higher levels : When you cast this spell using a spell slot of 3rd level or higher, the portrait lasts for an additional month for each slot level above 2nd.
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small magnet)
Duration: Concentration up to 1 minute
You wave your hands, pointing to an opponent's weapon, and alter gravity in relation to that weapon, making it extremely heavy. The wielder of the weapon must make a strength saving throw; if the weapon is magical or of large or greater size, the wielder saves with advantage. Creatures that fail the saving throw drop their weapon, and it becomes pinned to the ground. As an action, a creature can attempt to recover a pinned weapon by succeeding on a strength saving throw, whereupon the spell stops affecting that weapon. This spell does affect improvised weapons but does not affect non-weapons, shields, natural weapons (such as claws or tail spikes), or artifacts.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you may target an additional weapon for each slot level above 1st.
4th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small piece of coal)
Duration: Concentration, up to 1 minute
You create a carpet of fire that covers up to 50 square feet of the ground (in 5-foot squares that are adjacent to each other, if you choose to immolate more than 1 square) and which burns to a height of 16 inches. As an action you may choose to extinguish up to 15 square feet of the carpet of fire (in 5-foot squares) and may immolate the same number of 5 ft. squares adjacent to each other; if you didn't use all 50 square feet initially, you may immolate 5-foot squares without extinguishing squares, as long as the total area that is burning does not exceed 50 square feet. At least one 5-foot square of the newly immolated area must be adjacent to the previously burning area. If at the beginning of its turn a creature stands in the flame or if a creature enters the flames, it must make a Dexterity saving throw. On a failed saving throw, the creature takes 3d8 fire damage, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you may choose either to increase the damage by 1d8 for each slot level above 4th or to add an additional 5-foot square area to the carpet of flame for each slot level about 4th.
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small piece of stone)
Duration: Concentration up to 1 minute
Choose a creature you can see within range. It must make a Wisdom saving throw or be afflicted with extreme claustrophobia (a special fear effect). A creature thus afflicted attempts to leave any enclosed spaces, moving as quickly as it can to a position where it can see the open sky. If the creature is unable to move to such a position, it is afflicted with the frightened condition, and the source of its fear is the ceiling or roof. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Creatures that naturally live underground and never leave their environment, or creatures that suffer detrimental effects from sunlight, have advantage on the saving throw. Creatures harmed by sunlight or those immune to fear affects are immune to the spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you may target an additional creature for each slot level above 2nd.
1st-level evocation
Casting Time: 1 bonus action
Range: touch
Components: V, S
Duration: Concentration up to 1 minute
You touch a melee weapon. Until the spell ends, the first time the weapon successfully hits in a round, it deals an additional 1d8 force damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by an additional 1d8 per level.
1st-level divination
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 10 minutes
Your diety guides your hand when you make missile attacks. For the duration, when you make an
attack with a ranged weapon, you may use your Spell Attack modifier when you roll to hit.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the duration is extended by 10 minutes for each slot level about 1st.
1st-level necromancy
Casting Time: 1 action
Range: touch
Components: V, S
Duration: Instantaneous
A green glow envelops your hand that will drain magic from a creature you touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 necrotic damage, and it must succeed at a Wisdom saving throw or expend one spell slot of the same slot level used to cast this spell. The target does not actually cast a spell. If the target has already expended all its spell slots of the same slot level used to cast this spell, it expends its next highest spell slot. If it has expended all its spell slots or has no spell slots, it merely takes damage. Spell slots that are expended in this fashion are regained as normal.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small piece of lead)
Duration: Concentration up to 1 minute
You enchant the mind of your victim, making his possessions seem very burdensome. The target must succeed on a Wisdom saving throw or believe that his gear (including armor, clothing and items but excluding weapons and ammunition) is suddenly extremely heavy. He begins behaving as if he is heavily encumbered: his speed drops by 20 feet and he has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature for each slot level above 3rd.
3rd-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of holy water)
Duration: Concentration, up to 1 minute
Calling upon the goodness of Heshtail, a light descends and cloaks a target of your choice that you can see within 30 feet with a soft glow of radiant energy. This glow creates bright light out to 5 feet and dim light to 10 feet. When bathed in the radiant energy, the target has resistance to necrotic damage, and when the target takes necrotic damage, it can expend a reaction to regain 2d8 hit points.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you may choose an additional target for each slot level above 3rd.
1st-level evocation
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a needle)
Duration: 8 hours
You create a magical trap that is difficult to detect. Choose a point within range that is no larger than 1 inch, then choose whether your trap will deal cold, fire, or lightning damage. Until the spell ends, when a Tiny or larger creature comes within 5 feet of the point you designated, they activate your magical trap. They must succeed at a Dexterity saving throw or take 1d10 damage of the type you chose. When you cast the spell, you can designate up to 10 creatures that will not set off the trap. A creature can detect the trap with a perception check, the DC of which is your spell save DC. The trap cannot be disarmed, but it can be dispelled. When the trap is activated, disabled, or dispelled, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
6th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of quartz)
Duration: Concentration, up to 1 minute
A thin blue ray springs from your pointing finger to a creature that you can see within range. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 6d10 cold damage and is restrained as it begins to freeze. At the end of every subsequent turn, it needs to succeed at a Constitution saving throw or take an additional 6d10 cold damage. On a successful save, the spell ends. If this spell reduces the creature to 0 hit points, it and everything it is wearing and carrying, except magic items, turn into an ice sculpture. At this point, the caster need no longer concentrate on the spell. The creature is unconscious and subject to the petrified condition. This ice is magically impervious to heat and all harm, and melts slowly. In 24 hours, the ice melts and the target is dead. In this case, the creature can be restored to life only by means of a true resurrection or a wish spell. If polymorph, greater restoration, or wish are cast on the ice sculpture before it melts, the creature, unconscious and stable with 0 hit points, along with all its items, will be restored.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, cold damage dealt by the spell increases by 1d10 for each spell level above 6th.
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
Choose a 1st level spell you currently have prepared. You transfer the ability to cast it to another creature that you touch. During the next 24 hours, that creature may now cast the spell once, although attack rolls and saves against the spell are calculated using your spell attack modifier and saving throw DC. To be able to cast the spell, the creature must be of a sufficient total character level or CR such that they could cast it if they were the same class you used to cast this spell and their level or CR were their level in that class. If they do not meet this requirement, nothing happens when you cast this spell upon them, and the slot is expended.
You cannot regain the expanded spell slot you used to cast this spell until the target has cast the spell with which you have imbued them. If the spell that you transferred has a material component with a cost, you must pay that cost when you cast this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you may imbue the target with the ability to cast a spell of that level that you currently have prepared.
1st-level enchantment
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small copper disk)
Duration: Instantaneous
This spell magically confuses the target, making it hesitate. The target of this spell must succeed on a Wisdom saving throw or immediately be ranked last in the initiative order, acting last in the round.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional 2 creatures for each slot level above 1st.
2nd-level illusion
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (a small mirror)
Duration: Concentration up to 1 minute
You can create a moving image of any event exactly as you witnessed it, either in person or by magical means. The image includes visual, olfactory, and auditory components, including speech. The figment displays the events exactly as the caster perceived them; for example if the caster was blind-folded, the image will have no visual component. Only things actually perceived by the caster are displayed. If the caster was unaware of something in the original event, that thing will not be displayed in the image. The image may be no larger than 10 feet by 10 feet, meaning that anything in the original event that was outside this "viewing window" is not displayed. Anyone viewing the figment immediately knows that it is an illusion.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the potential size and "viewing window" of the image increases by 5 feet for each slot level above 2nd.
1st-level abjuration
Casting Time: 1 action
Range: self
Components: V, S, M (a leaf)
Duration: 8 hours
You create a 15-foot wide circular canopy centered 5 feet above your own head. The canopy is invisible and can’t be touched or interacted with. It blocks only natural precipitation caused by rain, sleet, snow, and so forth. It can protect against all but the very heaviest downpours of precipitation but can’t block running water like a waterfall or flood, nor can it block wind or magical water. As a bonus action, you can tilt the canopy 45 degrees, for example to block wind-blown rain. You can dismiss the spell as a free action.
3rd-level illusion
Casting Time: 1 minute
Range: self
Components: V, S, M (a piece of agate worth 25 sp, which is consumed in the casting)
Duration: Concentration up to 4 hours
A quasi-real stretch of road appears on the ground under your feet and extends 20 feet ahead of you in a straight line. As you travel, the road moves with you, turning to face your direction of travel. The road is 10 feet wide and appears perfectly flat, smooth, and paved. Anyone can travel on the road while the duration lasts. The road changes all terrain to simple terrain, allowing for normal travel speed through rough ground, swamps, brush, and so forth. The road goes around small obstacles like trees or rises over small obstacles 5 or fewer feet in height; it bridges rivers, gaps, and ravines of 20 feet or fewer. If the terrain does not have enough open space for a 10 foot-wide road-- for example, an extraordinarily dense forest-- or if you aren't able to traverse the terrain at all-- for example, a cliff or steep mountain-- the road disappears and reappears when you leave that terrain. The road doesn't disrupt or go through anything attached to the ground, nor will it function indoors, be it a natural structure like a cave or an artificial structure. The road abruptly disappears when the spell ends or if you use an action to dismiss it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.
2nd-level transmutation
Casting Time: 1 action
Range: self
Components: V, S, M (a bone die)
Duration: 6 rounds
This spell gives you the ability to cast spells faster, but in an unpredictable fashion. At the start of each of your next turns, roll a d6. A result of 6 or higher means that you may cast an additional spell of up to 3rd level as a free action on that turn, even if you have already cast a spell that turn. Each time you fail to achieve a 6 or higher, you add a +1 to your next roll of the d6; these bonuses are cumulative. Once you cast an additional spell as a free action, this spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the level of the spell that you may cast as a free action goes up by one. For example, if you cast this spell using a 3rd level slot, you may cast up to a 4th level spell as a free action.
2nd-level conjuration
Casting Time: 1 action
Range: self
Components: V, S, M (a black string)
Duration: Concentration up to 10 minutes
You evoke a shadowy whip in your free hand. The whip is 10-feet long, has the reach property, and lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action.
You can use your action to make a melee spell attack with the shadowy whip.
On a hit, the target takes 1d10 necrotic damage, and it must make a Dexterity
saving throw or be restrained until it breaks free. A creature restrained by
the shadowy whip can use its action to make a Strength check against your
spell save DC. If it succeeds, it is no longer restrained. A creature
restrained by the whip at the end of its turn takes 1d10 necrotic damage. If you have a creature restrained by the
whip, you cannot use it to make a melee spell attack, and you cannot cast spells that have somatic or material components.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d10 for every two slot levels above 2nd.
2nd-level evocation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a pin)
Duration: Instantaneous
You enchant the missile weapon of one creature. On its next turn, the target may make a ranged attack with its shortbow, longbow, light crossbow, or heavy crossbow at a point within range of the weapon (disadvantage for long range applies as normal). When the missile reaches its target, it bursts into a shower of missiles. Each creature in a 20-foot-radius sphere centered on that point whose Armor Class is equal to or lower than the target's ranged attack roll are hit with one missile and take 1d10 damage. A creature can benefit from cover but not concealment from the point of the attack.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage of each missile increases by 1d10 for each slot above 2nd.
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration up to 1 minute
Choose a target that you can see within range. If the target needs to breathe, it must succeed at Constitution saving throw or begin suffocating. While suffocating, it has disadvantage on all attacks; it can survive while suffocating for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn after this, it drops to 0 hit points, stops suffocating, and begins dying. It can repeat the saving throw at the end of each of its turns, ending the suffocation on a success. If the target spends an action coughing, it gains advantage on the saving throw to end the suffocation. Creatures that don’t have to breathe, such as constructs and undead, are unaffected by the spell.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of wax)
Duration: Instantaneous
You gesture at a point you choose within range and provoke an explosive telekinetic wave of force. Each creature in a 20-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature takes 6d6 force damage, is pushed 10 feet away from the point of origin of the spell, and is knocked prone. On a successful save, a creature takes half as much damage, and is not pushed or knocked prone.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
2nd-level transmutation
Casting Time: 1 reaction, which you take when you fail a save or skill check or miss an attack
Range: Self
Components: V, S, M (a chip of diamond worth 25 sp)
Duration: Instantaneous
You briefly rewind the flow of time for yourself. When you fail a saving throw or skill check or miss an attack, you may use your reaction to cast this spell, whereupon you may reroll the save, check, or attack. You must use the second roll.
2nd-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of silver worth 10 SP)
Duration: Instantaneous
Pick an object, structure, or creature you can currently see; you get a mental glimpse of what it looked like when it was in its prime. If a creature is unwilling to be affected by this spell, it must succeed at a Charisma saving throw, whereupon the spell does not function. This spell works on a single discrete building or object of any size, although a substantial portion of the building or object must remain. For example, a ruined castle with three walls remaining will appear as it once did at its height, but a single wall will not allow the spell to function. A burned book will appear whole with the title able to be read, but a single page will not restore the mental image of the original book. The caster of this spell will sense ahead of time whether enough of the object remains to disclose the mental glimpse of the original object (which is ultimately up to the GM). An object cannot be interacted with; thus, a book cannot be opened or read, a structure cannot be explored, and so forth. If an object or structure is magical, the caster needs to succeed at a DC 15 Intelligence (Arcana) check to get a mental glimpse of the object in its prime.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can pick an additional object, structure, or creature of which to get a mental glimpse for each slot level above 2nd.