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Vanilla Spells

Paulo Monteiro edited this page Apr 16, 2024 · 7 revisions

1. - Acid Splash (V,S) level 0 Conjuration

Launch an acid bolt.

2. - Annoying Bee (V,S) level 0 Illusion

The target sees an illusional bee harassing them and has disadvantage on concentration checks until the start of their next turn.

3. - Chill Touch (V,S) level 0 Necromancy

Deal damage to one enemy and prevent healing for a limited time.

4. - Dancing Lights (V,S) level 0 Evocation [Concentration]

Create dancing lights that move at your command.

5. - Dazzle (S) level 0 Illusion

Lower a target's AC and prevent reaction until the start of its next turn.

6. - Eldritch Blast (V,S) level 0 Evocation

Unleash a beam of crackling energy with a ranged spell attack against the target. On a hit, it takes 1d10 force damage.

7. - Fire Bolt (V,S) level 0 Evocation

Launch a fire bolt.

8. - Guidance (V,S) level 0 Divination [Concentration]

Increase an ally's ability checks for a limited time.

9. - Light (V) level 0 Evocation

An object you can touch emits a powerful light for a limited time.

10. - Light (V) level 0 Evocation

An object you can touch emits a powerful light for a limited time.

11. - Poison Spray (V,S) level 0 Conjuration

Fire a poison spray at an enemy you can see, within range.

12. - Produce Flame (V,S) level 0 Conjuration

Conjures a flickering flame in your hand, which generates light or can be hurled to inflict fire damage.

13. - Ray of Frost (V,S) level 0 Evocation

Launch a freezing ray at an enemy to damage and slow them.

14. - Resistance (V,S) level 0 Abjuration [Concentration]

Grant an ally a one-time bonus to saving throws.

15. - Sacred Flame (V,S) level 0 Evocation

Strike an enemy with radiant damage.

16. - Sacred Flame* (V,S) level 0 Evocation

Strike an enemy with radiant damage.

17. - Shadow Armor (V,S) level 0 Abjuration

Grants 3 temporary hit points for one minute.

18. - Shadow Dagger (V,S) level 0 Illusion

Launches an illusionary dagger that causes psychic damage.

19. - Shillelagh (V,S) level 0 Transmutation

Conjures a magical club whose attacks are magical and use your spellcasting ability instead of strength.

20. - Shine (V,S) level 0 Conjuration

An enemy you can see becomes luminous for a while.

21. - Shocking Grasp (V,S) level 0 Evocation

Damage and daze an enemy on a successful touch.

22. - Spare the Dying (S) level 0 Necromancy

Touch a dying ally to stabilize them.

23. - Sparkle (V,S) level 0 Enchantment

Target up to three objects that can be illuminated and light them up immediately.

24. - True Strike (S) level 0 Divination [Concentration]

Increases your chance to hit a target you can see, one time.

25. - Venomous Spike (V,S) level 0 Enchantment

A bone spike that pierces and poisons its target.

26. - Vicious Mockery (V) level 0 Enchantment

Unleash a torrent of magically-enhanced insults on a creature you can see. It must make a successful wisdom saving throw, or take psychic damage and have disadvantage on its next attack roll. The effect lasts until the end of its next turn.

27. - Animal Friendship (V,S) level 1 Enchantment

Choose a beast that you can see within the spell's range. The beast must make a Wisdom saving throw or be charmed for the spell's duration.

28. - Bane (V,S) level 1 Enchantment [Concentration]

Reduce your enemies' attack and saving throws for a limited time.

29. - Bless (V,S) level 1 Enchantment [Concentration]

Increase your allies' saving throws and attack rolls for a limited time.

30. - Burning Hands (V,S) level 1 Evocation

Spray a cone of fire in front of you.

31. - Burning Hands (V,S) level 1 Evocation

Spray a cone of fire in front of you.

32. - Charm Person (V,S) level 1 Enchantment

Makes an ally of an enemy.

33. - Color Spray (V,S) level 1 Illusion

Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect.

34. - Comprehend Languages (V,S) level 1 Divination

For the duration of the spell, you understand the literal meaning of any spoken words that you hear.

35. - Cure Wounds (V,S) level 1 Evocation

Heal an ally by touch.

36. - Detect Evil and Good (V,S) level 1 Divination [Concentration]

Detect nearby creatures of evil or good nature.

37. - Detect Magic (V,S) level 1 Divination [Concentration]

Detect nearby magic objects or creatures.

38. - Detect Poison and Disease (V,S) level 1 Divination [Concentration]

TMP For the duration you sense the presence and location of poisonous creatures and diseases within 6 cells of you.

39. - Divine Favor (V,S) level 1 Evocation [Concentration]

Gain additional radiant damage for a limited time.

40. - Entangle (V,S) level 1 Conjuration [Concentration]

Creatures in a four-cell square area are restrained if they fail a STR saving throw

41. - Expeditious Retreat (V,S) level 1 Transmutation [Concentration]

Gain movement points and become able to dash as a bonus action for a limited time.

42. - Faerie Fire (V) level 1 Evocation [Concentration]

Highlight creatures to give advantage to anyone attacking them.

43. - False Life (V,S) level 1 Necromancy

Gain a few temporary hit points for a limited time.

44. - Feather Fall (V) level 1 Transmutation

Provide a safe landing when you or an ally falls.

45. - Fog Cloud (V,S) level 1 Conjuration [Concentration]

Generate a sphere of thick fog for a limited time. The area is heavily obscured, penalizing creatures inside it that rely on sight.

46. - Goodberry (V,S) level 1 Transmutation

Creates 10 berries infused with magic. Eating a berry restores 1 hit point and provides sustenance for a long rest. Berries vanish after a long rest.

47. - Grease (V,S) level 1 Conjuration

Cover an area of 2 x 2 cells with grease. Creatures trying to cross it may fall prone.

48. - Guiding Bolt (V,S) level 1 Evocation

Launch a radiant attack against an enemy and make them easy to hit.

49. - Healing Word (V) level 1 Evocation

Heal an ally you can see.

50. - Hellish Rebuke (V,S) level 1 Evocation

When you are damaged by a creature within range, you can use your reaction to inflict fire damage back.

51. - Heroism (V,S) level 1 Enchantment [Concentration]

An ally gains temporary hit points and cannot be frightened for a limited time.

52. - Hideous Laughter (V,S) level 1 Enchantment [Concentration]

Make an enemy helpless with irresistible laughter.

53. - Hunter's Mark (V) level 1 Divination [Concentration]

An enemy gets additional damage from you, and you can easily detect it for a limited time.

54. - Identify (M,V,S) level 1 Divination

Identify the hidden properties of an object.

55. - Inflict Wounds (V,S) level 1 Necromancy

Deal necrotic damage to an enemy you hit.

56. - Jump (V,S) level 1 Transmutation

Increase an ally's jumping distance.

57. - Jump (V,S) level 1 Transmutation

Increase an ally's jumping distance.

58. - Longstrider (V,S) level 1 Transmutation

Increases an ally's speed by two cells per turn.

59. - Mage Armor (V,S) level 1 Abjuration

Provide magical armor to an ally who doesn't wear armor.

60. - Mage Armor (V,S) level 1 Abjuration

Provide magical armor to an ally who doesn't wear armor.

61. - Magic Missile (V,S) level 1 Evocation

Strike one or more enemies with projectiles that can't miss.

62. - Malediction (V,S) level 1 Enchantment [Concentration]

Until the spell ends, whenever you hit a target with an attack you deal an extra 1d6 magical damage of the same type as the attack's damage.

63. - Protect vs Evil & Good (V,S) level 1 Abjuration [Concentration]

Touch an ally to give them protection from evil or good creatures for a limited time.

64. - Shield (V,S) level 1 Abjuration

Increase your AC by 5 just before you would take a hit.

65. - Shield of Faith (V,S) level 1 Abjuration [Concentration]

Increase an ally's AC by 2 for a limited time.

66. - Sleep (V,S) level 1 Enchantment

Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect.

67. - Thunderwave (V,S) level 1 Evocation

Emit a wave of force that causes damage and pushes creatures and objects away.

68. - Tiefling's Hellish Rebuke (V,S) level 1 Evocation

When you are damaged by a creature withing range, you can use your reaction to inflict fire damage back at them. This tiefling version of the spell is more powerful than the common one but cannot use a higher level Spell Slot to increase damage.

69. - Acid Arrow (V,S) level 2 Evocation

Launch an acid arrow that deals some damage even if you miss your shot.

70. - Aid (V,S) level 2 Abjuration

Temporarily increases hit points for up to three allies.

71. - Barkskin (V,S) level 2 Transmutation [Concentration]

Gives you or an ally you can touch an AC of at least 16.

72. - Blindness (V) level 2 Necromancy

Blind an enemy for one minute.

73. - Blur (V) level 2 Illusion [Concentration]

Makes you blurry and harder to hit for up to one minute.

74. - Branding Smite (V) level 2 Evocation [Concentration]

Your next hit causes additional radiant damage and your target becomes luminous.

75. - Calm Emotions (V,S) level 2 Enchantment [Concentration]

Stops allies from being charmed or frightened and makes hostile humanoids indifferent.

76. - Darkness (V) level 2 Evocation [Concentration]

Create an area of magical darkness.

77. - Darkvision (V,S) level 2 Transmutation

Grant Darkvision to the target.

78. - Enhance Ability (V,S) level 2 Transmutation [Concentration]

Grant temporary powers to an ally for up to one hour.

79. - Find Traps (V,S) level 2 Evocation

Spot mechanical and magical traps, but not natural hazards.

80. - Flame Blade (V,S) level 2 Evocation [Concentration]

Evokes a fiery blade for ten minutes that you can wield in battle.

81. - Flaming Sphere (V,S) level 2 Evocation [Concentration]

Summons a movable, burning sphere.

82. - Heat Metal (V,S) level 2 Transmutation [Concentration]

Causes metallic armor worn by a target creature to glow red hot, causing fire damage and disadvantage to attack rolls and ability checks. The damage can be repeated every turn with a bonus action.

83. - Hold Person (V,S) level 2 Enchantment [Concentration]

Paralyze a humanoid you can see for a limited time.

84. - Invisibility (V,S) level 2 Illusion [Concentration]

Make an ally invisible for a limited time.

85. - Knock (V) level 2 Transmutation

Magically open locked doors, chests, and the like.

86. - Lesser Restoration (V,S) level 2 Abjuration

Remove a detrimental condition from an ally.

87. - Levitate (V,S) level 2 Transmutation [Concentration]

Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller.

88. - Levitate (V,S) level 2 Transmutation [Concentration]

Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller.

89. - Magic Weapon (V,S) level 2 Transmutation [Concentration]

A nonmagical weapon becomes a +1 weapon for up to one hour.

90. - Misty Step (V) level 2 Conjuration

Teleports you to a free cell you can see, no more than 6 cells away.

91. - Moon Beam (V,S) level 2 Evocation [Concentration]

Conjures a vertical column of moonlight which causes radiant damage. Shapechangers have disadvantage on the save.

92. - Pass Without Trace (V,S) level 2 Abjuration [Concentration]

Make yourself and up to 5 allies stealthier for one hour.

93. - Prayer of Healing (V) level 2 Evocation

Heal multiple allies at the same time.

94. - Protection from Poison (V,S) level 2 Abjuration

Cures and protects against poison.

95. - Ray of Enfeeblement (V,S) level 2 Necromancy [Concentration]

Weaken an enemy so they deal less damage for one minute.

96. - Scorching Ray (V,S) level 2 Evocation

Fling rays of fire at one or more enemies.

97. - See Invisibility (V,S) level 2 Divination

You can see invisible creatures.

98. - Shatter (V,S) level 2 Evocation

Triggers a sudden noise that causes Thunder Damage in a 2-cell radius.

99. - Silence (V,S) level 2 Illusion [Concentration]

Creates a sphere four cells in radius, inside which sound cannot exist. Stops thunder damage and prevents spellcasting using verbal components.

100. - Spider Climb (V,S) level 2 Transmutation [Concentration]

Touch an ally to allow them to climb walls like a spider for a limited time.

101. - Spike Growth (V,S) level 2 Transmutation [Concentration]

Grows spikes and thorns in the area, making the terrain difficult and causing damage for every cell of movement.

102. - Spiritual Weapon (V,S) level 2 Evocation

Summon a weapon that fights for you.

103. - Warding Bond © (V,S) level 2 Abjuration

Creates a bond with the target, who gains +1 AC, +1 to saving throws and resistance to all damage, but you share all damage it receives. Lasts for one hour.

104. - Beacon of Hope (V,S) level 3 Abjuration [Concentration]

Raise hope and vitality.

105. - Bestow Curse (V,S) level 3 Necromancy [Concentration]

Curses a creature you can touch.

106. - Call Lightning (V,S) level 3 Conjuration [Concentration]

Conjures a storm cloud from which you can call a vertical bolt of lightning to strike targets, dealing 3D10 lightning damage. Another bolt can be repeated every turn by using an action.

107. - Conjure Animal (V,S) level 3 Conjuration [Concentration]

Summon spirits in the form of beasts to help you in battle

108. - Counterspell (S) level 3 Abjuration

Interrupt an enemy's spellcasting.

109. - Create Food (S) level 3 Conjuration

Conjure 15 units of food.

110. - Daylight (V,S) level 3 Evocation

Summon a globe of bright light.

111. - Dispel Magic (V,S) level 3 Abjuration

End active spells on a creature or object.

112. - Fear (V,S) level 3 Illusion [Concentration]

Frighten creatures and force them to flee.

113. - Fireball (V,S) level 3 Evocation

Launch a fireball that explodes from a point of your choosing.

114. - Fly (V,S) level 3 Transmutation [Concentration]

An ally you touch gains the ability to fly for a limited time.

115. - Haste (V,S) level 3 Transmutation [Concentration]

Make an ally faster and more agile, and grant them an additional action for a limited time.

116. - Hypnotic Pattern (S) level 3 Illusion [Concentration]

Charms enemies to make them harmless until attacked, but also affects allies in range.

117. - Lightning Bolt (V,S) level 3 Evocation

Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches.

118. - Mass Healing Word (V) level 3 Evocation

Instantly heals up to six allies you can see.

119. - Protection from Energy (V,S) level 3 Abjuration [Concentration]

Touch one willing creature to give them resistance to this damage type.

120. - Remove Curse (V,S) level 3 Abjuration

Removes all curses affecting the target.

121. - Revivify (M,V,S) level 3 Necromancy

Brings one creature back to life, up to 1 minute after death.

122. - Sleet Storm (V,S) level 3 Conjuration [Concentration]

Creates an area where the ground is slippery, vision is obscured, and concentration is harder.

123. - Slow (V,S) level 3 Transmutation [Concentration]

Slows and impairs the actions of up to 6 creatures.

124. - Spirit Guardians (V,S) level 3 Conjuration [Concentration]

Call forth spirits to protect you.

125. - Stinking Cloud (V,S) level 3 Conjuration [Concentration]

Create a cloud of incapacitating, noxious gas.

126. - Tongues (V) level 3 Divination

Grants knowledge of all languages for one hour.

127. - Vampiric Touch (V,S) level 3 Necromancy [Concentration]

Grants you a life-draining melee attack for one minute.

128. - Wind Wall (V,S) level 3 Evocation [Concentration]

Create a wall of wind that causes damage, pushes creatures and objects away, and disperses fogs and gases.

129. - Banishment (V,S) level 4 Abjuration [Concentration]

Banishes a creature as long as you concentrate. The creature can be permanently banished if it is extraplanar.

130. - Black Tentacles (V,S) level 4 Conjuration [Concentration]

Conjures black tentacles that restrain and damage creatures within the area of effect.

131. - Blight (V,S) level 4 Necromancy

Drains life from a creature, causing massive necrotic damage.

132. - Confusion (V,S) level 4 Enchantment [Concentration]

Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies.

133. - Conjure 4 Elementals (V,S) level 4 Conjuration [Concentration]

4 elementals are conjured (CR 1/2).

134. - Conjure Minor Elementals (V,S) level 4 Conjuration [Concentration]

Conjure elemental creatures under your command, which are dismissed when the spell ends or is broken.

135. - Death Ward (V,S) level 4 Abjuration

Protects the creature once against instant death or being reduced to 0 hit points.

136. - Dimension Door (V) level 4 Conjuration

Transfers the caster and a friendly creature to a specified destination.

137. - Dominate Beast (V,S) level 4 Enchantment [Concentration]

Grants you control over an enemy beast.

138. - Dreadful Omen (V,S) level 4 Enchantment

You whisper dreadful words that cause immense mental anguish in your enemies. On a failed wisdom saving throw, they take psychic damage and become frightened until the end of their next turn, moving away from you as much as possible. On a successful save, they take half as much damage and are not frightened.

139. - Fire Shield (V,S) level 4 Evocation

Grants resistance to fire or cold, and damages creatures attacking the caster with melee attacks.

140. - Freedom of Movement (V,S) level 4 Abjuration

Grants immunity to movement restrictions, as well as being paralyzed or restrained.

141. - Giant Insect (V,S) level 4 Transmutation [Concentration]

Conjures a giant version of a natural insect or arthropod.

142. - Greater Invisibility (V,S) level 4 Illusion [Concentration]

Target becomes invisible for the duration, even when attacking or casting spells.

143. - Guardian of Faith (V) level 4 Conjuration

Conjures a large spectral guardian that damages approaching enemies.

144. - Ice Storm (V,S) level 4 Evocation

Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain.

145. - Identify Creatures (V,S) level 4 Divination

Reveals full bestiary knowledge for the affected creatures.

146. - Phantasmal Killer (V,S) level 4 Illusion [Concentration]

Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends.

147. - Stoneskin (M,V,S) level 4 Abjuration [Concentration]

Grants resistance to non-magical bludgeoning, slashing, and piercing damage.

148. - Wall of Fire (V,S) level 4 Evocation [Concentration]

Create a burning wall that injures creatures in or next to it.

149. - Cloudkill (V,S) level 5 Conjuration [Concentration]

Creates an obscuring and poisonous cloud. The cloud moves every round.

150. - Cone of Cold (V,S) level 5 Evocation

Inflicts massive cold damage in the cone of effect.

151. - Conjure Elemental (V,S) level 5 Conjuration [Concentration]

Conjures an elemental of the chosen element that fights alongside you. If you lose concentration, the elemental remains and becomes hostile.

152. - Contagion (V,S) level 5 Necromancy

Hit a creature to inflict a disease from the options.

153. - Dispel Evil and Good (V,S) level 5 Abjuration [Concentration]

Celestial, elementals, feys, fiends, and undead have disadvantage on attacks against you. This spell also allows you to cancel hostile enchantments or dismiss extraplanar creatures hit by your attacks once.

154. - Dominate Person (V,S) level 5 Enchantment [Concentration]

Grants you control over an enemy creature.

155. - Flame Strike (V,S) level 5 Evocation

Conjures a burning column of fire and radiance affecting all creatures inside.

156. - Greater Restoration (V,S) level 5 Abjuration

Removes one detrimental condition, such as a charm or curse, or an effect that reduces an ability score or hit points.

157. - Hold Monster (V,S) level 5 Enchantment [Concentration]

Paralyzes a creature unless it succeeds a WIS saving throw. No effect on undead.

158. - Hold Monster (V,S) level 5 Enchantment [Concentration]

Paralyzes a creature unless it succeeds a WIS saving throw. No effect on undead.

159. - Insect Plague (V,S) level 5 Conjuration [Concentration]

Summons a sphere of biting insects.

160. - Mass Cure Wounds (V,S) level 5 Evocation

Heals up to 6 creatures.

161. - Mind Twist (V,S) level 5 Enchantment

Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw.

162. - Raise Dead (M,V,S) level 5 Necromancy

Brings one creature back to life, up to 10 days after death.

163. - Blade Barrier (V,S) level 6 Evocation [Concentration]

Conjures a wall of razor sharp blades which causes 6d10 slashing damage to anyone crossing it

164. - Chain Lightning (V,S) level 6 Evocation

Target a creature with lightning, which can arc to 3 other targets within 6 cells.

165. - Circle of Death (M,V,S) level 6 Necromancy

A sphere of negative energy causes Necrotic damage from a point you choose

166. - Conjure Fey (V,S) level 6 Conjuration [Concentration]

Conjures a fey creature of challenge rating 1 to 6 to fight alongside you. If you lose concentration, the creature stays but becomes hostile.

167. - Disintegrate (V,S) level 6 Transmutation

Causes massive force damage on the target, which can be disintegrated if reduced to 0 hit points

168. - Eyebite (V,S) level 6 Necromancy [Concentration]

Your eyes gain a specific property which can target a creature each turn

169. - Freezing Sphere (V,S) level 6 Evocation

Toss a huge ball of cold energy that explodes on impact

170. - Globe Of Invulnerability (V,S) level 6 Abjuration [Concentration]

A sphere surrounding you prevents any spell up to 5th level to affect anyone inside it.

171. - Harm (V,S) level 6 Necromancy

Inflicts devastating necrotic damage and reduces the maximum hit points accordingly. Cannot drop the target below 1 hit points

172. - Heal (V,S) level 6 Evocation

Heals 70 hit points and also removes blindness and diseases

173. - Heroes Feast (M,V,S) level 6 Conjuration

Summons a feast which cures most ailments and grants immunity to poisonand being frightened, WIS save advantage, and increased maximum hitpoints

174. - Hilarity (V) level 6 Enchantment [Concentration]

Choose one target. They fall down laughing, becoming prone and incapacitated, and take psychic damage until they save at the end of one of their turns, or until the spell ends.

175. - Sunbeam (V,S) level 6 Evocation [Concentration]

You conjure a line of radiance which can burn and blind creatures in the line of effect; undead and oozes save with disadvantage. The beam can be retargeted each turn

176. - True Seeing (V,S) level 6 Divination

A creature you touch gains True Sight for one hour

177. - Wall of Thorns (V,S) level 6 Conjuration [Concentration]

Creates a wall of tough of needle-sharp thorns, that hurts and slows every creature in it.

178. - Arcane Sword (M,V,S) level 7 Evocation [Concentration]

Summon a weapon that fights for you.

179. - Conjure Celestial (V,S) level 7 Conjuration [Concentration]

Conjures a celestial creature of challenge rating 4 that fights alongside you. If you lose concentration, the creature is dismissed.

180. - Delayed Blast Fireball (V,S) level 7 Evocation [Concentration]

Conjures a ball of fire that grows more powerful with time, detonating when a creature enters its space or when the spell ends.

181. - Divine Word (V) level 7 Evocation

Utter a divine word that inflicts various negative conditions on enemies you can see, based on their HP. Also banishes all celestials, elementals, feys, and fiends if they fail their saving throws.

182. - Finger of Death (V,S) level 7 Necromancy

Send negative energy coursing through a creature within range.

183. - Fire Storm (V,S) level 7 Evocation

Causes a wide wall of roaring flames to burst up wherever you choose within range.

184. - Gravity Slam (V,S) level 7 Transmutation

Increase gravity to slam everyone in a specific area onto the ground.

185. - Prismatic Spray (V,S) level 7 Evocation

Each creature within the cone of effect is randomly affected by one or two (roll 8 on d8) rays with the following effects:

186. - Regenerate (V,S) level 7 Transmutation

Touch a creature and stimulate its natural healing ability.

187. - Resurrection (M,V,S) level 7 Necromancy

Brings one creature back to life, up to 100 years after death.

188. - Symbol (V,S) level 7 Abjuration

Inscribe a glyph on a surface. When an enemy starts its turn in the area or enters it, the glyph's effect is applied in a sphere with a 12-cell radius.

189. - Divine Blade (V,S) level 8 Evocation [Concentration]

A glowing blade of pure energy springs from your hand. On a hit, the target takes 6d8 radiant damage and must roll a Wisdom saving throw to avoid being stunned until the end of its next turn.

190. - Dominate Monster (V,S) level 8 Enchantment [Concentration]

Grants you control over an enemy creature of any type.

191. - Earthquake (V,S) level 8 Evocation [Concentration]

You create a seismic disturbance that violently shakes the ground and the creatures standing on it for the duration of the spell.

192. - Feeblemind (V,S) level 8 Enchantment

You blast the mind of one creature, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence, Charisma and Wisdom scores become 1 and it is unable to cast spells. These effects last for 1 minute.

193. - Holy Aura (V,S) level 8 Abjuration [Concentration]

Allies within 6 cells of you when you cast Holy Aura gain advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, they must succeed on a Constitution saving throw or be blinded until the spell ends.

194. - Incendiary Cloud (V,S) level 8 Conjuration [Concentration]

A cloud of smoke appears in a sphere with a 4-cell radius. The cloud damages each creature inside it, and moves away from you each turn until the end of the spell's duration or until a moderate wind disperses the cloud.

195. - Maze (V,S) level 8 Abjuration [Concentration]

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the spell's duration or until it escapes the maze.

196. - Power Word Stun (V) level 8 Enchantment

Overwhelm the mind of a creature that has 150 hit points or fewer, leaving it stunned.

197. - Spell Ward (V,S) level 8 Abjuration [Concentration]

Creates a mobile globe that is impenetrable to enemy spells cast from outside it.

198. - Sunburst (V,S) level 8 Evocation

Brilliant sunlight blazes in a sphere with a 12-cell radius. Each creature that fails a Constitution saving throw takes radiant damage and is blinded for 1 minute. Any darkness created by a spell in the area is dispelled.

199. - Thunderstorm (V,S) level 8 Transmutation

You create a blast of thunder in a sphere that causes thunder and lightning damage to everyone, and can blind or stun those who fail a CON saving throw.

200. - Wild Shapes (V,S) level 8 Transmutation [Concentration]

Turns other creatures in to beasts for one day.

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