

Schools of Magic
Wizard Spells Tiers
Tier 1
Acid Splash – Save for acid damage, 1 Hit.
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Chill Touch – Save for cold damage, 1 Hit.
Fire Bolt – Save for fire damage, 1 Hit.
Light – Create dim light in a 20’ radius.
Mage Hand – Create a hand of force within 30’ of caster. This hand can hold, pull, or push up to ten pounds. This hand cannot manipulate fine objects such as thieves’ tools, but can hold a small weapon.
Mending – Mend a simple object back together.
Message – Send a simple message to an individual in 10 words or fewer.
Minor Illusion – Create a simple illusion. You can create a sound or a simple illusion. The illusion cannot speak or interact with anyone.
Poison Spray – Save for Poison, 1 Hit per round for every point in Arcane Magic.
Ray of Frost – Save for cold damage. You shoot three rays of frost at your opponent. 1 Hit per ray.
Shocking Grasp – Save against electricity, you touch another creature and deliver 2 Hits.
Alarm - Create an audio sound or ping that can be heard by the naked ear or in your head when a condition is met, such as when a man with a beard crosses this threshold, the alarm will sound.
Burning Hands – A 15’ cone fire springs from your fingertips, doing 2 Hits to anyone in the cone, Save to avoid.
Charm Person – Beguile one creature you can see within 10’. If the charmed character does not save against this spell, they have no memory of having ever been charmed. If they Save, they know someone has tried to charm them.
While charmed, an individual obeys simple commands. However, they will not willingly commit suicide or attack creatures friendly to them. In addition, when charmed, their general attitude towards you is favorable.
Detect Magic – Detect magic in a 30’ radius. This detection method is static and cannot move with the character.
Additionally, you can see magic auras through simple barriers such as wood. Magic is obscured through rock and stone, and lead.
Disguise Self – You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up.
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Feather Fall – As a reaction, cast this spell. You fall at 1/4 speed up to 30'.
Find Familiar - You summon a rat, ferret, owl, raven, or tiny monkey into servitude. You may only have one familiar at a time, and if your familiar dies, you may not summon another unless you succeed on a DC 10 Arcana check.
Floating Disk – Create a floating disc made of force energy. It can carry up to 250 pounds.
Fog Cloud - Summon a cloud of mist that heavily obscures an area of 30'.
Grease - Spray a flammable slippery liquid spray from your focus in a 15' cone. If the grease is set on fire, then those within the grease take 2 Hits per round they are in it. The grease stays ignited for the number of rounds equal to your Arcane Magic score.
Hideous Laughter - In an area of 30', you create laughter so hideous that it damages the psyche of anyone who hears it. Anyone affected by this spell takes 1 Hit damage and must flee in fear.
Mage Armor - You summon gleaming armor made of force; you immediately gain +4 Armor. This effect lasts for 2 rounds.
Magic Missile - Missiles of Force spring from your focus. You may fire as many missiles as your Arcana score. These automatically hit, dealing 1 damage per missile.
Protection from Evil and Good – Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has an advantage on any new saving throw against the relevant effect. You may affect 1 more creature other than yourself per your Arcana score.
Shield – As a reaction, you create a shield of lightly shimmering energy that forms in a 15' radius around you and any allies that are within the radius. This Shield springs into action based on the ability of wizard to gain the upper hand. Roll opposed Initiative Rolls. If the defender wins, then the attack is blocked. If they lose, then the spell or attack is not interrupted by the Shield.
Sleep – Save for Spell Resistance. Put to sleep as many people in a 30' radius as you have ranks in Arcane Magic.
Thunderwave – Save for Spell Resistance. Create a wave of energy that radiates out in a 15' radius, shattering glass and deafening any character caught in the cone for 1 round.
Tier 2
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Acid Arrow - An arrow of acid shoots from your pointed finger. If the attack hits, you deal 1 hit per round for 3 rounds.
Alter Self - Alter your appearance so that you appear unrecognizable to most people. You can change your hair, height, and weight, as well as your physical appearance. A character may use the Perception skill to attempt to see through rouse.
Arcane Lock - Magically lock a door, chest, or other similar object. Only Knock can undo this lock. Knowing the password can also grant you access.
Blur - When cast, you may touch a willing creature, and they blink back and forth from the ethereal plane to the material plane. All attacks and magic have disadvantage.
Continual Flame - A magical flame that sheds bright light in a 20' radius and dim light in a 10' radius. This effect lasts for 30 minutes times the amount of Arcana.
Darkness - You cast a globe of darkness that cannot be penetrated by any means in a 20' radius. Daylight is negated. This lasts until dispelled.
Darkvision – Cast this on yourself or as many people as you have points in Arcana. See in shades of gray up to 30’.
Detect Thoughts - Beat the Spell Resistance of an opponent and detect their surface thoughts.
Enlarge/Reduce – Enlarge or Reduce a person or object by one size category.
Elemental Sphere – Create a ball of fire, poison, acid, or earth. This does 1 hit per Arcana score.
Gust of Wind – Create a strong gust of wind. An opponent makes a save or fall prone. You can also clear magically created fog.
Hold Person – Save for Spell Resistance. Hold a person in place for 3 rounds.
Invisibility – A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible if it is on the target's person. The spell ends for a target that attacks are casts a spell.
Knock – Open a single lock, whether it is magical or mechanical.
Levitate – A creature floats upward up to 30 feet in the air.
Locate Object – Find the location of an object or person if they are on the same plane. The item must be within 500’. If trying to locate a person, they may make a Spell Resistance save. If they are successful, then they know someone was trying to locate them.
Magic Mouth – Cast this and leave an arcane message. When this is triggered, a large mouth appears in an unoccupied space and renders the message.
Magic Weapon – imbue your weapon with magical energy, dealing an extra 1d6 force damage.
Mirror Image – Create two identical images of yourself. If being attacked, you may choose for one of the images to be hit other than you.
Misty Step – Move to a location you can see within 30’.
Ray of Enfeeblement – Save for exhaustion. Upon dealing a Hit with this ray, you roll 1d4 to determine the amount of exhaustion you give an opponent.
Rope Trick – do simple tasks with a rope, like tying a knot or causing it to wrap itself up. This effect is within 30’.
Scorching Ray – Save for damage. Upon casting this spell, you may cast as many rays as you have in Arcana. Each ray does 1 Hit.
See Invisibility – This spell gives you the ability to see invisible creatures.
Shatter – A sudden, loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10’ radius centered on the point within 30’ must make a Spell Resistance saving throw. A creature takes 4 Hits of thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
Spider Climb – Give yourself or one creature that you touch the ability to climb sheer surfaces.
Suggestion – Save for Spell Resistance. Say a simple phrase like “Go over there” or “Fetch that,” and the subject must obey your suggestion. On their next turn they may attempt to save again.
Web – Save for Spell Resistance. Shoot webs from your fingertips. You cover a 20’ cube in thick sticky webbing.
The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) then the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a saving throw. On a failed save, the creatures are restrained while they remain in the webs or until they break free. A creature restrained by the webs can use its action to make a Body check against your spell. If it succeeds, it is no longer restrained. If you expose the webs to fire, you burn off 5’ sections of the 20’ cube.
Animate Dead – Bring the corrupted essence of life to a corpse or skeleton. Animate as many skeletons or corpses as you have in Arcane.
Bestow Curse – Bestow a curse on a character. The higher you cast this curse, the more powerful it becomes, and the lengths you must go to break it are more extensive. The character may save for Spell Resistance.
Blink – Cast this spell on yourself or one other creature you touch. You go between the ethereal plane and the material plane. Roll the dice and determine which plane you are on by the even/odd method. You may not attack or interact with the material plane while on the ethereal.
Dispel Magic – Choose one creature, object, or magical effect within range. Any spell of 3rd Tier or lower on the target ends. For each spell of 4th Tier or higher on the target, make an ability check using your spellcasting ability.
DC equals 10 + Arcane Magic. On a successful check, the spell ends.
Fear – All those that can see you must successfully save versus Spell Resistance or be frightened of you for as many rounds as you have in Arcane. Those affected by the effect must use their turn fleeing from you. Those affected may repeat their save on their turn each round.
If the subject(s) fail the test by 10 or more, they are frozen in fear and have the paralyzed condition.
The effect lasts until the subject saves.
Fireball – A bright streak flashes from your pointing finger to a point you choose within 90’s and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Spell Resistance check. A target takes 6 hits or half if they save.
Fly – Gives the flying feature to yourself or one creature that you touch, a flying speed of 40’ per round.
Gaseous Form – Become a cloud of mist that moves at 20’ per round. The mist can pass through objects and cracks and can sink into the ground. If the spell ends while the caster is within something, they are expelled out of it and take 4 hits of force damage. The spell lasts 10 minutes.
Glyph of Warding – When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. lf you choose an object, that object must remain in its place. If the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful investigation check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further retain the trigger, so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set lo affect aberrations or Deep Elves), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Save throw. A creature takes 5 Hits of acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
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Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it is largely the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. Or the spell summons hostile creatures. Or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. Or the spell requires concentration, it lasts until the end of its full duration.
You may cast this spell at a higher tier if you do, you may add 1 hit per tier.
Haste – Choose a creature that you can see within range, or yourself. Until the spell ends, the target's speed is doubled, they gain a +2 bonus to AC, they have advantage on Saves, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Hide, or Use an Object Action. When the spell ends, the target can't move or act until after its next turn, as a wave of lethargy sweeps over it, and it gains the slowed condition. The spell ends after the amount of time equal to the wizard’s Arcana score.
Hypnotic Pattern - You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area that sees the pattern must make a Spell Resistance check. On a failed check, the creature becomes charmed for the duration. The spell ends after the amount of time equal to the wizard’s Arcana score. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Lightning Bolt - A Lightning bolt forms a line 50 feet long and 5 feet wide. It blasts out of your focus in the direction you choose. Each creature in the line must make a Spell Resistance save. A creature takes 6 Hits of lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
Magic Circle - You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within 30 feet. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one are more of the following types of creatures: celestials, elementals, demons, or undead.
The circle affects a creature of the chosen type in the following ways:
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The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation are interplanar travel to do so, it must first succeed on a Spell Resistance saving throw.
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The creature has disadvantage on attack rolls against targets within the cylinder.
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Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
Major Image – Create an image that is no larger than a 10’ cube. The image appears at a spot that you can see within 60’ and lasts for as many rounds as you have in Arcana. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deafen a creature, or a smell that might sicken a creature. If you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Interaction check against your spell save. lf a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Nondetection – Cast this and you are undetectable to magic used to locate a creature. This also includes anything the creature is carrying. The duration for this is equal to 1 hour per dot in your Arcana score.
Phantom Steed – Create a steed of magnificent energy. You may ride it or use it as a pack animal that can carry up to 250lbs. This creature lasts for 30 minutes times the number of Arcana you have.
Protection from Energy – Use this spell as a reaction and absorb one type of magical damage for up to 3 hits. You may absorb 1 + Arcana.
Sending – Send a short 25 word + 10 words per your Arcana score message to another person if they are on the same plane of existence.
Sleet Storm – Create a snowstorm that obscures the area and makes movement through difficult terrain. The area affected is a 30’ square. This effect lasts for 10 minutes per dot in Arcana.
Slow – Save for Spell Resistance. If affected by this spell, the creature can only take 1 action on their turn, they have disadvantage on all saving throws, and they move at half speed. This effect lasts for 1 + Arcana rounds. In addition, you may affect 1 creature per dot in Arcana.
Stinking Cloud – Save versus Spell Resistance. Create a cloud of stink so bad it burns your nostrils, and even if you save, you still throw up in your mouth. If you fail your save, you must flee the area of stink, and you have the sickened condition for 1 + Arcana rounds.
Tiny Hut – A 10’ diameter circle that is made of force, 5’ high. This oasis lasts for 4 hours + Arcana.
Tongues – You may freely speak, read, and write any common language for 1 minute per dot in Arcana.
Vampiric Touch – Siphon the life force of another. When using this spell, you siphon 1 + Arcana from the Health Pool of the opponent and add it to your own. If this effect kills the opponent, there is a 10% chance they rise as an undead horror that is hostile to any creature in the area.
Water Breathing – The selected recipient of this effect can breathe water for 1 + Arcana minutes.
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Tier 3
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Arcane Eye - You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. The eye lasts for 12 hours, and then 12 hours for each rank in Arcana, until dispelled or discovered. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Black Tentacles - Squirming, ebony tentacles fill a 20ft square on the ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Saving throw against your spell save DC. On success, it frees itself.
Blight - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Saving throw. The target takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. This spell does not affect the undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that is not a creature, such as a tree or shrub, it does not make a saving throw; it simply withers and dies.
Confusion - This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a l0ft radius sphere centered on a point you choose within range must succeed on a Sanity saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior for that turn.
D6 Behavior
1
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2 – 3
The creature doesn’t move or take actions this turn
4 – 5
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
6
The creature can act and move normally.
Conjure Minor Elementals - You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10ft cube within range. An elemental of your choice appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. The elemental goes on the same turn as the conjurer. It obeys any verbal commands that you issue to it (no action required by you).
If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, il becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears I hour after you summoned it.
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Control Water – Elemental – Until the spell ends, you control any freestanding water inside an area you choose, that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20ft tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends, or you choose a different effect. If this effect produces a wave, the wave repeats at the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water must flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you choose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making an Athletics check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make an Athletics saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage and is not caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d6 bludgeoning damage; this damage occurs each round it remains in the vortex.
Dimension Door – You teleport yourself from your current location to any other spot you can see within a 100ft range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "50 feet straight downward" or "upward to the northwest at a 45-degree angle, 100 ft." You can bring along objects if their weight does not exceed what you can carry.
You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Fire Shield – Thin and wispy flames wreath your body for the duration, shedding bright light in a 10ft radius and dim light for an additional 10ft. You can end the spell early by using an action to dismiss il. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d6 fire damage from a warm shield, or 2d6 cold damage from a cold shield. The duration is 1 round per dot in Arcana or until dispelled.
Greater Invisibility - You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible if it is on the target’s person. The creature may make attacks or use spells without the spell ending. If they are attacked, the creature suffers disadvantage. This spell lasts for 10 minutes or until dispelled.
Hallucinatory Terrain - You make natural terrain in a 150‑ft cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Investigation check against your Arcana Score + 5 to disbelieve it. A creature who discerns the illusion for what it is sees it as a vague image superimposed on the terrain. This spell lasts for 1 hour or until dispelled.
Ice Storm – A hail of rock-hard ice pounds to the ground in a 20ft radius, 40ft high cylinder centered on a point within range. Each creature in the cylinder must make a Saving throw. A creature takes 3d6 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
Locate Creature - Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, if that creature is within 1,000ft of you. A character may upcast this, and may add an additional 1,000ft per dot in Arcana. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close within 30 ft at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell does not locate the creature. This spell cannot locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Phantasmal Killer - You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Sanity saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Sanity saving throw or take 6d6 psychic damage. On a successful save, the spell ends.
Polymorph - This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.
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The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level if it does not have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form.
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When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts because of dropping to 0 hit points, any excess damage carries over to its normal form. If the excess damage does not reduce the creature’s normal form to 0 hit points, it is not knocked unconscious.
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The creature is limited in the actions it can perform by the nature of its new form, and it cannot speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature cannot activate, use, wield, or otherwise benefit from any of its equipment.
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Private Sanctum - You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100ft on each side. The spell lasts for the duration of 24 hours or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all the following properties:
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Sound can’t pass through the barrier at the edge of the warded area.
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The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
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Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
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Creatures in the area can’t be targeted by divination spells.
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Nothing can teleport into or out of the warded area.
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Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent.
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Resilient Sphere - A sphere of shimmering force encloses a creature or object of large size or smaller within range. An unwilling creature must make a Saving throw. On a failed save, the creature is enclosed for the duration. Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there.
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The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside it. The sphere is
Secret Chest - You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet (about half the volume of a large refrigerator) of nonliving material. While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Stone Shape – You touch a stone object of medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. For example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, if the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. This is permanent.
Stoneskin – This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. The effect lasts for a number of rounds equal to your
Arcana score.
Wall of Fire – You create a wall of fire on a solid surface within range. You can make the wall up to 60 ft long, 20 ft high, and 1 ft thick, or a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 4d6 fire damage to each creature that ends its turn within 10 ft of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Arcane Hand - You create a large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 18 and hit points equal to your hit point maximum. The effect lasts for a number of rounds equal to your Arcana score.
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If it drops to 0 hit points, the spell ends. The hand doesn’t fill its space. When you cast the spell and as an action on your subsequent turns, you can move the hand up to 60 ft and then cause one of the following effects with it.
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Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 3d6 force damage.
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Forceful Hand. The hand attempts to push a creature within 5ft of it in a direction you choose. Make a check with the hand’s Athletic contested by the Athletics check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5ft plus a number of feet equal to five times your Arcane Score. The hand moves with the target to remain within 5ft of it.
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Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5ft of it. You use the hand’s Athletics score to resolve the grapple. If the target is Medium or smaller, you have an advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 1d6 + your Arcane Score.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Athletics score is less than or equal to the hand’s Athletics score. If its Athletics score is higher than the hand’s Athletics score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
Cloudkill - You create a 20ft radius sphere of poisonous, yellow‑green fog centered on a point you choose within range you can see. The fog spreads around corners. It lasts for a duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Saving throw. The creature takes 5d6 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. The effect lasts for a number of rounds equal to your Arcana score.
Cone of Cold - A blast of cold air erupts from your hands. Each creature in a 60ft cone must make a Saving throw. A creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Conjure Elemental - You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10ft cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10ft of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground.
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The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack.
An uncontrolled elemental can’t be dismissed by you, and it disappears 1 minute per Arcane Score after you summoned it. The GM has elemental statistics. The effect lasts for a number of rounds equal to your Arcana score.
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Creation - You pull wisps of shadow material from the Shadow Realm to create a nonliving object of matter within range: soft goods, rope, wood, or something similar.
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You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5ft cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. Matter such as
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Stone: 1 day
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Crystals: 12 hours
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Precious Gems: 10 minutes
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Metals: 1 hour
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Adamantine or Mithril: 1 minute
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Using any material created by this spell as another spell’s material component causes that spell to fail.
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Dominate Person – You attempt to beguile a humanoid that you can see within range. It must succeed on a Sanity throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it if the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Sanity saving throw against the spell. If the saving throw succeeds, the spell ends.
Dream - This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings but can’t take action or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words, and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, a lock of hair, a clipping from a nail, or a similar portion of the target’s body, the target makes its saving throw with disadvantage.
Geas - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Sanity saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d6 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Greater Restoration will dismiss this spell. The effect lasts for a number of rounds equal to your Arcana score.
Hold Monster - Choose a creature that you can see within range. The target must succeed on a Sanity saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Sanity saving throw. On a success, the spell ends on the target. The effect lasts for a number of rounds equal to your Arcana score.
Mislead - You become invisible while an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened regarding your own surroundings.
Modify Memory - You attempt to reshape another creature’s memories. One creature that you can see must make a Sanity saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration.
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The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes.
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You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description.
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If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogically modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A Greater Restoration spell cast on the target restores the creature’s true memory.
Passwall - 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 5ft wide, 8ft tall, and 20ft deep. The passage creates no instability in the structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. The effect lasts a number of minutes equal to your Arcana score.
Planar Binding - With this spell, you attempt to bind a celestial, an elemental, a fey, or a demon to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. The effect lasts for a number of rounds equal to your Arcana score.
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Save Modifier /Knowledge
+5
Secondhand (you have heard of the target)
+0
Firsthand (you have met the target)
-5
Familiar (you know the target well)
-2
Likeness or Picture
-4
Possession of a Garment
-10
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Body part, lock of hair, bit of nail, or the like
Scrying - You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Sanity saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. The effect lasts for a number of minuets equal to your Arcana score. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Seeming – This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Sanity saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Investigation check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. The effect lasts for a number of minutes equal to your Arcana score.
Telekinesis - You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a huge or a smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward, but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Telepathic Bond - You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether they have a common language. Communication is possible over any distance, though it can’t extend to other planes of existence. The effect lasts for several minutes equal to your Arcana score.
Teleportation Circle - As you cast the spell, you draw a 10ft diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice, whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Wall of Force - An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10ft by 10 ft panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. 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). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. The effect lasts for a number of rounds equal to your Arcana score.
Wall of Stone - A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10ft by 10ft panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10ft by 20ft panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded by the wall (or the wall and another solid surface), that creature can make a Saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion. The effect lasts for a number of hours equal to your Arcana score.