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[{"version":"3.1.

5"},{"db":"13"},{"data":[{"id":-1,"name":"Mind
Sliver","school":"Enchantment Cantrip","level":-1,"casting_time":"1
Action","range":"60 Feet","components":"V","duration":"1
Round","description":"<table id=\"pagecontent\"
class=\"cke_show_border\"><tbody><tr><td colspan=\"6\"><p>You drive a disorienting
spike of psychic energy into the mind of one creature you can see within range. The
target must succeed on an Intelligence saving throw or take&nbsp;1d6&nbsp;psychic
damage and subtract&nbsp;1d4&nbsp;from the next saving throw it makes before the
end of your next turn.</p></td></tr></tbody></table>","description_high":"This
spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6),
11th level (3d6), and 17th level
(4d6).","book":"TCE","note":"","classes":"Sorcerer,Wizard,Warlock","concentration":
"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Sapping
Sting","school":"Necromancy Cantrip","level":-1,"casting_time":"1
Action","range":"30 Feet","components":"V,
S","duration":"Instantaneous","description":"<p>You sap the vitality of one
creature you can see in range. The target must succeed on a Constitution saving
throw or take 1d4 necrotic damage and
fall&nbsp;prone.</p>","description_high":"This spell's damage increases by 1d4 when
you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).\n\
n","book":"EGW","note":"","classes":"Wizard","concentration":"false","ritual":"fals
e","sound":"","is_edit":false},{"id":-1,"name":"Frost Fingers","school":"1st level
Evocation","level":"1","casting_time":"1 Action","range":"Self, 15
Feet","components":"V, S","duration":"Instantaneous","description":"<p>Freezing
cold blasts from your fingertips in a 15-foot cone. Each creature in that area must
make a Constitution saving throw, taking&nbsp;2d8&nbsp;cold damage on a failed
save, or half as much damage on a successful one.</p><p>The cold freezes nonmagical
liquids in the area that aren't being worn or carried.</p>","description_high":"
When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above
1st.","book":"","note":"","classes":"Wizard","concentration":"false","ritual":"fals
e","sound":"","is_edit":false},{"id":-1,"name":"Gift of Alacrity","school":"1st
level Divination","level":"1","casting_time":"1
Minute","range":"Touch","components":"V, S","duration":"8
Hour","description":"<p>You touch a willing creature. For the duration, the target
can add&nbsp;1d8&nbsp;to its initiative
rolls.<br></p>","description_high":"","book":"EGW","note":"","classes":"Wizard","co
ncentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-
1,"name":"Magnify Gravity","school":"1st level
Transmutation","level":"1","casting_time":"1 Action","range":"60
Feet","components":"V, S","duration":"1 Round","description":"<p>The gravity in a
10-foot-radius sphere centered on a point you can see within range increases for a
moment. Each creature in the sphere on the turn when you cast the spell must make a
Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and
its speed is halved until the end of its next turn. On a successful save, a
creature takes half as much damage and suffers no reduction to its
speed.</p><p>Until the start of your next turn, any object that isn’t being worn or
carried in the sphere requires a successful Strength check against your spell save
DC to pick up or move.</p>","description_high":"When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level
above
1st.","book":"","note":"","classes":"Wizard","concentration":"false","ritual":"fals
e","sound":"","is_edit":false},{"id":-1,"name":"Tasha's Caustic Brew","school":"1st
level Evocation","level":"1","casting_time":"1 Action","range":"Self, 30
Feet","components":"V, S, M (a bit of rotten food)","duration":"1
Minute","description":"<p>A stream of acid emanates from you in a line 30 feet long
and 5 feet wide in a direction you choose. Each creature in the line must succeed
on a Dexterity saving throw or be covered in acid for the spell's duration or until
a creature uses its action to scrape or wash the acid off itself or another
creature. A creature covered in the acid takes&nbsp;2d4&nbsp;acid damage at start
of each of its turns.<br></p>","description_high":"When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level
above
1st.","book":"TCE","note":"","classes":"Artificer,Sorcerer,Wizard","concentration":
"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Fortune's
Favor","school":"2nd level Divination","level":"2","casting_time":"1
Minute","range":"60 Feet","components":"V, S, M (A white pearl worth at least 100
gp, which the spell consumes)","duration":"1 Hour","description":"<p>You impart
latent luck to yourself or one willing creature you can see within range. When the
chosen creature makes an attack roll, an ability check, or a saving throw before
the spell ends, it can dismiss this spell on itself to roll an
additional&nbsp;d20&nbsp;and choose which of the&nbsp;d20s to use. Alternatively,
when an attack roll is made against the chosen creature, it can dismiss this spell
on itself to roll a&nbsp;d20&nbsp;and choose which of the&nbsp;d20s to use, the one
it rolled or the one the attacker rolled.</p><p>If the original&nbsp;d20&nbsp;roll
has advantage or disadvantage, the creature rolls the
additional&nbsp;d20&nbsp;after advantage or disadvantage has been applied to the
original roll.</p>","description_high":"When you cast this spell using a spell slot
of 3rd level or higher, you can target one additional creature for each slot level
above
2nd.","book":"EGW","note":"","classes":"Wizard","concentration":"false","ritual":"f
alse","sound":"","is_edit":false},{"id":-1,"name":"Immovable Object","school":"2nd
level Transmutation","level":"2","casting_time":"1
Action","range":"Touch","components":"V, S, M (Gold dust worth at least 25 gp,
which the spell consumes)","duration":"1 Hour","description":"<p>You touch an
object that weighs no more than 10 pounds and cause it to become magically fixed in
place. You and the creatures you designate when you cast this spell can move the
object normally. You can also set a password that, when spoken within 5 feet of the
object, suppresses this spell for 1 minute.</p><p>If the object is fixed in the
air, it can hold up to 4,000 pounds of weight. More weight causes the object to
fall. Otherwise, a creature can use an action to make a Strength check against your
spell save DC. On a success, the creature can move the object up to 10
feet.</p>","description_high":"If you cast this spell using a spell slot of 4th or
5th level, the DC to move the object increases by 5, it can carry up to 8,000
pounds of weight, and the duration increases to 24 hours. If you cast this spell
using a spell slot of 6th level or higher, the DC to move the object increases by
10, it can carry up to 20,000 pounds of weight, and the effect is permanent until
dispelled.","book":"EGW","note":"","classes":"Wizard","concentration":"false","ritu
al":"false","sound":"","is_edit":false},{"id":-1,"name":"Summon
Beast","school":"2nd level Conjuration","level":"2","casting_time":"1
Action","range":"90 Feet","components":"V, S, M (A feather, tuft of fur, and fish
tail inside a gilded acorn worth at least 200 gp)","duration":"1
Hour","description":"<p>You call forth a bestial spirit. It manifests in an
unoccupied space that you can see within range. This corporeal form uses the
Bestial Spirit stat block. When you cast the spell, choose an environment: Air,
Land, or Water. The creature resembles an animal of your choice that is native to
the chosen environment, which determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points or when the spell ends.</p><p>The
creature is an ally to you and your companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you don’t issue any, it takes
the&nbsp;Dodge&nbsp;action and uses its move to avoid danger.</p><p><strong>BESTIAL
SPIRIT</strong><br><em>Small beast</em><strong><br>Armor Class</strong>&nbsp;11 +
the level of the spell (natural armor)<strong><br>Hit Points</strong>&nbsp;20 (Air
only) or 30 (Land and Water only) + 5 for each spell level above
2nd<strong><br>Speed</strong>&nbsp;30 ft.; climb 30 ft. (Land only); fly 60 ft.
(Air only); swim 30 ft. (Water only)<br>STR 18&nbsp;(+4)&nbsp;DEX 11&nbsp;
(+0)&nbsp;CON 16&nbsp;(+3) INT 4&nbsp;(−3) WIS 14&nbsp;(+2) CHA 5&nbsp;
(−3)<strong><br>Senses</strong>&nbsp;darkvision&nbsp;60 ft., passive Perception
12<strong><br>Languages</strong>&nbsp;understands the languages you
speak<strong><br>Challenge</strong>&nbsp;—&nbsp;<strong>Proficiency
Bonus</strong>&nbsp;equals your bonus<br><em><strong><br>Flyby (Air
Only).</strong></em>&nbsp;The beast doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.<em><strong><br>Pack Tactics (Land and Water
Only).</strong></em>&nbsp;The beast has advantage on an attack roll against a
creature if at least one of the beast’s allies is within 5 feet of the creature and
the ally isn’t&nbsp;incapacitated.<em><strong><br>Water Breathing (Water
Only).</strong></em>&nbsp;The beast can breathe only
underwater.<br><br><u><strong>Actions</strong></u><em><strong><br>Multiattack.</
strong></em>&nbsp;The beast makes a number of attacks equal to half this spell’s
level (rounded down).<em><strong><br><br>Maul.</strong>&nbsp;Melee Weapon
Attack:</em>&nbsp;your spell attack modifier to hit, reach 5 ft., one
target.&nbsp;<em>Hit:</em>&nbsp;1d8 + 4 + the spell’s level piercing
damage.</p><p><br></p>","description_high":"When you cast this spell
using a spell slot of 3rd level or higher, the creature assumes the higher level
for that casting wherever it uses the spell’s level in its stat
block.","book":"TCE","note":"","classes":"Druid,Ranger","concentration":"true","rit
ual":"false","sound":"","is_edit":false},{"id":-1,"name":"Tasha's Mind
Whip","school":"2nd level Enchantment","level":"2","casting_time":"1
Action","range":"90 Feet","components":"V","duration":"1
Round","description":"<p>You psychically lash out at one creature you can see
within range. The target must make an Intelligence saving throw. On a failed save,
the target takes 3d6 psychic damage, and it can’t take a reaction until the end of
its next turn. Moreover, on its next turn, it must choose whether it gets a move,
an action, or a bonus action; it gets only one of the three. On a successful save,
the target takes half as much damage and suffers none of the spell’s other
effects.<br></p>","description_high":"When you cast this spell using a spell slot
of 3rd level or higher, you can target one additional creature for each slot level
above 2nd. The creatures must be within 30 feet of each other when you target
them.","book":"TCE","note":"","classes":"Sorcerer,Wizard","concentration":"false","
ritual":"false","sound":"","is_edit":false},{"id":-
1,"name":"Wristpocket","school":"2nd level
Conjuration","level":"2","casting_time":"1
Action","range":"Self","components":"S","duration":"1 Hour","description":"<p>You
flick your wrist, causing one object in your hand to vanish. The object, which only
you can be holding and can weigh no more than 5 pounds, is transported to an
extradimensional space, where it remains for the duration.</p><p>Until the spell
ends, you can use your action to summon the object to your free hand, and you can
use your action to return the object to the extradimensional space. An object still
in the pocket plane when the spell ends appears in your space, at your
feet.</p>","description_high":"","book":"EGW","note":"","classes":"Wizard","concent
ration":"true","ritual":"true","sound":"","is_edit":false},{"id":-
1,"name":"Intellect Fortress","school":"3rd level
Abjuration","level":"3","casting_time":"1 Action","range":"30
Feet","components":"V","duration":"1 Hour","description":"<p>For the duration, you
or one willing creature you can see within range has resistance to psychic damage,
as well as advantage on Intelligence, Wisdom, and Charisma saving
throws.</p>","description_high":"When you cast this spell using a spell slot of 4th
level or higher, you can target one additional creature for each slot level above
3rd. The creatures must be within 30 feet of each other when you target
them.","book":"TCE","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentrati
on":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Pulse
Wave","school":"3rd level Evocation","level":"3","casting_time":"1
Action","range":"Self, 30 Feet","components":"V,
S","duration":"Instantaneous","description":"<p>You create intense pressure,
unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes
creatures and objects. Each creature in that cone must make a Constitution saving
throw. A creature takes 6d6 force damage on a failed save, or half as much damage
on a successful one. And every creature that fails the save is either pulled 15
feet toward you or pushed 15 feet away from you, depending on the choice you made
for the spell.</p><p>In addition, unsecured objects that are completely within the
cone are likewise pulled or pushed 15 feet.</p>","description_high":"When you cast
this spell using a spell slot of 4th level or higher, the damage increases by 1d6
and the distance pulled or pushed increases by 5 feet for each slot level above
3rd.","book":"EGW","note":"","classes":"Wizard","concentration":"false","ritual":"f
alse","sound":"","is_edit":false},{"id":-1,"name":"Spirit Shroud","school":"3rd
level Necromancy","level":"3","casting_time":"1 Bonus
action","range":"Self","components":"V, S","duration":"1
Minute","description":"<p>You call forth spirits of the dead, which flit around you
for the spell’s duration. The spirits are intangible and invulnerable.</p><p>Until
the spell ends, any attack you make deals 1d8 extra damage when you hit a creature
within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when
you cast the spell). Any creature that takes this damage can’t regain hit points
until the start of your next turn.</p><p>In addition, any creature of your choice
that you can see that starts its turn within 10 feet of you has its speed reduced
by 10 feet until the start of your next turn.</p>","description_high":"When you
cast this spell using a spell slot of 4th level or higher, the damage increases by
1d8 for every two slot levels above 3rd.\n\
n","book":"TCE","note":"","classes":"Cleric,Paladin,Warlock,Wizard","concentration"
:"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Summon
Fey","school":"3rd level Conjuration","level":"3","casting_time":"1
Action","range":"90 Feet","components":"V, S, M (A gilded flower worth at least
300 gp)","duration":"1 Hour","description":"<p>You call forth a fey spirit. It
manifests in an unoccupied space that you can see within range. This corporeal form
uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming,
Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked
by the chosen mood, which determines one of the traits in its stat block. The
creature disappears when it drops to 0 hit points or when the spell ends.</p><p>The
creature is an ally to you and your companions. In combat, the creature shares your
initiative&nbsp;count, but it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you don’t issue any, it takes
the&nbsp;Dodge&nbsp;action and uses its move to avoid danger.</p><p><strong>FEY
SPIRIT</strong><br><em>Small fey</em><strong><br>Armor Class</strong>&nbsp;12 + the
level of the spell (natural armor)<strong><br>Hit Points</strong>&nbsp;30 + 10 for
each spell level above 3rd<strong><br>Speed</strong>&nbsp;40 ft.<br>STR 13(+1)
DEX&nbsp;16(+3)&nbsp;CON&nbsp;14(+2) INT 14(+2)&nbsp;WIS&nbsp;11(+0)&nbsp;CHA
16(+3)<strong><br>Condition
Immunities</strong>&nbsp;charmed<strong><br>Senses</strong>&nbsp;darkvision&nbsp;60
ft., passive Perception 10<strong><br>Languages</strong>&nbsp;Sylvan, understands
the languages you speak<strong><br>Challenge</strong>&nbsp;—
&nbsp;<strong>Proficiency Bonus</strong>&nbsp;equals your
bonus</p><p><u><strong>Actions</strong></u></p><p><em><strong>Multiattack.</
strong></em>&nbsp;The fey makes a number of attacks equal to half this spell’s
level (rounded down).</p><p><em><strong>Shortsword.</strong>&nbsp;Melee Weapon
Attack:</em>&nbsp;your spell attack modifier to hit, reach 5 ft., one
target.&nbsp;<em>Hit:</em>&nbsp;1d6 + 3 + the spell’s level piercing damage + 1d6
force damage.</p><p><u><strong>Bonus Actions</strong></u></p><p><em><strong>Fey
Step.</strong></em>&nbsp;The fey magically teleports up to 30 feet to an unoccupied
space it can see. Then one of the following effects occurs, based on the fey’s
chosen mood:</p><p><strong>Fuming.</strong>&nbsp;The fey has advantage on the next
attack roll it makes before the end of this
turn.</p><p><strong>Mirthful.</strong>&nbsp;The fey can force one creature it can
see within 10 feet of it to make a Wisdom saving throw against your spell save DC.
Unless the save succeeds, the target is&nbsp;charmed&nbsp;by you and the fey for 1
minute or until the target takes any
damage.</p><p><strong>Tricksy.</strong>&nbsp;The fey can fill a 5-foot cube within
5 feet of it with magical darkness, which lasts until the end of its next
turn.</p>","description_high":"When you cast this spell using a spell slot of 4th
level or higher, use the higher level wherever the spell’s level appears in the
stat
block.","book":"TCE","note":"","classes":"Druid,Ranger,Warlock,Wizard","concentrati
on":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Summon
Shadowspawn","school":"3rd level Conjuration","level":"3","casting_time":"1
Action","range":"90 Feet","components":"V, S, M (Tears inside a gem worth at least
300 gp)","duration":"1 Hour","description":"<p>You call forth a shadowy spirit. It
manifests in an unoccupied space that you can see within range. This corporeal form
uses the Shadow Spirit stat block. When you cast the spell, choose an emotion:
Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the
chosen emotion, which determines certain traits in its stat block. The creature
disappears when it drops to 0 hit points or when the spell ends.</p><p>The creature
is an ally to you and your companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you don’t issue any, it takes
the&nbsp;Dodge&nbsp;action and uses its move to avoid
danger.<br></p><p><strong>SHADOW SPIRIT<br></strong><em>Medium
monstrosity</em><strong><br>Armor Class</strong>&nbsp;11 + the level of the spell
(natural armor)<strong><br>Hit Points</strong>&nbsp;35 + 15 for each spell level
above 3rd<strong><br>Speed</strong>&nbsp;40 ft.<br>STR 13&nbsp;(+1) DEX 16&nbsp;
(+3) CON 15&nbsp;(+2)&nbsp;INT 4&nbsp;(−3) WIS 10&nbsp;(+0) CHA 16&nbsp;
(+3)<strong><br>Damage Resistances&nbsp;</strong>necrotic<strong><br>Condition
Immunities&nbsp;</strong>frightened<strong><br>Senses&nbsp;</strong>darkvision&nbsp
;120 ft., passive Perception 10<strong><br>Languages&nbsp;</strong>understands the
languages you speak<strong><br>Challenge</strong>&nbsp;—&nbsp;<strong>Proficiency
Bonus</strong>&nbsp;equals your bonus</p><p><em><strong>Terror Frenzy (Fury
Only).</strong></em>&nbsp;The spirit has advantage on attack rolls
against&nbsp;frightenedcreatures.</p><p><em><strong>Weight
of Sorrow (Despair Only).</strong></em>&nbsp;Any creature, other than you, that
starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until
the start of that creature’s next
turn.</p><p><u><strong>Actions</strong></u></p><p><em><strong>Multiattack.</
strong></em>&nbsp;The spirit makes a number of attacks equal to half this spell’s
level (rounded down).</p><p><em><strong>Chilling Rend.</strong></em>&nbsp;<em>Melee
Weapon Attack:</em>&nbsp;your spell attack modifier to hit, reach 5 ft., one
target.&nbsp;<em>Hit:</em>&nbsp;1d12 + 3 + the spell’s level cold
damage.</p><p><em><strong>Dreadful Scream (1/Day).</strong></em>&nbsp;The spirit
screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw
against your spell save DC or be&nbsp;frightened&nbsp;of the spirit for 1 minute.
The&nbsp;frightened&nbsp;creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.</p><p><u><strong>Bonus
Actions</strong></u></p><p><em><strong>Shadow Stealth (Fear
Only).</strong></em>&nbsp;While in dim light or darkness, the spirit takes
the&nbsp;Hideaction.</p>","description_high":" When you cast this spell using a
spell slot of 4th level or higher, use the higher level wherever the spell’s level
appears in the stat
block.","book":"TCE","note":"","classes":"Warlock,Wizard","concentration":"true","r
itual":"false","sound":"","is_edit":false},{"id":-1,"name":"Summon
Undead","school":"3rd level Necromancy","level":"3","casting_time":"1
Action","range":"90 Feet","components":"V, S, M (A gilded skull worth at least 300
gp)","duration":"1 Hour","description":"<p>You call forth an undead spirit. It
manifests in an unoccupied space that you can see within range. This corporeal form
uses the Undead Spirit stat block. When you cast the spell, choose the creature’s
form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with
the chosen form, which determines certain traits in its stat block. The creature
disappears when it drops to 0 hit points or when the spell ends.</p><p>The creature
is an ally to you and your companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you don’t issue any, it takes
the&nbsp;Dodge&nbsp;action and uses its move to avoid
danger.<br></p><p><strong>UNDEAD SPIRIT</strong><br><em>Medium
undead</em><strong><br>Armor Class</strong>&nbsp;11 + the level of the spell
(natural armor)<strong><br>Hit Points</strong>&nbsp;30 (Ghostly and Putrid only) or
20 (Skeletal only) + 10 for each spell level above
3rd<strong><br>Speed</strong>&nbsp;30 ft.; fly 40 ft. (hover) (Ghostly only)<br>STR
12&nbsp;(+1) DEX 16&nbsp;(+3) CON 15&nbsp;(+2) INT 4&nbsp;(−3) WIS 10&nbsp;(+0) CHA
9&nbsp;(−1)<strong><br>Damage Immunities&nbsp;</strong>necrotic,
poison<strong><br>Condition
Immunities&nbsp;</strong>exhaustion,&nbsp;frightened,&nbsp;paralyzed,&nbsp;poisoned
<strong><br>Senses&nbsp;</strong>darkvision&nbsp;60 ft., passive Perception
10<strong><br>Languages&nbsp;</strong>understands the languages you
speak<strong><br>Challenge</strong>&nbsp;—&nbsp;<strong>Proficiency
Bonus</strong>&nbsp;equals your bonus<em><strong><br><br>Festering Aura (Putrid
Only).</strong></em>&nbsp;Any creature, other than you, that starts its turn within
5 feet of the spirit must succeed on a Constitution saving throw against your spell
save DC or be&nbsp;poisoned&nbsp;until the start of its next
turn.</p><p><em><strong>Incorporeal Passage (Ghostly Only).</strong></em>&nbsp;The
spirit can move through other creatures and objects as if they were difficult
terrain. If it ends its turn inside an object, it is shunted to the nearest
unoccupied space and takes 1d10 force damage for every 5 feet
traveled.</p><p><u><strong>Actions</strong></u></p><p><em><strong>Multiattack.</
strong></em>&nbsp;The spirit makes a number of attacks equal to half this spell’s
level (rounded down).</p><p><em><strong>Deathly Touch (Ghostly
Only).</strong></em>&nbsp;<em>Melee Weapon Attack:</em>&nbsp;your spell attack
modifier to hit, reach 5 ft., one creature.&nbsp;<em>Hit:</em>&nbsp;1d8 + 3 + the
spell’s level necrotic damage, and the creature must succeed on a Wisdom saving
throw against your spell save DC or be&nbsp;frightened&nbsp;of the undead until the
end of the target’s next turn.</p><p><em><strong>Grave Bolt (Skeletal
Only).</strong></em>&nbsp;<em>Ranged Spell Attack:</em>&nbsp;your spell attack
modifier to hit, range 150 ft., one target.&nbsp;<em>Hit:</em>&nbsp;2d4 + 3 + the
spell’s level necrotic damage.</p><p><em><strong>Rotting Claw (Putrid
Only).</strong></em>&nbsp;<em>Melee Weapon Attack:</em>&nbsp;your spell attack
modifier to hit, reach 5 ft., one target.&nbsp;<em>Hit:</em>&nbsp;1d6 + 3 + the
spell’s level slashing damage. If the target is&nbsp;poisoned, it must succeed on a
Constitution saving throw against your spell save DC or
be&nbsp;paralyzed&nbsp;until the end of its next
turn.</p>","description_high":"When you cast this spell using a spell slot of 4th
level or higher, use the higher level wherever the spell’s level appears in the
stat
block.","book":"TCE","note":"","classes":"Warlock,Wizard","concentration":"true","r
itual":"false","sound":"","is_edit":false},{"id":-1,"name":"Gravity
Sinkhole","school":"4th level Evocation","level":"4","casting_time":"1
Action","range":"120 Feet","components":"V, S, M (A black
marble)","duration":"Instantaneous","description":"<p>A 20-foot-radius sphere of
crushing force forms at a point you can see within range and tugs at the creatures
there. Each creature in the sphere must make a Constitution saving throw. On a
failed save, the creature takes&nbsp;5d10&nbsp;force damage and is pulled in a
straight line toward the center of the sphere, ending in an unoccupied space as
close to the center as possible (even if that space is in the air). On a successful
save, the creature takes half as much damage and isn't
pulled.<br></p>","description_high":"When you cast this spell using a spell slot of
5th level or higher, the damage increases by 1d10 for each slot level above
4th.","book":"EGW","note":"","classes":"Wizard","concentration":"false","ritual":"f
alse","sound":"","is_edit":false},{"id":-1,"name":"Summon Aberration","school":"4th
level Conjuration","level":"4","casting_time":"1 Action","range":"90
Feet","components":"V, S, M (A pickled tentacle and an eyeball in a platinum-inlaid
vial worth at least 400 gp)","duration":"1 Hour","description":"<p>You call forth
an aberrant spirit. It manifests in an unoccupied space that you can see within
range. This corporeal form uses the Aberrant Spirit stat block. When you cast the
spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an
aberration of that kind, which determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points or when the spell ends.</p><p>The
creature is an ally to you and your companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you don’t issue any, it takes
the&nbsp;Dodge&nbsp;action and uses its move to avoid
danger.</p><p><strong>ABERRANT SPIRIT</strong><br><em>Medium
aberration</em><strong><br>Armor Class</strong>&nbsp;11 + the level of the spell
(natural armor)<strong><br>Hit Points</strong>&nbsp;40 + 10 for each spell level
above 4th<strong><br>Speed</strong>&nbsp;30 ft.; fly 30 ft. (hover) (Beholderkin
only)<br>STR 16(+3) DEX 10(+0) CON 15(+2) INT 16(+3) WIS 10(+0) CHA 6(-
2)<strong></strong><strong><br>Damage&nbsp;Immunities</strong>&nbsp;psychic<strong>
<br>Senses</strong>&nbsp;darkvision&nbsp;60 ft., passive Perception
10<strong><br>Languages</strong>&nbsp;Deep Speech, understands the languages you
speak<strong><br>Challenge</strong>&nbsp;—&nbsp;<strong>Proficiency
Bonus</strong>&nbsp;equals your bonus</p><p><em><strong>Regeneration (Slaad
Only).</strong></em>&nbsp;The aberration regains 5 hit points at the start of its
turn if it has at least 1 hit point.</p><p><em><strong>Whispering Aura (Star Spawn
Only).</strong></em>&nbsp;At the start of each of the aberration’s turns, each
creature within 5 feet of the aberration must succeed on a Wisdom saving throw
against your spell save DC or take 2d6 psychic damage, provided that the aberration
isn’t&nbsp;incapacitated.</p><p><u><strong>Actions</strong></u></p><p><em><strong>M
ultiattack.</strong></em>&nbsp;The aberration makes a number of attacks equal to
half this spell’s level (rounded down).</p><p><em><strong>Claws (Slaad
Only).</strong></em>&nbsp;<em>Melee Weapon Attack:</em>&nbsp;your spell attack
modifier to hit, reach 5 ft., one target.&nbsp;<em>Hit:</em>&nbsp;1d10 + 3 + the
spell’s level slashing damage. If the target is a creature, it can’t regain hit
points until the start of the aberration’s next turn.</p><p><em><strong>Eye Ray
(Beholderkin Only).</strong></em>&nbsp;<em>Ranged Spell Attack:</em>&nbsp;your
spell attack modifier to hit, range 150 ft., one
creature.&nbsp;<em>Hit:</em>&nbsp;1d8 + 3 + the spell’s level psychic
damage.</p><p><em><strong>Psychic Slam (Star Spawn
Only).</strong></em>&nbsp;<em>Melee Spell Attack:</em>&nbsp;your spell attack
modifier to hit, reach 5 ft., one creature.&nbsp;<em>Hit:</em>&nbsp;1d8 + 3 + the
spell’s level psychic damage.</p>","description_high":"When you cast this spell
using a spell slot of 5th level or higher, use the higher level wherever the
spell’s level appears in the stat
block.","book":"TCE","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":
"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Summon
Construct","school":"4th level Conjuration","level":"4","casting_time":"1
Action","range":"90 Feet","components":"V, S, M (An ornate stone and metal lockbox
worth
at least 400 gp)","duration":"1 Hour","description":"<p>You call forth the spirit
of a construct. It manifests in an unoccupied space that you can see within range.
This corporeal form uses the Construct Spirit stat block. When you cast the spell,
choose a material: Clay, Metal, or Stone. The creature resembles a golem or a
modron (your choice) made of the chosen material, which determines certain traits
in its stat block. The creature disappears when it drops to 0 hit points or when
the spell ends.</p><p>The creature is an ally to you and your companions. In
combat, the creature shares your initiative count, but it takes its turn
immediately after yours.&nbsp;It obeys your verbal commands (no action required by
you). If you don’t issue any, it takes the&nbsp;Dodge&nbsp;action and uses its move
to avoid danger.</p><p><strong>CONSTRUCT SPIRIT</strong><em><br>Medium
construct</em><strong><br>Armor Class</strong>&nbsp;13 + the level of the spell
(natural armor)<strong><br>Hit Points</strong>&nbsp;40 + 15 for each spell level
above 3rd<strong><br>Speed</strong>&nbsp;30 ft.<br>STR 18&nbsp;(+4) DEX 10&nbsp;
(+0) CON 18&nbsp;(+4) INT 14&nbsp;(+2) WIS 11&nbsp;(+0) CHA 5&nbsp;(-
3)<strong><br>Damage Resistances</strong>&nbsp;poison<strong><br>Condition
Immunities</strong>&nbsp;charmed,&nbsp;exhaustion,&nbsp;frightened,&nbsp;incapacita
ted,&nbsp;paralyzed,&nbsp;petrified,&nbsp;poisoned<strong><br>Senses</
strong>&nbsp;darkvision&nbsp;60 ft., passive Perception
10<strong><br>Languages</strong>&nbsp;understands the languages you
speak<strong><br>Challenge</strong>&nbsp;—&nbsp;<strong>Proficiency
Bonus</strong>&nbsp;equals your bonus</p><p><em><strong>Heated Body (Metal
Only).</strong></em>&nbsp;A creature that touches the construct or hits it with a
melee attack while within 5 feet of it takes 1d10 fire
damage.</p><p><em><strong>Stony Lethargy (Stone Only).</strong></em>&nbsp;When a
creature the construct can see starts its turn within 10 feet of the construct, the
construct can force it to make a Wisdom saving throw against your spell save DC. On
a failed save, the target can’t use reactions and its speed is halved until the
start of its next
turn.</p><p><u><strong>Actions</strong></u></p><p><em><strong>Multiattack.</
strong></em>&nbsp;The construct makes a number of attacks equal to half this
spell’s level (rounded down).</p><p><em><strong>Slam.</strong>&nbsp;Melee Weapon
Attack:</em>&nbsp;your spell attack modifier to hit, reach 5 ft., one
target.&nbsp;<em>Hit:</em>&nbsp;1d8 + 4 + the spell’s level bludgeoning
damage.</p><p><u><strong>Reactions</strong></u></p><p><em><strong>Berserk Lashing
(Clay Only).</strong></em>&nbsp;When the construct takes damage, it makes a slam
attack against a random creature within 5 feet of it. If no creature is within
reach, the construct moves up to half its speed toward an enemy it can see, without
provoking opportunity
attacks.</p>","description_high":"","book":"TCE","note":"","classes":"Sorcerer,Wiza
rd","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-
1,"name":"Summon Elemental","school":"4th level
Conjuration","level":"4","casting_time":"1 Action","range":"90
Feet","components":"V, S, M (Air, a pebble, ash, and water inside a gold-inlaid
vial worth at least 400 gp)","duration":"1 Hour","description":"<p>You call forth
an elemental spirit. It manifests in an unoccupied space that you can see within
range. This corporeal form uses the&nbsp;Elemental Spirit&nbsp;stat block. When you
cast the spell, choose an element: Air, Earth, Fire, or Water. The creature
resembles a bipedal form wreathed in the chosen element, which determines certain
traits in its stat block. The creature disappears when it drops to 0 hit points or
when the spell ends.</p><p>The creature is an ally to you and your companions. In
combat, the creature shares your initiative count, but it takes its turn
immediately after yours. It obeys your verbal commands (no action required by you).
If you don't issue any, it takes the&nbsp;Dodge&nbsp;action and uses its move to
avoid danger.</p><p><strong>ELEMENTAL SPIRIT</strong><em><br>Medium
elemental</em><strong><br>Armor Class</strong>&nbsp;11 + the level of the spell
(natural armor)<strong><br>Hit Points</strong>&nbsp;50 + 10 for each spell level
above 4th<strong><br>Speed</strong>&nbsp;40 ft.; burrow 40 ft. (Earth only); fly 40
ft. (hover) (Air only); swim 40 ft. (Water only)<br>STR 18&nbsp;(+4) DEX 15&nbsp;
(+2) CON 17&nbsp;(+3) INT 4&nbsp;(−3) WIS 10&nbsp;(+0) CHA 16&nbsp;
(+3)<strong><br>Damage Resistances</strong>&nbsp;acid (Water only); lightning and
thunder (Air only); piercing and slashing (Earth only)<strong><br>Damage
Immunities</strong>&nbsp;poison; fire (Fire only)<strong><br>Condition
Immunities</strong>&nbsp;exhaustion,&nbsp;paralyzed,&nbsp;petrified,&nbsp;poisoned,
&nbsp;unconscious<strong><br>Senses</strong>&nbsp;darkvision&nbsp;60 ft., passive
Perception 10<strong><br>Languages</strong>&nbsp;Primordial, understands the
languages you speak<strong><br>Challenge</strong>&nbsp;—&nbsp;<strong>Proficiency
Bonus</strong>&nbsp;equals your bonus</p><p><em><strong>Amorphous Form (Air, Fire,
and Water Only).</strong></em>&nbsp;The elemental can move through a space as
narrow as 1 inch wide without
squeezing.</p><p><u><strong>Actions</strong></u></p><p><em><strong>Multiattack.</
strong></em>&nbsp;The elemental makes a number of attacks equal to half this
spell’s level (rounded down).</p><p><em><strong>Slam.</strong>&nbsp;Melee Weapon
Attack:</em>&nbsp;your spell attack modifier to hit, reach 5 ft., one
target.&nbsp;<em>Hit:</em>&nbsp;1d10 + 4 + the spell’s level bludgeoning damage
(Air, Earth, and Water only) or fire damage (Fire
only).</p>","description_high":"When you cast this spell using a spell slot of 5th
level or higher, use the higher level wherever the spell's level appears in the
stat
block.","book":"TCE","note":"","classes":"Druid,Ranger,Warlock,Wizard","concentrati
on":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Summon
Celestial","school":"5th level Conjuration","level":"5","casting_time":"1
Action","range":"90 Feet","components":"V, S, M (A golden reliquary worth at least
500 gp)","duration":"1 Hour","description":"<p>You call forth a celestial spirit.
It manifests in an angelic form in an unoccupied space that you can see within
range. This corporeal form uses the Celestial Spirit stat block. When you cast the
spell, choose Avenger or Defender. Your choice determines the creature’s attack in
its stat block. The creature disappears when it drops to 0 hit points or when the
spell ends.</p><p>The creature is an ally to you and your companions. In combat,
the creature shares your initiative count, but it takes its turn immediately after
yours. It obeys your verbal commands (no action required by you). If you don’t
issue any, it takes the&nbsp;Dodge&nbsp;action and uses its move to avoid
danger.</p><p><strong>CELESTIAL SPIRIT</strong><br><em>Large
celestial</em><strong><br>Armor Class</strong>&nbsp;11 + the level of the spell
(natural armor) + 2 (Defender only)<strong><br>Hit Points</strong>&nbsp;40 + 10 for
each spell level above 5th<strong><br>Speed</strong>&nbsp;30 ft., fly 40 ft.<br>STR
16&nbsp;(+3) DEX 14&nbsp;(+2) CON 16&nbsp;(+3) INT 10&nbsp;(+0) WIS 14&nbsp;(+2)
CHA 16&nbsp;(+3)<strong><br>Damage
Resistances</strong>&nbsp;radiant<strong><br>Condition
Immunities</strong>&nbsp;charmed,&nbsp;frightened<strong><br>Senses</
strong>&nbsp;darkvision&nbsp;60 ft., passive Perception
12<strong><br>Languages</strong>&nbsp;Celestial, understands the languages you
speak<strong><br>Challenge</strong>&nbsp;—&nbsp;<strong>Proficiency
Bonus</strong>&nbsp;equals your
bonus</p><p><u><strong>Actions</strong></u></p><p><em><strong>Multiattack.</
strong></em>&nbsp;The celestial makes a number of attacks equal to half this
spell’s level (rounded down).</p><p><em><strong>Radiant Bow (Avenger
Only).</strong>&nbsp;Ranged Weapon Attack:</em>&nbsp;your spell attack modifier to
hit, range 150/600 ft., one target.&nbsp;<em>Hit:</em>&nbsp;2d6 + 2 + the spell’s
level radiant damage.</p><p><em><strong>Radiant Mace (Defender
Only).</strong>&nbsp;Melee Weapon Attack:</em>&nbsp;your spell attack modifier to
hit, reach 5 ft., one target.&nbsp;<em>Hit:</em>&nbsp;1d10 + 3 + the spell’s level
radiant damage, and the celestial can choose itself or another creature it can see
within 10 feet of the target. The chosen creature gains 1d10 temporary hit
points.</p><p><em><strong>Healing Touch (1/Day).</strong></em>&nbsp;The celestial
touches another creature. The target magically regains hit points equal to 2d8 +
the spell’s level.</p>","description_high":"When you cast this spell using a spell
slot of 6th level or higher, use the higher level wherever the spell's level
appears in the stat
block.","book":"TCE","note":"","classes":"Cleric,Paladin","concentration":"true","r
itual":"false","sound":"","is_edit":false},{"id":-1,"name":"Temporal
Shunt","school":"5th level Transmutation","level":"5","casting_time":"1 Reaction,
taken when a creature you can see makes an attack roll or starts to cast a
spell","range":"120 Feet","components":"V, S","duration":"1
Round","description":"<p>You target the triggering creature, which must succeed on
a Wisdom saving throw or vanish, being thrown to another point in time and causing
the attack to miss or the spell to be wasted. At the start of its next turn, the
target reappears where it was or in the closest unoccupied space. The target
doesn’t remember you casting the spell or being affected by
it.<br></p>","description_high":"When you cast this spell using a spell slot of 6th
level or higher, you can target one additional creature for each slot level above
5th. All targets must be within 30 feet of each
other.","book":"EGW","note":"","classes":"Wizard","concentration":"false","ritual":
"false","sound":"","is_edit":false},{"id":-1,"name":"Gravity
Fissure","school":"6th level Evocation","level":"6","casting_time":"1
Action","range":"Self, 100 Feet","components":"V, S, M (A fistful of iron
filings)","duration":"Instantaneous","description":"<p>You manifest a ravine of
gravitational energy in a line originating from you that is 100 feet long and 5
feet wide. Each creature in that line must make a Constitution saving throw,
taking&nbsp;8d8&nbsp;force damage on a failed save, or half as much damage on a
successful one.</p><p>Each creature within 10 feet of the line but not in it must
succeed on a Constitution saving throw or take&nbsp;8d8&nbsp;force damage and be
pulled toward the line until the creature is in its
area.</p>","description_high":"When you cast this spell using a spell slot of 7th
level or higher, the damage increases by 1d8 for each slot level above
6th.","book":"EGW","note":"","classes":"Wizard","concentration":"false","ritual":"f
alse","sound":"","is_edit":false},{"id":-1,"name":"Summon Fiend","school":"6th
level Conjuration","level":"6","casting_time":"1 Action","range":"90
Feet","components":"V, S, M (Humanoid blood inside a ruby vial worth at least 600
gp)","duration":"1 Hour","description":"<p>You call forth a fiendish spirit. It
manifests in an unoccupied space that you can see within range. This corporeal form
uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil,
or Yugoloth. The creature resembles a fiend of the chosen type, which determines
certain traits in its stat block. The creature disappears when it drops to 0 hit
points or when the spell ends.</p><p>The creature is an ally to you and your
companions. In combat, the creature shares your initiative count, but it takes its
turn immediately after yours. It obeys your verbal commands (no action required by
you). If you don’t issue any, it takes the&nbsp;Dodge&nbsp;action and uses its move
to avoid danger.</p><p><strong>FIENDISH SPIRIT</strong><br><em>Large
fiend</em><strong><br>Armor Class</strong>&nbsp;12 + the level of the spell
(natural armor)<strong><br>Hit Points</strong>&nbsp;50 (Demon only) or 40 (Devil
only) or 60 (Yugoloth only) + 15 for each spell level above
6th<strong><br>Speed</strong>&nbsp;40 ft.; climb 40 ft. (Demon only); fly 60 ft.
(Devil only)<br>STR 13&nbsp;(+1) DEX 16&nbsp;(+3) CON 15&nbsp;(+2) INT 10&nbsp;(+0)
WIS 10&nbsp;(+0) CHA 16&nbsp;(+3)<strong><br>Damage
Resistances&nbsp;</strong>fire<strong><br>Damage
Immunities&nbsp;</strong>poison<strong><br>Condition
Immunities&nbsp;</strong>poisoned<strong><br>Senses&nbsp;</strong>darkvision&nbsp;6
0 ft., passive Perception 10<strong><br>Languages&nbsp;</strong>Abyssal, Infernal,
telepathy 60 ft.<strong><br>Challenge</strong>&nbsp;—&nbsp;<strong>Proficiency
Bonus</strong>&nbsp;equals your bonus</p><p><em><strong>Death Throes (Demon
Only).</strong></em>&nbsp;When the fiend drops to 0 hit points or the spell ends,
the fiend explodes, and each creature within 10 feet of it must make a Dexterity
saving throw against your spell save DC. A creature takes 2d10 + this spell’s level
fire damage on a failed save, or half as much damage on a successful
one.</p><p><em><strong>Devil’s Sight (Devil Only).</strong></em>&nbsp;Magical
darkness doesn’t impede the fiend’s&nbsp;darkvision.</p><p><em><strong>Magic
Resistance.</strong></em>&nbsp;The fiend has advantage on saving throws against
spells and other magical
effects.</p><p><u><strong>Actions</strong></u></p><p><em><strong>Multiattack.</
strong></em>&nbsp;The fiend makes a number of attacks equal to half this spell’s
level (rounded down).</p><p><em><strong>Bite (Demon
Only).</strong></em>&nbsp;<em>Melee Weapon Attack:</em>&nbsp;your spell attack
modifier to hit, reach 5 ft., one target.&nbsp;<em>Hit:</em>&nbsp;1d12 + 3 + the
spell’s level necrotic damage.</p><p><em><strong>Claws (Yugoloth
Only).</strong></em>&nbsp;<em>Melee Weapon Attack:</em>&nbsp;your spell attack
modifier to hit, reach 5 ft., one target.&nbsp;<em>Hit:</em>&nbsp;1d8 + 3 + the
spell’s level slashing damage. Immediately after the attack hits or misses, the
fiend can magically teleport up to 30 feet to an unoccupied space it can
see.</p><p><em><strong>Hurl Flame (Devil Only).</strong></em>&nbsp;<em>Ranged Spell
Attack:</em>&nbsp;your spell attack modifier to hit, range 150 ft., one
target.&nbsp;<em>Hit:</em>&nbsp;2d6 + 3 + the spell’s level fire damage. If the
target is a flammable object that isn’t being worn or carried, it also catches
fire.</p>","description_high":"When you cast this spell using a spell slot of 7th
level or higher, use the higher level wherever the spell’s level appears in the
stat
block.","book":"TCE","note":"","classes":"Warlock,Wizard","concentration":"true","r
itual":"false","sound":"","is_edit":false},{"id":-1,"name":"Tasha's Otherworldly
Guise","school":"6th level Transmutation","level":"6","casting_time":"1 Bonus
action","range":"Self","components":"V, S, M (An object engraved with a symbol of
the Outer Planes, worth at least 500 gp)","duration":"1
Minute","description":"<p>Uttering an incantation, you draw on the magic of the
Lower Planes or Upper Planes (your choice) to transform yourself. You gain the
following benefits until the spell ends:</p><ul><li>You are immune to fire and
poison damage (Lower Planes) or radiant and necrotic damage (Upper
Planes).</li><li>You are immune to the&nbsp;poisoned&nbsp;condition (Lower Planes)
or the&nbsp;charmed&nbsp;condition (Upper Planes).</li><li>Spectral wings appear on
your back, giving you a flying speed of 40 feet.</li><li>You have a +2 bonus to
AC.</li><li>All your weapon attacks are magical, and when you make a weapon attack,
you can use your spellcasting ability modifier, instead of Strength or Dexterity,
for the attack and damage rolls.</li><li>You can attack twice, instead of once,
when you take the&nbsp;Attack&nbsp;action on your turn. You ignore this benefit if
you already have a feature, like Extra Attack, that lets you attack more than once
when you take the&nbsp;Attack&nbsp;action on your
turn.</li></ul>","description_high":"","book":"TCE","note":"","classes":"Sorcerer,W
arlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},
{"id":-1,"name":"Dream of the Blue Veil","school":"7th level
Conjuration","level":"7","casting_time":"10 Minute","range":"20
Feet","components":"V, S, M (A magic item or a willing creature from the
destination world)","duration":"6 Hour","description":"<p>You and up to eight
willing creatures within range fall&nbsp;unconscious&nbsp;for the spell’s duration
and experience visions of another world on the Material Plane, such as Oerth,
Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions
conclude with each of you encountering and pulling back a mysterious blue curtain.
The spell then ends with you mentally and physically transported to the world that
was in the visions.</p><p>To cast this spell, you must have a magic item that
originated on the world you wish to reach, and you must be aware of the world’s
existence, even if you don’t know the world’s name. Your destination in the other
world is a safe location within 1 mile of where the magic item was created.
Alternatively, you can cast the spell if one of the affected creatures was born on
the other world, which causes your destination to be a safe location within 1 mile
of where that creature was born.</p><p>The spell ends early on a creature if that
creature takes any damage, and the creature isn’t transported. If you take any
damage, the spell ends for you and all the other creatures, with none of you being
transported.</p>","description_high":"","book":"TCE","note":"","classes":"Bard,Sorc
erer,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":
false},{"id":-1,"name":"Tether Essence","school":"7th level
Necromancy","level":"7","casting_time":"1 Action","range":"60
Feet","components":"V, S, M (A spool of platinum cord worth at least 250 gp, which
the spell consumes)","duration":"1 Hour","description":"<p>Two creatures you can
see within range must make a Constitution saving throw, with disadvantage if they
are within 30 feet of each other. Either creature can willingly fail the save. If
either save succeeds, the spell has no effect. If both saves fail, the creatures
are magically linked for the duration, regardless of the distance between them.
When damage is dealt to one of them, the same damage is dealt to the other one. If
hit points are restored to one of them, the same number of hit points are restored
to the other one. If either of the tethered creatures is reduced to 0 hit points,
the spell ends on both. If the spell ends on one creature, it ends on
both.<br></p>","description_high":"","book":"EGW","note":"","classes":"Wizard","con
centration":"true","ritual":"false","sound":"","is_edit":false},{"id":-
1,"name":"Dark Star","school":"8th level Evocation","level":"8","casting_time":"1
Action","range":"150 Feet","components":"V, S, M (A hard of onyx and a drop of the
caster's blood, both of which the spell consumes)","duration":"1
Minute","description":"<p>This spell creates a sphere centered on a point you
choose within range. The sphere can have a radius of up to 40 feet. The area within
this sphere is filled with magical darkness and crushing gravitational
force.</p><p>For the duration, the spell's area is difficult terrain. A creature
with darkvision can't see through the magical darkness, and nonmagical light can't
illuminate it. No sound can be created within or pass through the area. Any
creature or object entirely inside the sphere is immune to thunder damage, and
creatures are&nbsp;deafened&nbsp;while entirely inside it. Casting a spell that
includes a verbal component is impossible there.</p><p>Any creature that enters the
spell's area for the first time on a turn or starts its turn there must make a
Constitution saving throw. The creature takes&nbsp;8d10&nbsp;force
damage on a failed save, or half as much damage on a successful one. A creature
reduced to 0 hit points by this damage is disintegrated. A disintegrated creature
and everything it is wearing and carrying, except magic items, are reduced to a
pile of fine gray
dust.</p>","description_high":"","book":"EGW","note":"","classes":"Wizard","concent
ration":"true","ritual":"false","sound":"","is_edit":false},{"id":-
1,"name":"Reality Break","school":"8th level
Conjuration","level":"8","casting_time":"1 Action","range":"60
Feet","components":"V, S, M (A crystal prism)","duration":"1
Minute","description":"<p>You shatter the barriers between realities and timelines,
thrusting a creature into turmoil and madness. The target must succeed on a Wisdom
saving throw, or it can’t take reactions until the spell ends. The affected target
must also roll a d10 at the start of each of its turns; the number rolled
determines what happens to the target, as shown on the Reality Break Effects
table.</p><p>At the end of each of its turns, the affected target can repeat the
Wisdom saving throw, ending the spell on itself on a success.</p><p>Reality Break
Effects</p><table class=\"
cke_show_border\"><thead><tr><th>D10</th><th>Effect</th></tr></thead><tbody><tr><td
>1-2</td><td><strong>Vision of the Far Realm.</strong>&nbsp;The target takes 6d12
psychic damage, and it is&nbsp;stunned&nbsp;until the end of the
turn.</td></tr><tr><td>3-5</td><td><strong>Rending Rift.</strong>&nbsp;The target
must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or
half as much damage on a successful
one.</td></tr><tr><td>6-8</td><td><strong>Wormhole.</strong>&nbsp;The target is
teleported, along with everything it is wearing and carrying, up to 30 feet to an
unoccupied space of your choice that you can see. The target also takes 10d12 force
damage and is knocked&nbsp;prone.</td></tr><tr><td>9-10</td><td><strong>Chill of
the Dark Void.</strong>&nbsp;The target takes 10d12 cold damage, and it
is&nbsp;blinded&nbsp;until the end of the
turn.</td></tr></tbody></table>","description_high":"","book":"EGW","note":"","clas
ses":"Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},
{"id":-1,"name":"Blade of Disaster","school":"9th level
Conjuration","level":"9","casting_time":"1 Bonus action","range":"60
Feet","components":"V, S","duration":"1 Minute","description":"<p>You create a
blade-shaped planar rift about 3 feet long in an unoccupied space you can see
within range. The blade lasts for the duration. When you cast this spell, you can
make up to two melee spell attacks with the blade, each one against a creature,
loose object, or structure within 5 feet of the blade. On a hit, the target
takes&nbsp;4d12&nbsp;force damage. This attack scores a critical hit if the number
on the&nbsp;d20&nbsp;is 18 or higher. On a critical hit, the blade deals an
extra&nbsp;8d12&nbsp;force damage (for a total of&nbsp;12d12&nbsp;force
damage).</p><p>As a bonus action on your turn, you can move the blade up to 30 feet
to an unoccupied space you can see and then make up to two melee spell attacks with
it again.</p><p>The blade can harmlessly pass through any barrier, including a wall
of
force.</p>","description_high":"","book":"TCE","note":"","classes":"Sorcerer,Warloc
k,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},
{"id":-1,"name":"Ravenous Void","school":"9th level
Evocation","level":"9","casting_time":"1 Action","range":"1000
Feet","components":"V, S, M (A small, nine-pointed star made of
iron)","duration":"1 Minute","description":"<p>You create a 20-foot-radius sphere
of destructive gravitational force centered on a point you can see within range.
For the spell's duration, the sphere and any space within 100 feet of it are
difficult terrain, and nonmagical objects fully inside the sphere are destroyed if
they aren't being worn or carried.</p><p>When the sphere appears and at the start
of each of your turns until the spell ends, unsecured objects within 100 feet of
the sphere are pulled toward the sphere's center, ending in an unoccupied space as
close to the center as possible.</p><p>A creature that starts its turn within 100
feet of the sphere must succeed on a Strength saving throw or be pulled straight
toward the sphere's center, ending in an unoccupied space as close to the center as
possible. A creature that enters the sphere for the first time on a turn or starts
its turn there takes&nbsp;5d10&nbsp;force damage and is&nbsp;restrained&nbsp;until
it is no longer in the sphere. If the sphere is in the air,
the&nbsp;restrained&nbsp;creature hovers inside the sphere. A creature can use its
action to make a Strength check against your spell save DC, ending
this&nbsp;restrained&nbsp;condition on itself or another creature in the sphere
that it can reach. A creature reduced to 0 hit points by this spell is annihilated,
along with any nonmagical items it is wearing or
carrying.</p>","description_high":"","book":"EGW","note":"","classes":"Wizard","con
centration":"true","ritual":"false","sound":"","is_edit":false},{"id":-
1,"name":"Time Ravage","school":"9th level
Necromancy","level":"9","casting_time":"1 Action","range":"90
Feet","components":"V, S, M (An hourglass filled with diamond dust worth at least
5,000 gp, which the spell
consumes)","duration":"Instantaneous","description":"<p>You target a creature you
can see within range, putting its physical form through the devastation of rapid
aging. The target must make a Constitution saving throw,
taking&nbsp;10d12&nbsp;necrotic damage on a failed save, or half as much damage on
a successful one. If the save fails, the target also ages to the point where it has
only 30 days left before it dies of old age. In this aged state, the target has
disadvantage on attack rolls, ability checks, and saving throws, and its walking
speed is halved. Only a&nbsp;<em>wish</em> spell or a&nbsp;<em>greater
restoration</em> spell cast with a 9th-level spell slot can end these effects and
restore the target to its previous
age.<br></p>","description_high":"","book":"EGW","note":"","classes":"Wizard","conc
entration":"false","ritual":"false","sound":"","is_edit":false}]}]

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