Professional Documents
Culture Documents
Reprint
Reprint
A protective magical force surrounds you, You extend your hand and point a finger at a
manifesting as a spectral frost that covers you and target in range. Your magic grants you a brief insight
your gear. into the target's defenses.
You gain 5 temporary hit points for the duration. If a On your next turn, you gain advantage on your first
creature hits you with a melee attack while you have attack roll against the target, provided that this spell
these hit points, the creature takes 5 cold damage. hasn't ended.
At Higher Levels :
When you cast this spell using a
spell slot of 2nd level or higher, both the temporary
hit points and the cold damage increase by 5 for each
slot level above 1st.
2nd-level evocation 1st-level conjuration (ritual)
Casting Time: I action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, M (bat fur and a drop of pitch or Components: V, S, M (a piece of string and
piece of coal) a bit of wood)
Duration: Concentration, up to lO minutes Duration: 1 hour
Magical darkness spreads from a point you This spell creates an invisible, mindless,
choose within range to fill a 15-foot-radius sphere shapeless force that performs simple tasks at your
for the duration. The darkness spreads around command until the spell ends. The servant springs
corners. into existence in an unoccupied space on the ground
A creature with dark vision can't see through this within range. It has AC 10, I hit point, and a
darkness, and nonmagical light can't illuminate it. Strength of 2, and it can't attack. If it drops to O
If the point you choose is on an object you are hit points, the spell ends.
holding or one that isn't being worn or carried, the Once on each of your turns as a bonus action, you
darkness emanates from the object and moves with it. can mentally command the servant to move up to 15
Completely covering the source of the darkness with feet and interact with an object. The servant can
an opaque object, such as a bowl or a helm, blocks perform simple tasks that a human servant could do,
the darkness. such as fetching things, c1eaning, mending, folding
If any of this spell's area overlaps with an area of c1othes, lighting fires, serving food, and pouring
light created by a spell of 2nd level or lower, the wine. Once you give the command, the servant
spell that created the light is dispelled. performs the task to the best of its ability until it
completes the task, then waits for your next
command.
If you command the servant to perform a task that
would move it more than 60 feet away from you,
the spell ends.
1st-level evocation
Casting Time: I action
Range: 30 feet
Components: V, S, M (a twig from a tree that has
been struck by lightning)
Duration: Concentration, up to I minute
At Higher Levels:
When you cast this spell using
a spell slot of 2nd level or higher, the initial damage
increases by ldl2 for each slot level above 1st.
2nd-level transmutation
Casting Time: I action
Range: Touch
Components: V, S, M (a drop of bitumen and a
spider)
Duration: Concentration, up to I hour
A sudden loud ringing noise, painfully intense, You suggest a course of activity and magically
erupts from a point of your choice within range. Each influence a creature you can see within range that can
creature in a lO-foot-radius sphere centered on that hear and understand YOU. The suggestion must be
point must make a Constitution saving throw. A worded in such a manner as to make the course of
creature takes 3d8 thunder damage on a failed save, action sound reasonable. Asking the creature to stab
or half as much damage on a successful one. A itself, throw itself onto a spear, immolate itself, or
creature made of inorganic material such as stone, do some other obviously harmful act ends the spell.
crystal, or metal has disadvantage on this saving The target must make a Wisdom saving throw. On a
throw. failed save, it pursues the course of action you
A nonmagical object that isn't being worn or carried described to the best of its ability.
also takes the damage if it's in the spell's area. The suggested course of action can continue
for the entire duration. If the suggested activity can
At Higher Levels: be completed in a shorter time, the spell ends when
When you cast this spell using a spell slot of 3rd the subject finishes what it was asked to do. You can
level or higher, the damage increases by ld8 for each also specify conditions that will trigger a special
slot level above 2nd. activity during the duration. For example, you might
suggest that a knight give her warhorse to the first
beggar she meets. If the condition isn't met before
the spell expires, the activity isn't performed. If you
or any of your companions damage the target, the
spell ends.
3rd-level necromancy
4th-level necromancy
Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: 30 feet
Components: V, S
Components: V, S
Duration: Concentration, up to 1 minute
Duration: Instantaneous
An immobile, invisible, cube-shaped prison You and up to eight willing creatures who link
composed of magical force springs into existence hands in a circle are transported to a different plane
around an area you choose within range. The prison of existence. You can specify a target destination in
can be a cage or a solid box, as you choose. general terms, such as the City of Brass on the
A prison in the shape of a cage can be up to 20 feet Elemental Plane of Fire or the palace of Dispater on
on a side. A prison in the shape of a box can be up the second level of the Nine Hells, and you appear in
to 10 feet on a side, creating a solid barrier that or near that destination. If you are trying to reach the
prevents any matter from passing through it and City of Brass, for example, you might arrive in its
blocking any spells cast into or out from the area. Street of Steel, before its Gate of Ashes, or looking
When you cast the spell, any creature that is at the city from across the Sea of Fire, at the GM's
completely inside the cage's area is trapped. discretion.
A creature inside the cage can't leave it by nonmagical Alternatively, if you know the sigil sequence of a
means. If the creature tries to use teleportation or teleportation circle on another plane of existence, this
interplanar travel to leave the cage, it must first make spell can take you to that circle. You can use this spell
a Charisma saving throw. On a success, the creature to banish an unwilling creature to another plane.
can use that magic to exit the cage. On a failure, the Choose a creature within your reach and make a melee
creature can't exit the cage and wastes the use of the spell attack against it. On a hit, the creature must
spell or effect. The cage also extends into the make a Charisma saving throw. If the creature fails
Ethereal Plane, blocking ethereal travel. this save, it is transported to a random location on
This spell can't be dispelled by dispel magic . the plane of existence you specify. A creature so
transported must find its own way back to your
current plane of existence.
9th-level divination 8th-level enchantment
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a hummingbird feather) Components: V
Duration: 8 hours Duration: Instantaneous
You touch a willing creature and bestow a You speak a word of power that can
limited ability to see into the immediate future. For overwhelm the mind of one creature you can see within
the duration, the target can't be surprised and has range, leaving it dumbfounded. If the target has 150
advantage on attack rolls, ability checks, and saving hit points or fewer, it is stunned. Otherwise, the
throws. Additionally, other creatures have spell has no effect.
disadvantage on attack rolls against the target for the The stunned target must make a Constitution saving
duration. throw at the end of each of its turns. On a successful
This spell immediately ends if you cast it again before save, this stunning effect ends.
its duration ends.
8th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
You can cast speak with animals at will, without Prerequisite: The Hexblade patron
expending a spell slot. As a bonus action, you cause a target cursed by your
Hexblades Curse to take fire damage equal to your
Charisma modifier (minimum of 1).
You gain proficiency in the Deception and Persuasion
skills.