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Rogue [Wild Card] (20) / Wizard [School of

The Unseen] (20) Dimir Operative Legendary NPC's


CLASS & LEVEL BACKGROUND PLAYER NAME
Quark Saphire Genasi/Earth Genasi Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I'm good at hiding my true
16 +5 30 thoughts and feelings.
13 +11 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED I like to stick to the shadows.
+1 PERSONALITY TRAITS

Hit Point Maximum 376


+1 Strength
DEXTERITY ●
+16 Dexterity Secrets. I collect secrets
and never reveal them.
20 ●
+5 Constitution
+16 Intelligence
CURRENT HIT POINTS IDEALS

+5 ●
+12 Wisdom
I spend as much time as I can in the Ismeri
+5 Charisma Library because I'm certain an information hub
operates behind its facade. I want its secrets!
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

20 ●
+16 Acrobatics (Dex) SUCCESSES

+5
20x(1d6+5) I have trouble trusting
+1 Animal Handling (Wis) 20x(1d8+5) FAILURES
anyone but myself.

+16 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+23 Athletics (Str)

20 ●


+27 Deception (Cha)
+16 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Alchemist's Supplies
+12 Insight (Wis)
Dagger +16 1d4+5 piercing
Arrow x20
+5 ●

+5 Intimidation (Cha) Shortbow +16 1d6+5 piercing Backpack


WISDOM ●
+16 Investigation (Int) Bag Of Holding
+1 Medicine (Wis) Rapier +16 1d8+5 piercing
Ball bearings
13 ●
+16 Nature (Int)
Number of Attacks:
Bell
Calligrapher's Supplies

+23 Perception (Wis)
+1 Candle x5
+5 Performance (Cha) 1 Cartographer's Tools
CHARISMA

+16 Persuasion (Cha)
+5 Religion (Int)
Nine Lives Stealer, Clothes, traveler’s x3
Component pouch
20 ●
+16 Sleight of Hand (Dex) Rapier. +18, 1d8+7 Crowbar

+27 Stealth (Dex) piercing. Finesse Dimir Insignia
+5 ●
+12 Survival (Wis) Disguise Kit
Hammer
SKILLS ATTACKS & SPELLCASTING
Herbalism Kit
Lantern, hooded
33 PASSIVE WISDOM (PERCEPTION)
CP
Leather
Oil x2
Piton x10
Tool Proficiencies: Alchemist's Supplies;
Calligrapher's Supplies; Cartographer's
SP
50 Playing Card Set x3
Tools; Disguise Kit; Herbalism Kit; Land Poisoner's Kit
Vehicles; Mason's Tools; Navigator's Tools;
Playing Card Set; Poisoner's Kit; Smith's
EP
Quiver
Tools; Thieves' Tools; Tinker's Tools; Water Rations (1 day) x5
Vehicles GP
100 Rope, hempen
Weapon Proficiencies: Crossbow, hand; String
Longsword; Rapier; Shortsword; Simple PP
10 Thieves' Tools
Armor Proficiencies: Light; Medium Tinderbox
Language Proficiencies: Common; Draconic;
Waterskin
Dwarvish; Primordial
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
122
AGE HEIGHT WEIGHT
Quark Saphire Saphire blue Metalic Grey
CHARACTER NAME EYES SKIN HAIR

House of Dimir NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard (School of The Unseen)
Intelligence 24 +16
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6 6 4
Acid Splash Blink Chain Lightning
Chill Touch Counterspell Disintegrate
Fire Bolt Dispel Magic Mass Suggestion
Prestidigitation Fear Programmed Illusion
Ray of Frost Fireball Wall of Ice
Mage Hand Fly
Encode Thoughts Hypnotic Pattern
Guidance Lightning Bolt

SPELL
Major Image
LEVEL
SLOTS TOTAL SLOTS EXPENDED Nondetection

1 8 Gaseous Form
7 4
Meld Into Stone
EPAR Nondetection
SPELL NAME Arcane Sword
ED
PR

Burning Hands Finger of Death


Charm Person
4 6 Mirage Arcane
Detect Magic Project Image
False Life Banishment Teleport
SPELLS KNOWN

Identify Confusion

Mage Armor Dimension Door

Magic Missile Fire Shield

Disguise Self Polymorph

Sleep Wall of Fire


Greater Invisibility
8 2
Arcane Eye
Freedom of Movement Antimagic Field
Clone

2 6 Control Weather
Feeblemind

Arcane Lock Mind Blank

Blindness/Deafness Power Word Stun

Darkness
5 6
Enlarge/Reduce

Hold Person Cone of Cold


9 2
Misty Step Conjure Elemental

See Invisibility Dominate Person Astral Projection


Spider Climb Telekinesis Foresight

Suggestion Telepathic Bond Gate


Invisibility Teleportation Circle Imprisonment
See Invisibility Wall of Force Meteor Swarm
Detect Thoughts Wall of Stone Power Word Kill
Pass Without Trace Modify Memory Prismatic Wall

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard (School of The Unseen)
Intelligence 24 +16
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6 6 4
Mind Sliver
Mending
Mold Earth

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 8 7 4
EPAR
SPELL NAME
ED
PR

4 6
SPELLS KNOWN

8 2

2 6

5 6
9 2
Shapechange
Time Stop

True Polymorph
Weird

Wish

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
*Cunning Action. As a bonus action you can Dash, Disengage or Hide (use once/turn).

-------------Reactions-------------
*Uncanny Dodge. Halve the damage from an attacker you can see that hits you.

-----------Wizard Traits------------
*Arcane Recovery. When you finish a short rest, regain spell slots totalling no more than 10, and each must be 5th level or
lower. (use once/day).

*Discreet. You can ignore Verbal components when you cast a spell.

*Arcane Stealth. When you make a stealth check, you can add your INT modifier to your roll.

*Sneak Spells. When you cast spells that deal damage to a creature that can't see you.you can add your INT modifier to the
damage dealt to that creature.

*Master of The Unseen. You always have the Invisibility spell prepared, but it doesn't count against the maximum number of
spells you can prepare.

- You can concentrate on the Invisibility spell at the same time you concentrate on an other spell. When you do so, you gain a
level of exhaustion when your Invisibility spell ends, and if you loose your concentration, both Invisibility and your other spell
end.

- In addition, when you are invisible, the spell See Invisibility doesn't reveal you, and creatures with truesight can't see you.

*Spell Mastery. Cast False Life and Misty Step at lowest level without expending a slot if you have them prepared.

*Signature Spells. Your signature spells are Counterspell and Dispel Magic, you always have them prepared and can cast them
once without expending a slot.

-----------Rogue Traits------------
*Elusive. No attack roll has advantage against you while you aren't incapacitated.

*Blindsense. Know location of hidden or invisible creatures within 10 ft.

*Reliable Talent. When you make an ability check with proficiency, treat a roll less than 10 as a 10.

*Sneak Attack. 10d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use
once/turn).

*Stroke of Luck. Turn missed attack into a hit or a failed ability check roll as 20 (use once/rest).

*Evasion. When you succeed on a DEX save to take half damage, you take none, if you fail, you take half.

*Thieves' Cant. Convey secret messages hidden in normal conversation.

-----------Feats-------------
*Crest of Chevalier. After making a weapon attack, you can regain hit points equal to the damage dealt by the weapon. Once
you use this ability, you can't use it again until you finish a short or long res.

*Crest of Indech. You can make two additional weapon attacks as part of the attack action. Once you use this ability, you can't
use it again until you finish a short or long rest.

*Eldritch Adept. Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option
of your choice from the warlock class. "Devil Sight"

*Devil Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

*Grappler Feat. Advantage on attacks against creature you grapple; can use an action to pin the creature.

-----------Items-------------
*Nine Lives Stealer. - The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it
must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a
construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges
remaining, it loses this property. [Due to The House of Dimir's experimentation 1d6 charges are regained every dawn]
Page 1

Acid Splash Chill Touch Fire Bolt


Wizard Cantrip Conjuration DC 24 Spell Mod +16 Wizard Cantrip Necromancy DC 24 Spell Mod +16 Wizard Cantrip Evocation DC 24 Spell Mod +16
1 Act. 60 ft V,S Inst 1 Act. 120 ft V,S 1 Rnd 1 Act. 120 ft V,S Inst

You hurl a bubble of acid. Choose one creature You create a ghostly, skeletal hand in the You hurl a mote of fire at a creature or object
within range, or choose two creatures within space of a creature within range. Make a within range. Make a ranged spell attack
range that are within 5 feet of each other. A ranged spell attack against the creature to against the target. On a hit, the target takes
target must succeed on a Dexterity saving assail it with the chill of the grave. On a hit, 1d10 fire damage. A flammable object hit by
throw or take 1d6 acid damage. This spell's the target takes 1d8 necrotic damage, and it this spell ignites if it isn’t being worn or
damage increases by 1d6 when you reach 5th can't regain hit points until the start of your carried. This spell’s damage increases by 1d10
level (2d6), 11th level (3d6), and 17th level next turn. Until then, the hand clings to the when you reach 5th level (2d10), 11th level
(4d6). target. If you hit an undead target, it also has (3d10), and 17th level (4d10).
disadvantage on attack rolls against you until
the end of your next turn. This spell's damage
increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

Prestidigitation Ray of Frost Arcane Sword


Wizard Cantrip Transmutation DC 24 Spell Mod Wizard Cantrip Evocation DC 24 Spell Mod +16 Wizard Level 7 Evocation DC 24 Spell Mod +16
+16
1 Act. 10 ft V,S Up to 1 hr 1 Act. 60 ft V,S Inst 1 Act. 60 ft V,S,M Conc, 1 min
A miniature platinum sword with a grip and pommel
of copper and zinc, worth 250 gp

This spell is a minor magical trick that novice A frigid beam of blue-white light streaks You create a sword-shaped plane of force that
spellcasters use for practice. You create one of toward a creature within range. Make a hovers within range. It lasts for the duration.
the following magical effects within range: • ranged spell attack against the target. On a hit, When the sword appears, you make a melee
You create an instantaneous, harmless it takes 1d8 cold damage, and its speed is spell attack against a target of your choice
sensory effect, such as a shower of sparks, a reduced by 10 feet until the start of your next within 5 feet of the sword. On a hit, the target
puff of wind, faint musical notes, or an odd turn. The spell's damage increases by 1d8 takes 3d10 force damage. Until the spell ends,
odor. • You instantaneously light or snuff out a when you reach 5th level (2d8), 11th level (3d8), you can use a bonus action on each of your
candle, a torch, or a small campfire. • You and 17th level (4d8). turns to move the sword up to 20 feet to a spot
instantaneously clean or soil an object no you can see and repeat this attack against the
larger than 1 cubic foot. • You chill, warm, or same target or a different one.
flavor up to 1 cubic foot of nonliving material
for 1 hour. • You make a color, a small mark, or
a symbol appear on an object or a surface for 1
hour. • You create a nonmagical trinket or an
illusory image that can fit in your hand and
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss

Finger of Death Mirage Arcane Project Image


Wizard Level 7 Necromancy DC 24 Spell Mod +16 Wizard Level 7 Illusion DC 24 Spell Mod +16 Wizard Level 7 Illusion DC 24 Spell Mod +16
1 Act. 60 ft V,S Inst 10 mins Sight V,S 10 days 1 Act. 500 milesV,S,M Conc, 1 day
A small replica of you made from materials worth at
least 5 gp

You send negative energy coursing through a You make terrain in an area up to 1 mile You create an illusory copy of yourself that
creature that you can see within range, square look, sound, smell, and even feel like lasts for the duration. The copy can appear at
causing it searing pain. The target must make some other sort of terrain. The terrain's any location within range that you have seen
a Constitution saving throw. It takes 7d8 + 30 general shape remains the same, however. before, regardless of intervening obstacles.
necrotic damage on a failed save, or half as Open fields or a road could be made to The illusion looks and sounds like you but is
much damage on a successful one. A resemble a swamp, hill, crevasse, or some intangible. If the illusion takes any damage, it
humanoid killed by this spell rises at the start other difficult or impassable terrain. A pond disappears, and the spell ends. You can use
of your next turn as a zombie that is can be made to seem like a grassy meadow, a your action to move this illusion up to twice
permanently under your command, following precipice like a gentle slope, or a rock-strewn your speed, and make it gesture, speak, and
your verbal orders to the best of its ability. gully like a wide and smooth road. Similarly, behave in whatever way you choose. It mimics
you can alter the appearance of structures, or your mannerisms perfectly. You can see
add them where none are present. The spell through its eyes and hear through its ears as if
doesn't disguise, conceal, or add creatures. The you were in its space. On your turn as a bonus
illusion includes audible, visual, tactile, and action, you can switch from using its senses to
olfactory elements, so it can turn clear ground using your own, or back again. While you are
into difficult terrain (or vice versa) or using its senses, you are blinded and deafened
otherwise impede movement through the in regard to your own surroundings. Physical
area. Any piece of the illusory terrain (such as interaction with the image reveals it to be an
a rock or stick) that is removed from the spell's illusion, because things can pass through it. A
Page 1 (reverse)

Prestidigitation (reverse)
such an effect as an action.

Project Image (reverse) Mirage Arcane (reverse)


creature that uses its action to examine the area disappears immediately. Creatures with
image can determine that it is an illusion with truesight can see through the illusion to the
a successful Intelligence (Investigation) check terrain's true form; however, all other
against your spell save DC. If a creature elements of the illusion remain, so while the
discerns the illusion for what it is, the creature creature is aware of the illusion's presence, the
can see through the image, and any noise it creature can still physically interact with the
makes sounds hollow to the creature. illusion.
Page 2

Teleport Burning Hands Charm Person


Wizard Level 7 Conjuration DC 24 Spell Mod +16 Wizard Level 1 Evocation DC 24 Spell Mod +16 Wizard Level 1 Enchantment DC 24 Spell Mod +16
1 Act. 10 ft V Inst 1 Act. Self V,S Inst 1 Act. 30 ft V,S 1 hr

This spell instantly transports you and up to As you hold your hands with thumbs touching You attempt to charm a humanoid you can see
eight willing creatures of your choice that you and fingers spread, a thin sheet of flames within range. It must make a Wisdom saving
can see within range, or a single object that shoots forth from your outstretched throw, and does so with advantage if you or
you can see within range, to a destination you fingertips. Each creature in a 15-foot cone your companions are fighting it. If it fails the
select. If you target an object, it must be able to must make a Dexterity saving throw. A saving throw, it is charmed by you until the
fit entirely inside a 10-foot cube, and it can't be creature takes 3d6 fire damage on a failed spell ends or until you or your companions do
held or carried by an unwilling creature. The save, or half as much damage on a successful anything harmful to it. The charmed creature
destination you choose must be known to you, one. The fire ignites any flammable objects in regards you as a friendly acquaintance. When
and it must be on the same plane of existence the area that aren't being worn or carried. At the spell ends, the creature knows it was
as you. Your familiarity with the destination Higher Levels. When you cast this spell using a charmed by you. At Higher Levels. When you
determines whether you arrive there spell slot of 2nd level or higher, the damage cast this spell using a spell slot of 2nd level or
successfully. The GM rolls d100 and consults increases by 1d6 for each slot level above 1st. higher, you can target one additional creature
the table. Familiarity Mishap Similar Area Off for each slot level above 1st. The creatures
Target On Target Permanent circle — — — must be within 30 feet of each other when you
01–100 Associated object — — — 01–100 Very target them.
familiar 01–05 06–13 14–24 25–100 Seen
casually 01–33 34–43 44–53 54–100 Viewed
once 01–43 44–53 54–73 74–100 Description
01–43 44–53 54–73 74–100 False destination

Detect Magic (ritual) False Life Identify (ritual)


Wizard Level 1 Divination DC 24 Spell Mod +16 Wizard Level 1 Necromancy DC 24 Spell Mod +16 Wizard Level 1 Divination DC 24 Spell Mod +16
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M 1 hr 1 min Touch V,S,M Inst
A small amount of alcohol or distilled spirits A pearl worth at least 100 gp and an owl feather

For the duration, you sense the presence of Bolstering yourself with a necromantic You choose one object that you must touch
magic within 30 feet of you. If you sense magic facsimile of life, you gain 1d4 + 4 temporary throughout the casting of the spell. If it is a
in this way, you can use your action to see a hit points for the duration. At Higher Levels. magic item or some other magic-imbued
faint aura around any visible creature or When you cast this spell using a spell slot of object, you learn its properties and how to use
object in the area that bears magic, and you 2nd level or higher, you gain 5 additional them, whether it requires attunement to use,
learn its school of magic, if any. The spell can temporary hit points for each slot level above and how many charges it has, if any. You learn
penetrate most barriers, but it is blocked by 1 1st. whether any spells are affecting the item and
foot of stone, 1 inch of common metal, a thin what they are. If the item was created by a
sheet of lead, or 3 feet of wood or dirt. spell, you learn which spell created it. If you
instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.

Mage Armor Magic Missile Banishment


Wizard Level 1 Abjuration DC 24 Spell Mod +16 Wizard Level 1 Evocation DC 24 Spell Mod +16 Wizard Level 4 Abjuration DC 24 Spell Mod +16
1 Act. Touch V,S,M 8 hrs 1 Act. 120 ft V,S Inst 1 Act. 60 ft V,S,M Conc, 1 min
A piece of cured leather An item distasteful to the target

You touch a willing creature who isn't wearing You create three glowing darts of magical You attempt to send one creature that you can
armor, and a protective magical force force. Each dart hits a creature of your choice see within range to another plane of existence.
surrounds it until the spell ends. The target's that you can see within range. A dart deals 1d4 The target must succeed on a Charisma saving
base AC becomes 13 + its Dexterity modifier. + 1 force damage to its target. The darts all throw or be banished. If the target is native to
The spell ends if the target dons armor or if strike simultaneously, and you can direct the plane of existence you're on, you banish
you dismiss the spell as an action. them to hit one creature or several. At Higher the target to a harmless demiplane. While
Levels. When you cast this spell using a spell there, the target is incapacitated. The target
slot of 2nd level or higher, the spell creates remains there until the spell ends, at which
one more dart for each slot level above 1st. point the target reappears in the space it left
or in the nearest unoccupied space if that
space is occupied. If the target is native to a
different plane of existence than the one
you're on, the target is banished with a faint
popping noise, returning to its home plane. If
the spell ends before 1 minute has passed, the
target reappears in the space it left or in the
nearest unoccupied space if that space is
occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell
Page 2 (reverse)

Teleport (reverse)
01–50 51–100 — — Familiarity. “Permanent
circle” means a permanent teleportation circle
whose sigil sequence you know. “Associated
object” means that you possess an object taken
from the desired destination within the last
six months, such as a book from a wizard's
library, bed linen from a royal suite, or a
chunk of marble from a lich's secret tomb.
“Very familiar” is a place you have been very
often, a place you have carefully studied, or a
place you can see when you cast the spell.
“Seen casually” is someplace you have seen
more than once but with which you aren't very
familiar. “Viewed once” is a place you have
seen once, possibly using magic. “Description”
is a place whose location and appearance you
know through someone else's description,
perhaps from a map. “False destination” is a
place that doesn't exist. Perhaps you tried to
scry an enemy's sanctum but instead viewed
an illusion, or you are attempting to teleport
to a familiar location that no longer exists. On
Target. You and your group (or the target
object) appear where you want to. Off Target.
You and your group (or the target object)
appear a random distance away from the

Banishment (reverse)
using a spell slot of 5th level or higher, you can
target one additional creature for each slot
level above 4th.
Page 3

Confusion Dimension Door Fire Shield


Wizard Level 4 Enchantment DC 24 Spell Mod +16 Wizard Level 4 Conjuration DC 24 Spell Mod +16 Wizard Level 4 Evocation DC 24 Spell Mod +16
1 Act. 90 ft V,S,M Conc, 1 min 1 Act. 500 ft V Inst 1 Act. Self V,S,M 10 mins
Three nut shells A bit of phosphorus or a firefly

This spell assaults and twists creatures' minds, You teleport yourself from your current Thin and wispy flames wreathe your body for
spawning delusions and provoking location to any other spot within range. You the duration, shedding bright light in a 10-foot
uncontrolled action. Each creature in a arrive at exactly the spot desired. It can be a radius and dim light for an additional 10 feet.
10-foot-radius sphere centered on a point you place you can see, one you can visualize, or You can end the spell early by using an action
choose within range must succeed on a one you can describe by stating distance and to dismiss it. The flames provide you with a
Wisdom saving throw when you cast this spell direction, such as “200 feet straight warm shield or a chill shield, as you choose.
or be affected by it. An affected target can't downward” or “upward to the northwest at a The warm shield grants you resistance to cold
take reactions and must roll a d10 at the start 45-degree angle, 300 feet.” You can bring damage, and the chill shield grants you
of each of its turns to determine its behavior along objects as long as their weight doesn't resistance to fire damage. In addition,
for that turn. d10 Behavior 1 The creature uses exceed what you can carry. You can also bring whenever a creature within 5 feet of you hits
all its movement to move in a random one willing creature of your size or smaller you with a melee attack, the shield erupts with
direction. To determine the direction, roll a d8 who is carrying gear up to its carrying flame. The attacker takes 2d8 fire damage
and assign a direction to each die face. The capacity. The creature must be within 5 feet of from a warm shield, or 2d8 cold damage from
creature doesn't take an action this turn. 2–6 you when you cast this spell. If you would a cold shield.
The creature doesn't move or take actions this arrive in a place already occupied by an object
turn. 7–8 The creature uses its action to make a or a creature, you and any creature traveling
melee attack against a randomly determined with you each take 4d6 force damage, and the
creature within its reach. If there is no spell fails to teleport you.
creature within its reach, the creature does

Polymorph Wall of Fire Chain Lightning


Wizard Level 4 Transmutation DC 24 Spell Mod +16 Wizard Level 4 Evocation DC 24 Spell Mod +16 Wizard Level 6 Evocation DC 24 Spell Mod +16
1 Act. 60 ft V,S,M Conc, 1 hr 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. 150 ft V,S,M Inst
A caterpillar cocoon A small piece of phosphorus A bit of fur; a piece of amber, glass, or a crystal rod;
and three silver pins

This spell transforms a creature that you can You create a wall of fire on a solid surface You create a bolt of lightning that arcs toward
see within range into a new form. An within range. You can make the wall up to 60 a target of your choice that you can see within
unwilling creature must make a Wisdom feet long, 20 feet high, and 1 foot thick, or a range. Three bolts then leap from that target
saving throw to avoid the effect. The spell has ringed wall up to 20 feet in diameter, 20 feet to as many as three other targets, each of
no effect on a shapechanger or a creature with high, and 1 foot thick. The wall is opaque and which must be within 30 feet of the first
0 hit points. The transformation lasts for the lasts for the duration. When the wall appears, target. A target can be a creature or an object
duration, or until the target drops to 0 hit each creature within its area must make a and can be targeted by only one of the bolts. A
points or dies. The new form can be any beast Dexterity saving throw. On a failed save, a target must make a Dexterity saving throw.
whose challenge rating is equal to or less than creature takes 5d8 fire damage, or half as The target takes 10d8 lightning damage on a
the target's (or the target's level, if it doesn't much damage on a successful save. One side of failed save, or half as much damage on a
have a challenge rating). The target's game the wall, selected by you when you cast this successful one. At Higher Levels. When you
statistics, including mental ability scores, are spell, deals 5d8 fire damage to each creature cast this spell using a spell slot of 7th level or
replaced by the statistics of the chosen beast. that ends its turn within 10 feet of that side or higher, one additional bolt leaps from the first
It retains its alignment and personality. The inside the wall. A creature takes the same target to another target for each slot level
target assumes the hit points of its new form. damage when it enters the wall for the first above 6th.
When it reverts to its normal form, the time on a turn or ends its turn there. The other
creature returns to the number of hit points it side of the wall deals no damage. At Higher
had before it transformed. If it reverts as a Levels. When you cast this spell using a spell
result of dropping to 0 hit points, any excess slot of 5th level or higher, the damage

Disintegrate Mass Suggestion Programmed Illusion


Wizard Level 6 Transmutation DC 24 Spell Mod +16 Wizard Level 6 Enchantment DC 24 Spell Mod +16 Wizard Level 6 Illusion DC 24 Spell Mod +16
1 Act. 60 ft V,S,M Inst 1 Act. 60 ft V,M 24 hrs 1 Act. 120 ft V,S,M Until dispelled
A lodestone and a pinch of dust A snake's tongue and either a bit of honeycomb or a A bit of fleece and jade dust worth at least 25 gp
drop of sweet oil

A thin green ray springs from your pointing You suggest a course of activity (limited to a You create an illusion of an object, a creature,
finger to a target that you can see within sentence or two) and magically influence up to or some other visible phenomenon within
range. The target can be a creature, an object, twelve creatures of your choice that you can range that activates when a specific condition
or a creation of magical force, such as the wall see within range and that can hear and occurs. The illusion is imperceptible until
created by wall of force. A creature targeted by understand you. Creatures that can't be then. It must be no larger than a 30-foot cube,
this spell must make a Dexterity saving throw. charmed are immune to this effect. The and you decide when you cast the spell how
On a failed save, the target takes 10d6 + 40 suggestion must be worded in such a manner the illusion behaves and what sounds it
force damage. If this damage reduces the as to make the course of action sound makes. This scripted performance can last up
target to 0 hit points, it is disintegrated. A reasonable. Asking the creature to stab itself, to 5 minutes. When the condition you specify
disintegrated creature and everything it is throw itself onto a spear, immolate itself, or occurs, the illusion springs into existence and
wearing and carrying, except magic items, are do some other obviously harmful act performs in the manner you described. Once
reduced to a pile of fine gray dust. The creature automatically negates the effect of the spell. the illusion finishes performing, it disappears
can be restored to life only by means of a true Each target must make a Wisdom saving and remains dormant for 10 minutes. After
resurrection or a wish spell. This spell throw. On a failed save, it pursues the course this time, the illusion can be activated again.
automatically disintegrates a Large or smaller of action you described to the best of its The triggering condition can be as general or
nonmagical object or a creation of magical ability. The suggested course of action can as detailed as you like, though it must be based
force. If the target is a Huge or larger object or continue for the entire duration. If the on visual or audible conditions that occur
creation of force, this spell disintegrates a suggested activity can be completed in a within 30 feet of the area. For example, you
10-footcube portion of it. A magic item is shorter time, the spell ends when the subject could create an illusion of yourself to appear
Page 3 (reverse)

Confusion (reverse)
nothing this turn. 9–10 The creature can act
and move normally. At the end of each of its
turns, an affected target can make a Wisdom
saving throw. If it succeeds, this effect ends for
that target. At Higher Levels. When you cast
this spell using a spell slot of 5th level or
higher, the radius of the sphere increases by 5
feet for each slot level above 4th.

Wall of Fire (reverse) Polymorph (reverse)


increases by 1d8 for each slot level above 4th. damage carries over to its normal form. As
long as the excess damage doesn't reduce the
creature's normal form to 0 hit points, it isn't
knocked unconscious. The creature is limited
in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or
take any other action that requires hands or
speech. The target's gear melds into the new
form. The creature can't activate, use, wield, or
otherwise benefit from any of its equipment.

Programmed Illusion (reverse) Mass Suggestion (reverse) Disintegrate (reverse)


and warn off others who attempt to open a finishes what it was asked to do. You can also unaffected by this spell. At Higher Levels.
trapped door, or you could set the illusion to specify conditions that will trigger a special When you cast this spell using a spell slot of
trigger only when a creature says the correct activity during the duration. For example, you 7th level or higher, the damage increases by
word or phrase. Physical interaction with the might suggest that a group of soldiers give all 3d6 for each slot level above 6th.
image reveals it to be an illusion, because their money to the first beggar they meet. If
things can pass through it. A creature that the condition isn't met before the spell ends,
uses its action to examine the image can the activity isn't performed. If you or any of
determine that it is an illusion with a your companions damage a creature affected
successful Intelligence (Investigation) check by this spell, the spell ends for that creature.
against your spell save DC. If a creature At Higher Levels. When you cast this spell
discerns the illusion for what it is, the creature using a 7th-level spell slot, the duration is 10
can see through the image, and any noise it days. When you use an 8th-level spell slot, the
makes sounds hollow to the creature. duration is 30 days. When you use a 9th-level
spell slot, the duration is a year and a day.
Page 4

Wall of Ice Blink Counterspell


Wizard Level 6 Evocation DC 24 Spell Mod +16 Wizard Level 3 Transmutation DC 24 Spell Mod +16 Wizard Level 3 Abjuration DC 24 Spell Mod +16
1 Act. 120 ft V,S,M Conc, 10 mins 1 Act. Self V,S 1 min 1 reAct. 60 ft S Inst
A small piece of quartz

You create a wall of ice on a solid surface Roll a d20 at the end of each of your turns for You attempt to interrupt a creature that you
within range. You can form it into a the duration of the spell. On a roll of 11 or can see casting a spell. If the creature is casting
hemispherical dome or a sphere with a radius higher, you vanish from your current plane of a spell of 3rd level or lower, its spell fails and
of up to 10 feet, or you can shape a flat surface existence and appear in the Ethereal Plane has no effect. If it's a spell of 4th level or
made up of ten 10-foot-square panels. Each (the spell fails and the casting is wasted if you higher, make a check using your spellcasting
panel must be contiguous with another panel. were already on that plane). At the start of ability. The DC is 10 + the spell's level. On a
In any form, the wall is 1 foot thick and lasts your next turn, and when the spell ends if you success, the spell is interrupted. At Higher
for the duration. If the wall cuts through a are on the Ethereal Plane, you return to an Levels: The interrupted spell has no effect if its
creature's space when it appears, the creature unoccupied space of your choice that you can level is less than or equal to the level of the
within its area is pushed to one side of the wall see within 10 feet of the space you vanished spell slot you used.
and must make a Dexterity saving throw. On a from. If no unoccupied space is available
failed save, the creature takes 10d6 cold within that range, you appear in the nearest
damage, or half as much damage on a unoccupied space (chosen at random if more
successful save. The wall is an object that can than one space is equally near). You can
be damaged and thus breached. It has AC 12 dismiss this spell as an action. While on the
and 30 hit points per 10-foot section, and it is Ethereal Plane, you can see and hear the plane
vulnerable to fire damage. Reducing a 10-foot you originated from, which is cast in shades of
section of wall to 0 hit points destroys it and gray, and you can't see anything there more
leaves behind a sheet of frigid air in the space than 60 feet away. You can only affect and be

Dispel Magic Fear Fireball


Wizard Level 3 Abjuration DC 24 Spell Mod +16 Wizard Level 3 Illusion DC 24 Spell Mod +16 Wizard Level 3 Evocation DC 24 Spell Mod +16
1 Act. 120 ft V,S Inst 1 Act. Self V,S,M Conc, 1 min 1 Act. 150 ft V,S,M Inst
A white feather or the heart of a hen A tiny ball of bat guano and sulfur

Choose one creature, object, or magical effect You project a phantasmal image of a creature's A bright streak flashes from your pointing
within range. Any spell of 3rd level or lower worst fears. Each creature in a 30-foot cone finger to a point you choose within range and
on the target ends. For each spell of 4th level must succeed on a Wisdom saving throw or then blossoms with a low roar into an
or higher on the target, make an ability check drop whatever it is holding and become explosion of flame. Each creature in a
using your spellcasting ability. The DC equals frightened for the duration. While frightened 20-foot-radius sphere centered on that point
10 + the spell's level. On a successful check, the by this spell, a creature must take the Dash must make a Dexterity saving throw. A target
spell ends. At Higher Levels. When you cast action and move away from you by the safest takes 8d6 fire damage on a failed save, or half
this spell using a spell slot of 4th level or available route on each of its turns, unless as much damage on a successful one. The fire
higher, you automatically end the effects of a there is nowhere to move. If the creature ends spreads around corners. It ignites flammable
spell on the target if the spell's level is equal to its turn in a location where it doesn't have line objects in the area that aren't being worn or
or less than the level of the spell slot you used. of sight to you, the creature can make a carried. At Higher Levels. When you cast this
Wisdom saving throw. On a successful save, spell using a spell slot of 4th level or higher,
the spell ends for that creature. the damage increases by 1d6 for each slot level
above 3rd.

Fly Hypnotic Pattern Lightning Bolt


Wizard Level 3 Transmutation DC 24 Spell Mod +16 Wizard Level 3 Illusion DC 24 Spell Mod +16 Wizard Level 3 Evocation DC 24 Spell Mod +16
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 120 ft S,M Conc, 1 min 1 Act. Self V,S,M Inst
A wing feather from any bird A glowing stick of incense or a crystal vial filled with A bit of fur and a rod of amber, crystal, or glass
phosphorescent material

You touch a willing creature. The target gains You create a twisting pattern of colors that A stroke of lightning forming a line 100 feet
a flying speed of 60 feet for the duration. weaves through the air inside a 30-foot cube long and 5 feet wide blasts out from you in a
When the spell ends, the target falls if it is still within range. The pattern appears for a direction you choose. Each creature in the line
aloft, unless it can stop the fall. At Higher moment and vanishes. Each creature in the must make a Dexterity saving throw. A
Levels. When you cast this spell using a spell area who sees the pattern must make a creature takes 8d6 lightning damage on a
slot of 4th level or higher, you can target one Wisdom saving throw. On a failed save, the failed save, or half as much damage on a
additional creature for each slot level above creature becomes charmed for the duration. successful one. The lightning ignites
3rd. While charmed by this spell, the creature is flammable objects in the area that aren't being
incapacitated and has a speed of 0. The spell worn or carried. At Higher Levels. When you
ends for an affected creature if it takes any cast this spell using a spell slot of 4th level or
damage or if someone else uses an action to higher, the damage increases by 1d6 for each
shake the creature out of its stupor. slot level above 3rd.
Page 4 (reverse)

Blink (reverse) Wall of Ice (reverse)


affected by other creatures on the Ethereal the wall occupied. A creature moving through
Plane. Creatures that aren't there can't the sheet of frigid air for the first time on a
perceive you or interact with you, unless they turn must make a Constitution saving throw.
have the ability to do so. That creature takes 5d6 cold damage on a
failed save, or half as much damage on a
successful one. At Higher Levels. When you
cast this spell using a spell slot of 7th level or
higher, the damage the wall deals when it
appears increases by 2d6, and the damage
from passing through the sheet of frigid air
increases by 1d6, for each slot level above 6th.
Page 5

Major Image Nondetection Remove Curse


Wizard Level 3 Illusion DC 24 Spell Mod +16 Wizard Level 3 Abjuration DC 24 Spell Mod +16 Wizard Level 3 Abjuration DC 24 Spell Mod +16
1 Act. 120 ft V,S,M Conc, 10 mins 1 Act. Touch V,S,M 8 hrs 1 Act. Touch V,S Inst
A bit of fleece A pinch of diamond dust worth 25 gp sprinkled over
the target, which the spell consumes

You create the image of an object, a creature, For the duration, you hide a target that you At your touch, all curses affecting one creature
or some other visible phenomenon that is no touch from divination magic. The target can be or object end. If the object is a cursed magic
larger than a 20-foot cube. The image appears a willing creature or a place or an object no item, its curse remains, but the spell breaks its
at a spot that you can see within range and larger than 10 feet in any dimension. The owner's attunement to the object so it can be
lasts for the duration. It seems completely target can't be targeted by any divination removed or discarded.
real, including sounds, smells, and magic or perceived through magical scrying
temperature appropriate to the thing depicted. sensors.
You can't create sufficient heat or cold to cause
damage, a sound loud enough to deal thunder
damage or deafen a creature, or a smell that
might sicken a creature (like a troglodyte's
stench). As long as 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

Arcane Lock Blindness/Deafness Darkness


Wizard Level 2 Abjuration DC 24 Spell Mod +16 Wizard Level 2 Necromancy DC 24 Spell Mod +16 Wizard Level 2 Evocation DC 24 Spell Mod +16
1 Act. Touch V,S,M Until dispelled 1 Act. 30 ft V 1 min 1 Act. 60 ft V,M Conc, 10 mins
Gold dust worth at least 25 gp, which the spell Bat fur and a drop of pitch or piece of coal
consumes

You touch a closed door, window, gate, chest, You can blind or deafen a foe. Choose one Magical darkness spreads from a point you
or other entryway, and it becomes locked for creature that you can see within range to make choose within range to fill a 15-foot-radius
the duration. You and the creatures you a Constitution saving throw. If it fails, the sphere for the duration. The darkness spreads
designate when you cast this spell can open target is either blinded or deafened (your around corners. A creature with darkvision
the object normally. You can also set a choice) for the duration. At the end of each of can't see through this darkness, and
password that, when spoken within 5 feet of its turns, the target can make a Constitution nonmagical light can't illuminate it. If the
the object, suppresses this spell for 1 minute. saving throw. On a success, the spell ends. At point you choose is on an object you are
Otherwise, it is impassable until it is broken or Higher Levels. When you cast this spell using a holding or one that isn't being worn or carried,
the spell is dispelled or suppressed. Casting spell slot of 3rd level or higher, you can target the darkness emanates from the object and
knock on the object suppresses arcane lock for one additional creature for each slot level moves with it. Completely covering the source
10 minutes. While affected by this spell, the above 2nd. of the darkness with an opaque object, such as
object is more difficult to break or force open; a bowl or a helm, blocks the darkness. If any of
the DC to break it or pick any locks on it this spell's area overlaps with an area of light
increases by 10. created by a spell of 2nd level or lower, the
spell that created the light is dispelled.

Enlarge/Reduce Hold Person Misty Step


Wizard Level 2 Transmutation DC 24 Spell Mod +16 Wizard Level 2 Enchantment DC 24 Spell Mod +16 Wizard Level 2 Conjuration DC 24 Spell Mod +16
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min 1 B.A. Self V Inst
A pinch of powdered iron A small, straight piece of iron

You cause a creature or an object you can see Choose a humanoid that you can see within Briefly surrounded by silvery mist, you
within range to grow larger or smaller for the range. The target must succeed on a Wisdom teleport up to 30 feet to an unoccupied space
duration. Choose either a creature or an object saving throw or be paralyzed for the duration. that you can see.
that is neither worn nor carried. If the target is At the end of each of its turns, the target can
unwilling, it can make a Constitution saving make another Wisdom saving throw. On a
throw. On a success, the spell has no effect. If success, the spell ends on the target. At Higher
the target is a creature, everything it is Levels. When you cast this spell using a spell
wearing and carrying changes size with it. slot of 3rd level or higher, you can target one
Any item dropped by an affected creature additional humanoid for each slot level above
returns to normal size at once. Enlarge. The 2nd. The humanoids must be within 30 feet of
target's size doubles in all dimensions, and its each other when you target them.
weight is multiplied by eight. This growth
increases its size by one category — from
Medium to Large, for example. If there isn't
enough room for the target to double its size,
the creature or object attains the maximum
possible size in the space available. Until the
spell ends, the target also has advantage on
Strength checks and Strength saving throws.
Page 5 (reverse)

Major Image (reverse)


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 Intelligence
(Investigation) check against your spell save
DC. If 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. At Higher Levels. When you cast
this spell using a spell slot of 6th level or
higher, the spell lasts until dispelled, without
requiring your concentration.

Enlarge/Reduce (reverse)
The target's weapons also grow to match its
new size. While these weapons are enlarged,
the target's attacks with them deal 1d4 extra
damage. Reduce. The target's size is halved in
all dimensions, and its weight is reduced to
one-eighth of normal. This reduction
decreases its size by one category—from
Medium to Small, for example. Until the spell
ends, the target also has disadvantage on
Strength checks and Strength saving throws.
The target's weapons also shrink to match its
new size. While these weapons are reduced,
the target's attacks with them deal 1d4 less
damage (this can't reduce the damage below 1).
Page 6

See Invisibility Spider Climb Suggestion


Wizard Level 2 Divination DC 24 Spell Mod +16 Wizard Level 2 Transmutation DC 24 Spell Mod +16 Wizard Level 2 Enchantment DC 24 Spell Mod +16
1 Act. Self V,S,M 1 hr 1 Act. Touch V,S,M Conc, 1 hr 1 Act. 30 ft V,M Conc, 8 hrs
A pinch of talc and a small sprinkling of powdered A drop of bitumen and a spider A snake's tongue and either a bit of honeycomb or a
silver drop of sweet oil

For the duration, you see invisible creatures Until the spell ends, one willing creature you You suggest a course of activity (limited to a
and objects as if they were visible, and you can touch gains the ability to move up, down, and sentence or two) and magically influence a
see into the Ethereal Plane. Ethereal creatures across vertical surfaces and upside down along creature you can see within range that can
and objects appear ghostly and translucent. ceilings, while leaving its hands free. The hear and understand you. Creatures that can't
target also gains a climbing speed equal to its be charmed are immune to this effect. The
walking speed. suggestion must be worded in such a manner
as to make the course of action sound
reasonable. Asking the creature to stab itself,
throw itself onto a spear, immolate itself, or
do some other obviously harmful act ends the
spell. The target must make a Wisdom saving
throw. On a failed save, it pursues the course
of action you described to the best of its
ability. The suggested course of action can
continue for the entire duration. If the
suggested activity can be completed in a
shorter time, the spell ends when the subject
finishes what it was asked to do. You can also
specify conditions that will trigger a special

Astral Projection Foresight Gate


Wizard Level 9 Necromancy DC 24 Spell Mod +16 Wizard Level 9 Divination DC 24 Spell Mod +16 Wizard Level 9 Conjuration DC 24 Spell Mod +16
1 hr 10 ft V,S,M Special 1 min Touch V,S,M 8 hrs 1 Act. 60 ft V,S,M Conc, 1 min
For each creature you affect with this spell, you must A hummingbird feather A diamond worth at least 5,000 gp
provide one jacinth worth at least 1,000 gp and one
ornately carved bar of silver worth at least 100 gp, all
of which the spell consumes
You and up to eight willing creatures within You touch a willing creature and bestow a You conjure a portal linking an unoccupied
range project your astral bodies into the Astral limited ability to see into the immediate space you can see within range to a precise
Plane (the spell fails and the casting is wasted future. For the duration, the target can't be location on a different plane of existence. The
if you are already on that plane). The material surprised and has advantage on attack rolls, portal is a circular opening, which you can
body you leave behind is unconscious and in a ability checks, and saving throws. make 5 to 20 feet in diameter. You can orient
state of suspended animation; it doesn't need Additionally, other creatures have the portal in any direction you choose. The
food or air and doesn't age. Your astral body disadvantage on attack rolls against the target portal lasts for the duration. The portal has a
resembles your mortal form in almost every for the duration. This spell immediately ends front and a back on each plane where it
way, replicating your game statistics and if you cast it again before its duration ends. appears. Travel through the portal is possible
possessions. The principal difference is the only by moving through its front. Anything
addition of a silvery cord that extends from that does so is instantly transported to the
between your shoulder blades and trails other plane, appearing in the unoccupied
behind you, fading to invisibility after 1 foot. space nearest to the portal. Deities and other
This cord is your tether to your material body. planar rulers can prevent portals created by
As long as the tether remains intact, you can this spell from opening in their presence or
find your way home. If the cord is anywhere within their domains. When you
cut—something that can happen only when cast this spell, you can speak the name of a
an effect specifically states that it does—your specific creature (a pseudonym, title, or
soul and body are separated, killing you nickname doesn't work). If that creature is on

Imprisonment Meteor Swarm Power Word Kill


Wizard Level 9 Abjuration DC 24 Spell Mod +16 Wizard Level 9 Evocation DC 24 Spell Mod +16 Wizard Level 9 Enchantment DC 24 Spell Mod +16
1 min 30 ft V,S,M Until dispelled 1 Act. 1 mile V,S Inst 1 Act. 60 ft V Inst
A vellum depiction or a carved statuette in the
likeness of the target, and a special component that
varies according to the version of the spell you choose,
worth at least 500 gp per hit die of the target
You create a magical restraint to hold a Blazing orbs of fire plummet to the ground at You utter a word of power that can compel one
creature that you can see within range. The four different points you can see within range. creature you can see within range to die
target must succeed on a Wisdom saving Each creature in a 40-foot-radius sphere instantly. If the creature you choose has 100
throw or be bound by the spell; if it succeeds, it centered on each point you choose must make hit points or fewer, it dies. Otherwise, the spell
is immune to this spell if you cast it again. a Dexterity saving throw. The sphere spreads has no effect.
While affected by this spell, the creature around corners. A creature takes 20d6 fire
doesn't need to breathe, eat, or drink, and it damage and 20d6 bludgeoning damage on a
doesn't age. Divination spells can't locate or failed save, or half as much damage on a
perceive the target. When you cast the spell, successful one. A creature in the area of more
you choose one of the following forms of than one fiery burst is affected only once. The
imprisonment. Burial. The target is entombed spell damages objects in the area and ignites
far beneath the earth in a sphere of magical flammable objects that aren't being worn or
force that is just large enough to contain the carried.
target. Nothing can pass through the sphere,
nor can any creature teleport or use planar
travel to get into or out of it. The special
component for this version of the spell is a
small mithral orb. Chaining. Heavy chains,
firmly rooted in the ground, hold the target in
Page 6 (reverse)

Suggestion (reverse)
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.

Gate (reverse) Astral Projection (reverse)


a plane other than the one you are on, the instantly. Your astral form can freely travel
portal opens in the named creature's through the Astral Plane and can pass through
immediate vicinity and draws the creature portals there leading to any other plane. If you
through it to the nearest unoccupied space on enter a new plane or return to the plane you
your side of the portal. You gain no special were on when casting this spell, your body
power over the creature, and it is free to act as and possessions are transported along the
the GM deems appropriate. It might leave, silver cord, allowing you to re-enter your body
attack you, or help you. as you enter the new plane. Your astral form is
a separate incarnation. Any damage or other
effects that apply to it have no effect on your
physical body, nor do they persist when you
return to it. The spell ends for you and your
companions when you use your action to
dismiss it. When the spell ends, the affected
creature returns to its physical body, and it
awakens. The spell might also end early for
you or one of your companions. A successful
dispel magic spell used against an astral or
physical body ends the spell for that creature.
If a creature's original body or its astral form
drops to 0 hit points, the spell ends for that
creature. If the spell ends and the silver cord is
intact, the cord pulls the creature's astral form
back to its body, ending its state of suspended
animation. If you are returned to your body
prematurely, your companions remain in

Imprisonment (reverse)
place. The target is restrained until the spell
ends, and it can't move or be moved by any
means until then. The special component for
this version of the spell is a fine chain of
precious metal. Hedged Prison. The spell
transports the target into a tiny demiplane
that is warded against teleportation and
planar travel. The demiplane can be a
labyrinth, a cage, a tower, or any similar
confined structure or area of your choice. The
special component for this version of the spell
is a miniature representation of the prison
made from jade. Minimus Containment. The
target shrinks to a height of 1 inch and is
imprisoned inside a gemstone or similar
object. Light can pass through the gemstone
normally (allowing the target to see out and
other creatures to see in), but nothing else can
pass through, even by means of teleportation
or planar travel. The gemstone can't be cut or
broken while the spell remains in effect. The
special component for this version of the spell
is a large, transparent gemstone, such as a
corundum, diamond, or ruby. Slumber. The
target falls asleep and can't be awoken. The
special component for this version of the spell
Page 7

Prismatic Wall Shapechange Time Stop


Wizard Level 9 Abjuration DC 24 Spell Mod +16 Wizard Level 9 Transmutation DC 24 Spell Mod +16 Wizard Level 9 Transmutation DC 24 Spell Mod +16
1 Act. 60 ft V,S 10 mins 1 Act. Self V,S,M Conc, 1 hr 1 Act. Self V Inst
A jade circlet worth at least 1,500 gp, which you must
place on your head before you cast the spell

A shimmering, multicolored plane of light You assume the form of a different creature You briefly stop the flow of time for everyone
forms a vertical opaque wall—up to 90 feet for the duration. The new form can be of any but yourself. No time passes for other
long, 30 feet high, and 1 inch thick—centered creature with a challenge rating equal to your creatures, while you take 1d4 + 1 turns in a
on a point you can see within range. level or lower. The creature can't be a row, during which you can use actions and
Alternatively, you can shape the wall into a construct or an undead, and you must have move as normal. This spell ends if one of the
sphere up to 30 feet in diameter centered on a seen the sort of creature at least once. You actions you use during this period, or any
point you choose within range. The wall transform into an average example of that effects that you create during this period,
remains in place for the duration. If you creature, one without any class levels or the affects a creature other than you or an object
position the wall so that it passes through a Spellcasting trait. Your game statistics are being worn or carried by someone other than
space occupied by a creature, the spell fails, replaced by the statistics of the chosen you. In addition, the spell ends if you move to
and your action and the spell slot are wasted. creature, though you retain your alignment a place more than 1,000 feet from the location
The wall sheds bright light out to a range of and Intelligence, Wisdom, and Charisma where you cast it.
100 feet and dim light for an additional 100 scores. You also retain all of your skill and
feet. You and creatures you designate at the saving throw proficiencies, in addition to
time you cast the spell can pass through and gaining those of the creature. If the creature
remain near the wall without harm. If another has the same proficiency as you and the bonus
creature that can see the wall moves to within listed in its statistics is higher than yours, use
20 feet of it or starts its turn there, the the creature's bonus in place of yours. You
creature must succeed on a Constitution can't use any legendary actions or lair actions

True Polymorph Weird Wish


Wizard Level 9 Transmutation DC 24 Spell Mod +16 Wizard Level 9 Illusion DC 24 Spell Mod +16 Wizard Level 9 Conjuration DC 24 Spell Mod +16
1 Act. 30 ft V,S,M Conc, 1 hr 1 Act. 120 ft V,S Conc, one min 1 Act. Self V Inst
A drop of mercury, a dollop of gum arabic, and a wisp
of smoke

Choose one creature or nonmagical object that Drawing on the deepest fears of a group of Wish is the mightiest spell a mortal creature
you can see within range. You transform the creatures, you create illusory creatures in their can cast. By simply speaking aloud, you can
creature into a different creature, the creature minds, visible only to them. Each creature in a alter the very foundations of reality in accord
into an object, or the object into a creature (the 30-foot-radius sphere centered on a point of with your desires. The basic use of this spell is
object must be neither worn nor carried by your choice within range must make a to duplicate any other spell of 8th level or
another creature). The transformation lasts Wisdom saving throw. On a failed save, a lower. You don't need to meet any
for the duration, or until the target drops to 0 creature becomes frightened for the duration. requirements in that spell, including costly
hit points or dies. If you concentrate on this The illusion calls on the creature's deepest components. The spell simply takes effect.
spell for the full duration, the transformation fears, manifesting its worst nightmares as an Alternatively, you can create one of the
lasts until it is dispelled. This spell has no implacable threat. At the end of each of the following effects of your choice: • You create
effect on a shapechanger or a creature with 0 frightened creature's turns, it must succeed on one object of up to 25,000 gp in value that isn't
hit points. An unwilling creature can make a a Wisdom saving throw or take 4d10 psychic a magic item. The object can be no more than
Wisdom saving throw, and if it succeeds, it damage. On a successful save, the spell ends 300 feet in any dimension, and it appears in
isn't affected by this spell. Creature into for that creature. an unoccupied space you can see on the
Creature. If you turn a creature into another ground. • You allow up to twenty creatures
kind of creature, the new form can be any kind that you can see to regain all hit points, and
you choose whose challenge rating is equal to you end all effects on them described in the
or less than the target's (or its level, if the greater restoration spell. • You grant up to ten
target doesn't have a challenge rating). The creatures that you can see resistance to a

Cone of Cold Conjure Elemental Dominate Person


Wizard Level 5 Evocation DC 24 Spell Mod +16 Wizard Level 5 Conjuration DC 24 Spell Mod +16 Wizard Level 5 Enchantment DC 24 Spell Mod +16
1 Act. Self V,S,M Inst 1 min 90 ft V,S,M Conc, 1 hr 1 Act. 60 ft V,S Conc, 1 min
A small crystal or glass cone Burning incense for air, soft clay for earth, sulfur and
phosphorus for fire, or water and sand for water

A blast of cold air erupts from your hands. You call forth an elemental servant. Choose an You attempt to beguile a humanoid that you
Each creature in a 60-foot cone must make a area of air, earth, fire, or water that fills a can see within range. It must succeed on a
Constitution saving throw. A creature takes 10-foot cube within range. An elemental of Wisdom saving throw or be charmed by you
8d8 cold damage on a failed save, or half as challenge rating 5 or lower appropriate to the for the duration. If you or creatures that are
much damage on a successful one. A creature area you chose appears in an unoccupied friendly to you are fighting it, it has advantage
killed by this spell becomes a frozen statue space within 10 feet of it. For example, a fire on the saving throw. While the target is
until it thaws. At Higher Levels. When you elemental emerges from a bonfire, and an charmed, you have a telepathic link with it as
cast this spell using a spell slot of 6th level or earth elemental rises up from the ground. The long as the two of you are on the same plane of
higher, the damage increases by 1d8 for each elemental disappears when it drops to 0 hit existence. You can use this telepathic link to
slot level above 5th. points or when the spell ends. The elemental is issue commands to the creature while you are
friendly to you and your companions for the conscious (no action required), which it does
duration. Roll initiative for the elemental, its best to obey. You can specify a simple and
which has its own turns. It obeys any verbal general course of action, such as “Attack that
commands that you issue to it (no action creature,” “Run over there,” or “Fetch that
required by you). If you don't issue any object.” If the creature completes the order
commands to the elemental, it defends itself and doesn't receive further direction from
from hostile creatures but otherwise takes no you, it defends and preserves itself to the best
actions. If your concentration is broken, the of its ability. You can use your action to take
elemental doesn't disappear. Instead, you lose total and precise control of the target. Until
Page 7 (reverse)

Shapechange (reverse) Prismatic Wall (reverse)


of the new form. You assume the hit points saving throw or become blinded for 1 minute.
and Hit Dice of the new form. When you The wall consists of seven layers, each with a
revert to your normal form, you return to the different color. When a creature attempts to
number of hit points you had before you reach into or pass through the wall, it does so
transformed. If you revert as a result of one layer at a time through all the wall's
dropping to 0 hit points, any excess damage layers. As it passes or reaches through each
carries over to your normal form. As long as layer, the creature must make a Dexterity
the excess damage doesn't reduce your normal saving throw or be affected by that layer's
form to 0 hit points, you aren't knocked properties as described below. The wall can be
unconscious. You retain the benefit of any destroyed, also one layer at a time, in order
features from your class, race, or other source from red to violet, by means specific to each
and can use them, provided that your new layer. Once a layer is destroyed, it remains so
form is physically capable of doing so. You for the duration of the spell. A rod of
can't use any special senses you have (for cancellation destroys a prismatic wall, but an
example, darkvision) unless your new form antimagic field has no effect on it. 1. Red. The
also has that sense. You can only speak if the creature takes 10d6 fire damage on a failed
creature can normally speak. When you save, or half as much damage on a successful
transform, you choose whether your one. While this layer is in place, nonmagical
equipment falls to the ground, merges into the ranged attacks can't pass through the wall.
new form, or is worn by it. Worn equipment The layer can be destroyed by dealing at least
functions as normal. The GM determines 25 cold damage to it. 2. Orange. The creature
whether it is practical for the new form to takes 10d6 acid damage on a failed save, or
wear a piece of equipment, based on the half as much damage on a successful one.
creature's shape and size. Your equipment While this layer is in place, magical ranged
doesn't change shape or size to match the new attacks can't pass through the wall. The layer
form, and any equipment that the new form is destroyed by a strong wind. 3. Yellow. The

Wish (reverse) True Polymorph (reverse)


damage type you choose. • You grant up to ten target's game statistics, including mental
creatures you can see immunity to a single ability scores, are replaced by the statistics of
spell or other magical effect for 8 hours. For the new form. It retains its alignment and
instance, you could make yourself and all your personality. The target assumes the hit points
companions immune to a lich's life drain of its new form, and when it reverts to its
attack. • You undo a single recent event by normal form, the creature returns to the
forcing a reroll of any roll made within the last number of hit points it had before it
round (including your last turn). Reality transformed. If it reverts as a result of
reshapes itself to accommodate the new result. dropping to 0 hit points, any excess damage
For example, a wish spell could undo an carries over to its normal form. As long as the
opponent's successful save, a foe's critical hit, excess damage doesn't reduce the creature's
or a friend's failed save. You can force the normal form to 0 hit points, it isn't knocked
reroll to be made with advantage or unconscious. The creature is limited in the
disadvantage, and you can choose whether to actions it can perform by the nature of its new
use the reroll or the original roll. You might be form, and it can't speak, cast spells, or take
able to achieve something beyond the scope of any other action that requires hands or
the above examples. State your wish to the GM speech, unless its new form is capable of such
as precisely as possible. The GM has great actions. The target's gear melds into the new
latitude in ruling what occurs in such an form. The creature can't activate, use, wield, or
instance; the greater the wish, the greater the otherwise benefit from any of its equipment.
likelihood that something goes wrong. This Object into Creature. You can turn an object
spell might simply fail, the effect you desire into any kind of creature, as long as the
might only be partly achieved, or you might creature's size is no larger than the object's
suffer some unforeseen consequence as a size and the creature's challenge rating is 9 or
result of how you worded the wish. For lower. The creature is friendly to you and your
example, wishing that a villain were dead companions. It acts on each of your turns. You

Dominate Person (reverse) Conjure Elemental (reverse)


the end of your next turn, the creature takes control of the elemental, it becomes hostile
only the actions you choose, and doesn't do toward you and your companions, and it
anything that you don't allow it to do. During might attack. An uncontrolled elemental can't
this time you can also cause the creature to use be dismissed by you, and it disappears 1 hour
a reaction, but this requires you to use your after you summoned it. The GM has the
own reaction as well. Each time the target elemental's statistics. At Higher Levels. When
takes damage, it makes a new Wisdom saving you cast this spell using a spell slot of 6th level
throw against the spell. If the saving throw or higher, the challenge rating increases by 1
succeeds, the spell ends. At Higher Levels. for each slot level above 5th.
When you cast this spell using a 6th-level spell
slot, the duration is concentration, up to 10
minutes. When you use a 7th-level spell slot,
the duration is concentration, up to 1 hour.
When you use a spell slot of 8th level or
higher, the duration is concentration, up to 8
hours.
Page 8

Telekinesis Telepathic Bond (ritual) Teleportation Circle


Wizard Level 5 Transmutation DC 24 Spell Mod +16 Wizard Level 5 Divination DC 24 Spell Mod +16 Wizard Level 5 Conjuration DC 24 Spell Mod +16
1 Act. 60 ft V,S Conc, 10 mins 1 Act. 30 ft V,S,M 1 hr 1 min 10 ft V,M 1 Rnd
Pieces of eggshell from two different kinds of Rare chalks and inks infused with precious gems with
creatures 50 gp, which the spell consumes

You gain the ability to move or manipulate You forge a telepathic link among up to eight As you cast the spell, you draw a
creatures or objects by thought. When you willing creatures of your choice within range, 10-foot-diameter circle on the ground
cast the spell, and as your action each round psychically linking each creature to all the inscribed with sigils that link your location to
for the duration, you can exert your will on others for the duration. Creatures with a permanent teleportation circle of your
one creature or object that you can see within Intelligence scores of 2 or less aren't affected choice whose sigil sequence you know and
range, causing the appropriate effect below. by this spell. Until the spell ends, the targets that is on the same plane of existence as you. A
You can affect the same target round after can communicate telepathically through the shimmering portal opens within the circle you
round, or choose a new one at any time. If you bond whether or not they have a common drew and remains open until the end of your
switch targets, the prior target is no longer language. The communication is possible over next turn. Any creature that enters the portal
affected by the spell. Creature. You can try to any distance, though it can't extend to other instantly appears within 5 feet of the
move a Huge or smaller creature. Make an planes of existence. destination circle or in the nearest unoccupied
ability check with your spellcasting ability space if that space is occupied. Many major
contested by the creature's Strength check. If temples, guilds, and other important places
you win the contest, you move the creature up have permanent teleportation circles
to 30 feet in any direction, including upward inscribed somewhere within their confines.
but not beyond the range of this spell. Until Each such circle includes a unique sigil
the end of your next turn, the creature is sequence—a string of magical runes arranged
restrained in your telekinetic grip. A creature in a particular pattern. When you first gain the
lifted upward is suspended in mid-air. On ability to cast this spell, you learn the sigil

Wall of Force Wall of Stone Antimagic Field


Wizard Level 5 Evocation DC 24 Spell Mod +16 Wizard Level 5 Evocation DC 24 Spell Mod +16 Wizard Level 8 Abjuration DC 24 Spell Mod +16
1 Act. 120 ft V,S,M Conc, 10 mins 1 Act. 120 ft V,S,M Conc, 10 mins 1 Act. Self V,S,M Conc, 1 hr
A pinch of powder made by crushing a clear gemstone A small block of granite A pinch of powdered iron or iron filings

An invisible wall of force springs into A nonmagical wall of solid stone springs into A 10-foot-radius invisible sphere of antimagic
existence at a point you choose within range. existence at a point you choose within range. surrounds you. This area is divorced from the
The wall appears in any orientation you The wall is 6 inches thick and is composed of magical energy that suffuses the multiverse.
choose, as a horizontal or vertical barrier or at ten 10-foot by 10-foot panels. Each panel must Within the sphere, spells can't be cast,
an angle. It can be free floating or resting on a be contiguous with at least one other panel. summoned creatures disappear, and even
solid surface. You can form it into a Alternatively, you can create 10-foot by magic items become mundane. Until the spell
hemispherical dome or a sphere with a radius 20-foot panels that are only 3 inches thick. If ends, the sphere moves with you, centered on
of up to 10 feet, or you can shape a flat surface the wall cuts through a creature's space when you. Spells and other magical effects, except
made up of ten 10-foot-by-10-foot panels. it appears, the creature is pushed to one side of those created by an artifact or a deity, are
Each panel must be contiguous with another the wall (your choice). If a creature would be suppressed in the sphere and can't protrude
panel. In any form, the wall is 1/4 inch thick. It surrounded on all sides by the wall (or the wall into it. A slot expended to cast a suppressed
lasts for the duration. If the wall cuts through and another solid surface), that creature can spell is consumed. While an effect is
a creature's space when it appears, the make a Dexterity saving throw. On a success, suppressed, it doesn't function, but the time it
creature is pushed to one side of the wall (your it can use its reaction to move up to its speed spends suppressed counts against its duration.
choice which side). Nothing can physically so that it is no longer enclosed by the wall. The Targeted Effects. Spells and other magical
pass through the wall. It is immune to all wall can have any shape you desire, though it effects, such as magic missile and charm
damage and can't be dispelled by dispel magic. can't occupy the same space as a creature or person, that target a creature or an object in
A disintegrate spell destroys the wall object. The wall doesn't need to be vertical or the sphere have no effect on that target. Areas
instantly, however. The wall also extends into rest on any firm foundation. It must, however, of Magic. The area of another spell or magical

Clone Control Weather Feeblemind


Wizard Level 8 Necromancy DC 24 Spell Mod +16 Wizard Level 8 Transmutation DC 24 Spell Mod +16 Wizard Level 8 Enchantment DC 24 Spell Mod +16
1 hr Touch V,S,M Inst 10 mins Self V,S,M Conc, 8 hrs 1 Act. 150 ft V,S,M Inst
A diamond worth at least 1,000 gp and at least 1 Burning incense and bits of earth and wood mixed in A handful of clay, crystal, glass, or mineral spheres
cubic inch of flesh of the creature that is to be cloned, water
which the spell consumes, and a vessel worth at least
2,000 gp that has a sealable lid and is large enough
This spell grows an inert duplicate of a living You take control of the weather within 5 miles You blast the mind of a creature that you can
creature as a safeguard against death. This of you for the duration. You must be outdoors see within range, attempting to shatter its
clone forms inside a sealed vessel and grows to to cast this spell. Moving to a place where you intellect and personality. The target takes 4d6
full size and maturity after 120 days; you can don't have a clear path to the sky ends the psychic damage and must make an
also choose to have the clone be a younger spell early. When you cast the spell, you Intelligence saving throw. On a failed save, the
version of the same creature. It remains inert change the current weather conditions, which creature's Intelligence and Charisma scores
and endures indefinitely, as long as its vessel are determined by the GM based on the become 1. The creature can't cast spells,
remains undisturbed. At any time after the climate and season. You can change activate magic items, understand language, or
clone matures, if the original creature dies, its precipitation, temperature, and wind. It takes communicate in any intelligible way. The
soul transfers to the clone, provided that the 1d4 × 10 minutes for the new conditions to creature can, however, identify its friends,
soul is free and willing to return. The clone is take effect. Once they do so, you can change follow them, and even protect them. At the
physically identical to the original and has the the conditions again. When the spell ends, the end of every 30 days, the creature can repeat
same personality, memories, and abilities, but weather gradually returns to normal. When its saving throw against this spell. If it
none of the original's equipment. The original you change the weather conditions, find a succeeds on its saving throw, the spell ends.
creature's physical remains, if they still exist, current condition on the following tables and The spell can also be ended by greater
become inert and can't thereafter be restored change its stage by one, up or down. When restoration, heal, or wish.
to life, since the creature's soul is elsewhere. changing the wind, you can change its
direction. Precipitation Stage Condition 1
Clear 2 Light clouds 3 Overcast or ground fog
Page 8 (reverse)

Teleportation Circle (reverse) Telekinesis (reverse)


sequences for two destinations on the Material subsequent rounds, you can use your action to
Plane, determined by the GM. You can learn attempt to maintain your telekinetic grip on
additional sigil sequences during your the creature by repeating the contest. Object.
adventures. You can commit a new sigil You can try to move an object that weighs up
sequence to memory after studying it for 1 to 1,000 pounds. If the object isn't being worn
minute. You can create a permanent or carried, you automatically move it up to 30
teleportation circle by casting this spell in the feet in any direction, but not beyond the range
same location every day for one year. You of this spell. If the object is worn or carried by
need not use the circle to teleport when you a creature, you must make an ability check
cast the spell in this way. 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.

Antimagic Field (reverse) Wall of Stone (reverse) Wall of Force (reverse)


effect, such as fireball, can't extend into the merge with and be solidly supported by the Ethereal Plane, blocking ethereal travel
sphere. If the sphere overlaps an area of existing stone. Thus, you can use this spell to through the wall.
magic, the part of the area that is covered by bridge a chasm or create a ramp. If you create
the sphere is suppressed. For example, the a span greater than 20 feet in length, you must
flames created by a wall of fire are suppressed halve the size of each panel to create supports.
within the sphere, creating a gap in the wall if You can crudely shape the wall to create
the overlap is large enough. Spells. Any active crenellations, battlements, and so on. The wall
spell or other magical effect on a creature or is an object made of stone that can be damaged
an object in the sphere is suppressed while the and thus breached. Each panel has AC 15 and
creature or object is in it. Magic Items. The 30 hit points per inch of thickness. Reducing a
properties and powers of magic items are panel to 0 hit points destroys it and might
suppressed in the sphere. For example, a +1 cause connected panels to collapse at the GM's
longsword in the sphere functions as a discretion. If you maintain your concentration
nonmagical longsword. A magic weapon's on this spell for its whole duration, the wall
properties and powers are suppressed if it is becomes permanent and can't be dispelled.
used against a target in the sphere or wielded Otherwise, the wall disappears when the spell
by an attacker in the sphere. If a magic ends.
weapon or a piece of magic ammunition fully
leaves the sphere (for example, if you fire a
magic arrow or throw a magic spear at a target
outside the sphere), the magic of the item
ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar
travel fail to work in the sphere, whether the
sphere is the destination or the departure
point for such magical travel. A portal to

Control Weather (reverse)


4 Rain, hail, or snow 5 Torrential rain, driving
hail, or blizzard Temperature Stage Condition
1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold
6 Arctic cold Wind Stage Condition 1 Calm 2
Moderate wind 3 Strong wind 4 Gale 5 Storm
Page 9

Mind Blank Power Word Stun


Wizard Level 8 Abjuration DC 24 Spell Mod +16 Wizard Level 8 Enchantment DC 24 Spell Mod +16
1 Act. Touch V,S 24 hrs 1 Act. 60 ft V Inst

Until the spell ends, one willing creature you You speak a word of power that can
touch is immune to psychic damage, any effect overwhelm the mind of one creature you can
that would sense its emotions or read its see within range, leaving it dumbfounded. If
thoughts, divination spells, and the charmed the target has 150 hit points or fewer, it is
condition. The spell even foils wish spells and stunned. Otherwise, the spell has no effect.
spells or effects of similar power used to affect The stunned target must make a Constitution
the target's mind or to gain information about saving throw at the end of each of its turns. On
the target. a successful save, this stunning effect ends.
Page 9 (reverse)

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