DND SPELLS
Cantrips
Air Cutter
Cantrip, evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: sorcerer, wizard
A wheel of razor sharp air cuts toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage. This attack ingores 1/2 and 3/4 cover.
The spell creates more than one wheel when you reach higher levels: two wheels at 5th level, three wheels at 11th level, and four wheels at 17th level. You can direct the wheels at the same target or at different ones. Make a separate attack roll for each wheel.
Guidance
Cantrip, Divination
Casting Time: 1 Reaction
Range: 30ft
Components: V,S
Duration: :Instantaneous
Classes: Same as normal
Target one willing creature within range that would fail an ability check. That creature can add a d4 to that ability check.
Resistance
Cantrip, Divination
Casting Time: 1 Reaction
Range: 30ft
Components: V,S
Duration: :Instantaneous
Classes: Same as normal
Target one willing creature in range that would fail a Saving Throw,. That creature can add a d4 to its Saving Throw.
Slip
Cantrip, transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: bard, druid, sorcerer, warlock, wizard
You cause the area in a 5ft space to become incredibly slippery. When you cast this spell, If the a creature is unaware of you, it falls prone, otherwise it has to make a Dexterity Saving Throw. When a creature moves into this space or when a creature tries to move out of this space it must succeed on a Dexterity Saving throw or fall prone if it is already prone its speed is reduced to 0. If a creature sees where the spell is cast, it is aware that the space has been magical changed. Creatures with a fly speed, hover or are Huge or larger are immune to this effect. This effect lasts until the start of your next turn. The duration of this spell increases as you reach higher levels: two rounds at 5th level, three rounds at 11th level, and four rounds at 17th level.
True Strike
Cantrip, Divination
Cantrip, Divination
Casting Time: 1 Reaction
Range: 30ft
Components: V,S
Duration:Instantaneous
Classes: Same as normal
Target one willing creature that you can see that is making an attack, you grant that creature Advantage on that attack.
1st Level
Blood Pact
1st level, necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop your blood)
Duration: Concentration up to 1 minute
Classes: sorcerer, wizard
A creature you touch is infused with your life essence causing it to grow in strength. When you cast this spell you reduce your maximum hitpoints by up to 4. You imbue target creature with necrotic energy letting them deal an amount of necrotic damage equal to half the damage you took rounded down (min 1) every time they deal damage. The reduction in maximum health is restored when you finish a long rest.
At higher level: When you cast this spell at 3rd level and every other level increase the damage by 2 for every other slot above 1st.
At Higher Level. When you cast this spell using a spellslot of 2nd level or higher, you can increase the maximum damage you would take by 2 for each spell level above 1st.
Farsight
1st level, enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
You imbue a willing creature with magic allowing its perception to be enhanced. You can see up to 1 mile away as if it were right in front of you for the duration and have advantage on sight based checks. This spell has no effect on creatures who are blinded.
At higher level. When you cast this spell using a spell slot of 2nd level or higher, you can target up to two additional creatures for every slot above 1st.
Goodberry
1st level,
Casting Time: 1 Action
Range: Self
Components: V, S, M (a sprig of mistletoe)
Duration: Concentration up to 8 hours
You create 10 nourishing berries in your open hand. A creature can use its Action to eat up to 10 berries restoring 1 hit point for each berry consumed. If a creature eats all 10 berries, it is enough food to last them a full day. However, this doesn't provide hydration.
At higher levels. When you cast this spell using a spellslot of 2nd level or higher you can conjure an additional 5 berries for each spell level above 1st.
Rallying Call
1st level, divination
Casting Time: 1 minute
Range: 10ft
Components: V, S
Duration: Instantaneous
Classes: bard, cleric, paladin, ranger
This spell boosts your allies resolve. When you cast this spell, choose any creatures within 10 feet of you, and divide any number of Temporary Hit Points among them equal to your spellcasting ability.
Battlefate
1st level, divination
Casting Time: 1 action
Range: 30ft
Components: V, S
Duration: concentration up to 1 minute
Classes: paladin, ranger
This spell alters probability to favor one creature locked in battle. His opponent may stumble at an awkward time, a clumsy parry might catch the enemy weapon at just the right angle, or he happens to notice the foe moving in for a flank attack. Target creature within range must make a Wisdom saving throw, on a failure you gain brief insights into the creatures movement. While this spell is active your critical chance range increases by 1 against that creature, changing it from a 20 to 19-20.
At Higher Levels. When you cast this spell at 3rd level and every other level increase the critical chance range by an additional 1 for every other slot above 1st.
Conjure Spell Component
1st level, conjuration
Casting Time: 1 minute
Range: 1 mile
Components: V, S
Duration: Instantaneous
Classes: bard, cleric, wizard
When this spell is cast, you teleport up to 3 desired items directly to your hand. The objects must be naturally occurring components for spells that you know of and they must be within spell range. The components must be items commonly found in the area, such as a twig, feather, firefly,or bit of beeswax in a forest. If the components lie underground or underwater at a depth greater than 10 feet, they cannot be conjured.
The spell will not cause the appearance of components whose value exceeds 1 gp. Thus, it is impossible to summon gemstones, crystals, metals,pearls, etc. Additionally, components cannot be manmade or altered from their natural state (coins, jewelry, cut or crushed gems, mirrors, etc.), nor can they be taken from someone else possession. Attempts to conjure an animal's body parts (such as bat fur) cant be taken from any living animal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the range by 1 mile for every slot above 1st.
Cursed Armaments
1st level, divination
Casting Time: 1 action
Range: 30ft
Components: V S M (A cursed item worth at least 25gp)
Duration: Instantaneous
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Choose a weapon or armor within range and make a spell attack roll against it. If it is worn or carried by a creature make the attack roll as if attacking the creature. On a hit, if targeting a weapon it is cursed and the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If the weapon is nonmagical and its penalty drops to -5, the weapon is destroyed. If the weapon is magical and its penalty drops to -5 plus an additional -1 for each +1 of the weapon, the weapon is destroyed.
If targeting armor it is cursed and takes a permanent and cumulative -1 penalty to the AC it offers. If the armor is nonmagical it is destroyed if the penalty reduces its AC to 10. If the armor is magical it is destroyed if the penalty reduces its AC to 10 minus an additional 1 for each of its rarity starting with common.
These effects are removed with a remove curse spell or something of a similar nature. The object is returned to its original status before it was cursed.
At Higher Level. When you cast this spell using a spell slot of 3rd level or higher, the penalty increases by 1 for every other spell slot above 1st.
Sightless Curse
1st-level necromancyCasting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Warlock
You curse a creature's sight, causing unique penalties to a blinded creature. Choose one of the following effects when you cast the spell:
- The creature's movement speed is reduced by 10 feet, and it takes 1d6 necrotic damage at the start of each of its turns.
- The creature's attacks have disadvantage, and it takes 1d6 psychic damage whenever it misses with an attack.
- The creature has disadvantage on all ability checks and saving throws, and it takes 1d6 poison damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st
Trick's Handy Metric
1st level, divination
Casting Time: 1 action
Range: unlimited
Components: V, S, M (an abacus worth at least 5gp)
Duration: Instantaneous
Classes: bard, cleric, druid, ranger, wizard
Choose a point you can see and any other point you know the location of on the same plane, you learn the distance between the two points. You also learn how long it would take to travel between the two points, as well as any large natural structure in between the two points.
Zeek's Dictation
1st level, evocation
Casting Time: 1 action
Range: 30ft
Components: V, S, M (paper, parchment or a scroll)
Duration: Concentration up to 10 minutes
Classes: sorcerer, warlock, wizard
This spell causes any words spoken by you or anyone within 30 feet of you to appear on a piece of paper or the blank page of a book. It is useful for recording conversations, verbal agreements, interrogations, or even notes or observations. You can get 1 page of written words every minute.
Foreign languages are not translated, although foreign words are given the correct alphabetic spelling in your native tongue. Magical spells and invocations are not recorded, so this spell can't be used to create a backup copy of a scroll even as it's read.
2nd Level
Detect Life
2nd level, divination
Casting Time: 1 action (ritual)
Range: Self (60ft)
Components: V, S
Duration: Concentration up to 10 minutes
Classes: bard, cleric, druid, paladin, ranger, sorcerer, wizard, warlock
For the Duration, you sense the presence of any living creature within 60 feet of you. If you sense a creature in this way, you can use your action to see a faint flare inside any creature in the area, and you learn its type. This has no effect on construct or undead.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt
Lesser Ability Boost
2nd level, enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur of a beast)
Duration: Concentration up to 1 minute
Classes: bard, cleric, druid, paladin, ranger, sorcerer, wizard
This strengthens one of the primary stats temporary. Choose Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. This sets that score to 17 for the duration. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Revel in Fear
2nd-level enchantmentCasting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Paladin, Ranger, Sorcerer, Warlock
You draw upon the power of fear to boost your abilities against creatures that are frightened of you. For the duration of the spell, you gain the following benefits:
- You have advantage on all Charisma (Intimidation) checks made against creatures that are currently frightened of you.
- You deal an extra 1d6 psychic damage on all melee weapon attacks against creatures that are currently frightened of you.
- You have resistance to psychic damage caused by creatures that are currently frightened of you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra psychic damage increases by 1d6 for each level above 2nd.
Shield & Sword
2nd level, transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration up to 1 minute
Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard
You transform your defense into attack and vice versa. You swap your AC bonus with your to hit modifiers including profiency, spell effects and magic item bonuses. Your AC becomes 10 + your to hit modifiers. (ie. leather armor would give you only a +1 to your d20 attack rolls. A +8 to hit with all modifiers would give you a AC of 18).
Shift
2nd level, conjuration
Casting Time: 1 reaction
Range: 30ft
Components: V
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
When you are targeted by an attack roll, you choose a willing ally within range that you can see and magically swap places with that ally. The attack is made at the ally instead with disadvantage. This must be done before the attack is rolled.
3rd Level
Appraisal
3rd level, divination
Casting Time: 1 minute (ritual)
Range: 5ft
Components: V S M (A scale worth at least 25 gp)
Duration: Instantaneous
Classes: Bard, Paladin, Sorcerer
You choose one object that you must touch throughout the casting of the spell. You learn the value of the item in accordance with your homeland or the last shop you visited. You also learn if the item is magical, but do not know its properties.
Ice Spikes
3rd level, evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Classes: sorcerer, wizard
You create up to 3 sharp spikes made of ice and can hurl them at any creature within range, you cannot choose the same creature for each spike unless its a Large or Larger creature. Make a Ranged spell attack for each spike. On hit that target takes 2d6 piercing damage and 2d6 cold damage. If all spikes hit, those creatures have their speed reduced by half for a number of rounds equal to the number of spikes cast at them that hit (rounded down).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of spikes you can create increases by 1 for each spell slot above 3rd.
Jovia's Mystic Binding
3rd level, divination
Casting Time: 1 action
Range: touch
Components: V S M (a pair of amethyst rings worth 50gp)
Duration: concentration of to 10 minutes
Classes: bard, cleric, druid
This spell protects a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, any time the target must make a Intelligence, Wisdom or Charisma Saving Throw, you can make the Saving Throw in their place with advantage. If you succeed in this way, the target regains hit points equal to your spell casting modifier.
The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Sylmaris's Lunchbreak
3rd level, conjuration
Casting Time: 1 reaction
Range: 30ft
Components: V S M (a set of cooks utensils)
Duration: Instantaneous
Classes: cleric, wizard
Whenever a spell is being cast that you can see within range, you can teleport up to 30ft toward the creature and make one melee weapon attack. If the attack hits, the target must succeed on a concentration check as if concentrating on the spell being cast. On a failure, the spell is lost and if the target was already concentrating on a spell it loses concentration on that spell as well.
Toxic Eruption
3rd-level necromancyCasting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Ranger, Sorcerer, Wizard, Warlock
You cause a willing creature you touch that is poisoned to become a conduit of toxicity. When it is hit with a melee attack or when it hits with a melee attack, it deals an additional 1d6 poison damage to the attacker or target, respectively. This effect lasts for the duration of the spell.
Furthermore, the creature's body constantly drips poison, and emits a 5ft aura. Any creature that starts its turn within the aura of it must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and becomes Poisoned for the duration of the spell. On a successful save, the creature takes half as much damage and is not affected by the Poisoned condition.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the aura increases by 5ft for every spell slot above 3rd
4th Level
Acid Rain
4th level, evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration up to 1 minute
Classes: bard, druid
A 20-foot-radius cloud of greenish air springs into existence centered on a point you choose within range and begins raining acid. The cloud remains for the spell's duration. Each creature in the cloud when it appears or that ends its turn there must succeed on a Constitution saving throw or take 2d6 poison damage. The cloud's space is lightly obscured.
Until the spell ends, whenever a creature starts its turn within the acid rain it must make a constitution saving throw taking 4d6 acid damage on a failure or half on a success. Constructs and undead take double damage. If the concentration is maintained for the full duration it leaves behind a 20-foot radius acid pool 1 foot deep. This pool is difficult terrain and lasts for 24 hours or until removed. A creature moving through the acid pool takes 2d6 acid damage for every 5ft of movement.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Concealment
Level 4 illusion
Casting Time: 1 action (ritual)
Range: Touch
Components: V S M (A white raven feather)
Duration: Until dispelled
Classes: Bard, Sorcerer, Warlock, Wizard
A object you touch becomes invisible until the spell ends. The object can be seen only by you while its invisible and cannot be detected or identified by magical means. If an object is a melee weapon or a missile weapon, a creature gets +1 to attack rolls with that item. If an object is a piece of armor or clothing, a creature wearing it gains +1 AC, If you cast this spell again, the previous object loses these effects.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional object for each slot level above 4th.
Magic Arrow
4th level, evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create three glowing arrows of magical force. Each arrow hits a creature of your choice that you can see within range. A arrow deals 1d6 + 1 force damage to its target. The arrows all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates one more arrow for each slot level above 4th.
Mass Identify
4th level, divination
Casting Time: 1 minute (ritual)
Range: Self (30ft)
Components: V S M (A pearl worth at least 250 gp and an owlbear feather)
Duration: Instantaneous
Classes: Bard, Wizard
You choose up to 8 object that you can see within 30ft throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead choose a creature or creatures throughout the casting, you learn what spells, if any, are currently affecting it.
Reality Slash
4th level, transmutation
Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You make three quick slashes through reality at targets within range. You can make them at one target or several.
Make a melee spell attack for each slash. On a hit, the target takes 2d10 slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you make one additional slash for each slot level above 4th.
5th Level
Destroy Summon
5th level, transmutation
Casting Time: 1 reaction
Range: 60ft
Components: V S
Duration: Instantaneous
Classes: bard, cleric, druid, sorcerer, warlock, wizard
Choose a creature within range, if that creature was summoned to this plane of existence by magical means it must succeed on a Wisdom Saving Throw. On a failure the creature vanishes back to its original plane and cannot be summoned back to this plane for 1 hour.
Flamewings
5th level, transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Wizard, Warlock
Flames race across your upper body and expelling out your back creating fiery wings, shedding bright light in a 20-foot radius and dim light for an additional 20 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
- Fly speed of 60ft
- You can use your action to make a melee spell attack at a creature or object within 10ft of you. On a hit, deal 4d8 fire damage to the target. If the target is an object not being worn or carried it catches on fire.
Greater Ability Boost
5th level, enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur of a beast)
Duration: Concentration up to 1 minute
Classes: bard, cleric, druid, paladin, ranger, sorcerer, wizard
This strengthens one of the primary stats temporary. Choose Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. This sets that score to 21 for the duration. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Skelly Boulder
5th level, conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a skull of a dead king imbued with 100gp jade)
Duration: Instantaneous
Classes: bard, cleric, sorcerer, wizard
You create a large boulder made of skeletons and hurl it in a direction of your choice. The boulder rolls in a 10ft wide line until it collides with an inanimate object or falls off a ledge and hits a surface at least 10ft deep. Each creature of size Huge or smaller that are within 5ft of the boulder must make a Dexterity Saving throw taking 4d6 slashing damage and becoming grappled by the boulder, or half damage and do not become grappled. A creature grappled by the boulder moves with it and takes an additional 2d6 slashing damage every time it moves. The boulder moves at the start of your turn and moves up to 60ft. A creature can use its action to try to escape making a Strength saving throw, on a success the creature falls prone in an unoccupied space.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increases the damage on all effects by 1d6 for each spell slot above 5th.
Sleep Destruction
5th-level enchantmentCasting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Warlock, Wizard
You touch an unconscious creature and inflict a powerful psychic attack that deals 10d6 psychic damage on a failed Wisdom saving throw, or half as much damage on a successful one. If the creature was asleep before the spell was cast, it wakes up and gains the Panic condition for 1 minute. While panicked, the creature cannot take reactions and must use its action each turn to move as far away from you as possible. The creature may make a Wisdom saving throw at the end of each of its turns to end the Panic condition.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each level above 5th.
6th Level
Anti-Vermin Barrier
6th level, abjuration
Casting Time: 1 action
Range: Self (20ft radius)
Components: V, S, M (a rodent hair)
Duration: Concentration up to 8 hours
Classes: bard, cleric, wizard
The caster creates an invisible force field in a 20ft raidus around themselves that repels insects, rodents, spiders, snakes, worms, and similar vermin. The barrier affects summoned creatures, such as those called by a Giant Insect spell. Any vermin within the area of effect when the spell is cast are pushed out into the nearest unoccupied space.
At Higher Level. When you cast this spell using a spell slot of 7th level or higher, increases the duration by 1 hour and increase the radius by 10ft for each spell slot above 6th.
Converse
6th level, evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a small piece of gold wire)
Duration: Concentration up to 1 hour
Classes: bard, cleric, wizard
You send a message to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can open up a link between you two. If the creature chooses not to reply, the spell ends. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. While the spell is active you can freely speak with the individual as though they were next to you.
You can send the message across any distance to any creature you are familiar with as long as they are on the same plane as you.
Grave Shadow
6th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a black candle and a lock of hair from the target)
Duration: 8 hours
Classes: Cleric, Sorceror, Wizard, Warlock
You touch a creature that has died within the last minute, and it transforms into a shadow that merges with your own. The shadow retains the same statistics and abilities as the original creature.
However, you can only target a creature with a CR equal to or below the spell slot used or a player level equal to your own or below.
While the spell is active, the shadow remains merged with you and follows your every movement. You can use your own actions to control the shadow as if it were a part of your body, and it can take actions and interact with objects as normal. However, the shadow cannot move further than 60 feet away from you, and it cannot speak or communicate with anyone other than you. If the Shadow takes damage, you take the damage instead.
If the spell's duration expires, or if you dismiss the spell, the shadow reverts back into its original form, which the creature that has died back to the status as if it had just died.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the duration increases by 8 hours
7th Level
Chariot of the Flame
7th level, conjuration
Casting Time: 1 action
Range: 30ft
Components: V S M (a small piece of wood and fire elemental ashes)
Duration: 12 hours
Classes: Sorcerer, Wizard
When you cast this spell, designate up to 7 other creatures, it then brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire. These appear in a clap of thunder amid a cloud of smoke. The vehicle has a 40ft walking speed , 80ft flying speed, and can carry the caster and up to seven other creatures of medium size or smaller. The passengers must be ones designated by the caster to protect them from the flames of the chariot. The Chariot sheds 40ft of bright light and 80ft of dim light. Whenever a creature enters within 5ft of the chariot or the horses for the first time or starts their turn within 5ft of it must make a Dexterity Saving throw. On a failure, that creature takes 3d10 fire damage or half as much on a save.
The caster controls the chariot by verbal command, causing the flaming steeds to walk, run or fly, and turn left or right as he desires. Note that the chariot is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons, spells or by water (one quart of which inflicts 1 point of damage). They are Armor Class 18, and each requires 50 points of damage to dispel.
Fire has no effect upon either the vehicle or its steeds, but other spells, such as a successful dispel magic will force the chariot back to its home plane, without its passengers.
8th Level
Seal
8th level, 1 enchantment
Casting Time: 1 action
Range: 60ft
Components: V S M (A amulet worth at least 250 gp)
Duration: Concentration up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
You choose a creature within range and attempt to seal away its magic. Target creature must make a Wisdom saving throw, on a failure roll a 1d10. All spell slots of that level and below cannot be used by the target. If you roll a 10, the target cannot cast any spells.
9th Level
Alurah's Death March
9th level, necromancy
Casting Time: 1 minute
Range: 1 mile
components: V, S, M (a broken holy symbol, gravestone dust, )
Duration: Instantaneous
Classes: cleric, wizard
This spell creates Undead servants. Your spell reaches out far and wide to the depths below the surface and calls the dead remains of up to 13 creatures and imbues them with a foul mimicry of life, raising it as an Undead creature. The targets becomes a Skeleton if you chose bones or a Zombie if you chose a corpse (the DM has the creature's game statistics). These undead gain a bonus to their attack roll and damage equal to half your proficiency bonus (rounded up) and gain a number of hit points equal to your level. Additionally, when you cast this spell you can instead concentrate on this spell for up to 1 hour. When you do so, every time one of your undead falls to 0 hit points, it can use an action on its turn to reanimate and regain half its maximum hit points. When you stop concentrating on this spell all your undead are destroyed.
On each of your turns, you can use a Bonus Action to mentally Command any creature you made with this spell if the creature is on the same plane as you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Additionally, as an action, you can see through your undead's eyes, speak through it and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the undead has. During this time, you are deaf and blind with regard to your own Senses.
The creatures are under your control for 24 hours, after which it stops obeying any Command you've given it. To maintain the control of the creature for another 24 hours, you must expend a 1st level spell slot for each creature before the current 24-hour period ends. Expending a spell slot above 1st reasserts control over one additional undead for every slot above 1st.
Chain Dragon Lightning
9th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber, glass or a crystal rod; and three silver pins)
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create a bolt of lightning that resembles the head of a dragon that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 60 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 15d8 lightning damage on a failed save, or half as much damage on a successful one. This damage overcomes all immunities and resistances.
True Death
9th level, necromancy
Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
Classes: Cleric, Wizard
This spell attacks the body and soul at the same time. Make a melee attack on a creature. On a hit, If the creature 100 hit points or fewer, it dies. Otherwise, the spell has no effect. If a creature dies by this spell, lower level resurrection magic cannot revive this creature. Only a True Resurrections or Wish spell can overcome this effect.
">Super Tier Magic
Black Hole
STM, transmutation
Casting Time: 10 minutes
Range: Unlimited
Components: V, S, M (black gems worth atleast 100,000 gp which the spell consumes)
Duration: Concentration up to 1 minute
Classes: Sorcerer, Wizard
When you cast this spell, choose a point you can see within range. When you do, you conjure a 60ft radius black hole. All creatures within 1 mile of the black hole must make a Strength saving throw. On a failure, take 60d10 force damage and must repeat this save at the start of their turn as long as the spell is active and are still in the spells area of effect.. On three failed saves, that creature is sucked into the center of the black hole and automatically fails any future saving throws. On a success, take half damage and cannot be sucked into the black hole, but still must remake the save at the start of their turn as long as they are within the area of effect and the spell is still active. All structures in the area of effect are destroyed, as are all nonmagical objects that aren't being worn or held. If you lose concentration, the black hole disappears and any creatures that were sucked into the black hole fall. If you maintain concentration for the full duration, any creatures sucked into the black hole disappear and are killed out right. Once your concentration is broken or your spell ends, you gain 1d4+1 levels of exhaustion. This exhaustion cannot be reduced, prevented or removed except by natural means. In addition, your strength is reduced to 3 and does not return to normal until you removed all your exhaustion.
Hellfire Wall
STM, evocation
Casting Time: 10 minutes
Range: Unlimited
Components: V, S, M (50 devils each bound by Dimensional Shackles which the spell consumes both)
Duration: Instantaneous
Classes: Cleric, Warlock
You summon a wall of fire from the depths of hell on a solid surface that you can see within range. This fire cannot be removed by normal means and is unaffected by water. It can only be removed by a remove curse spell. When this is done, it removes a 5ft square of the fire. If the area cleared is within 30ft of the wall it reignited after 24 hours. You can make the wall up to 3 miles long, 100 feet high, and 10 feet thick, or a ringed wall up to 1 mile in diameter, 50 feet high, and 10 feet thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 15d8 fire damage, or half as much damage on a successful save. Each object not being worn or carried within the areas effect automatically takes the damage every round.
One side of the wall, selected by you when you cast this spell, deals 15d8 fire damage to each creature that ends its turn within 30 feet 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. Once you finish casting this spell, you gain 1d4+1 levels of exhaustion. This exhaustion cannot be reduced, prevented or removed except by natural means. In addition, your strength is reduced to 3 and does not return to normal until you removed all your exhaustion.