Andras Graygrass
Andras Graygrass
Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Andras Graygrass Dragonborn Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
13 +1 30
+3 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
16 PERSONALITY TRAITS
+1 ●
0 Constitution
+8 Intelligence
CURRENT HIT POINTS IDEALS
12 ●
+8 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
11 17x(1d8+0
●
+8 Animal Handling (Wis) FAILURES
)
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+3 Athletics (Str)
+2 0 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
15 ●
+8 Insight (Wis)
Scimitar +9 1d6+3 slashing
Backpack
WISDOM
0 Intimidation (Cha)
+2 Investigation (Int)
Bedroll
+2 Medicine (Wis) Mess kit
+2 +2 Nature (Int)
Number of Attacks: 1 Prayer Book
●
+8 Perception (Wis)
14
0 Performance (Cha) - Breath Weapon. Rations (1 day)
CHARISMA
0 Persuasion (Cha)
+8 Religion (Int)
Cold, 15 ft. cone, x10
●
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Andras Graygrass
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 1
Guidance Call Lightning Conjure Fey
Mending Conjure Animals Find the Path
Poison Spray Daylight Heal
Produce Flame Dispel Magic Heroes' Feast
Shillelagh Lightning Bolt Move Earth
Meld into Stone Sunbeam
Plant Growth Transport via Plants
SPELL
Sleet Storm Wind Walk
LEVEL
SLOTS TOTAL SLOTS EXPENDED Speak with Plants
1 4 Water Walk
7 1
Wind Wall
EPAR
SPELL NAME Fire Storm
ED
PR
Barkskin Feeblemind
Darkvision
5 2 Sunburst
Enhance Ability
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 1
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7 1
EPAR
SPELL NAME
ED
PR
Longstrider
Wall of Fire
8 1
2 3
Moonbeam
Scrying
Tree Stride
Wall of Stone
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
---------------Actions--------------
Wild Shape. You can transform into a beast you have seen with
CR 1 (lasts 8 hours, use twice/rest).
-----------Other Traits------------
Druidic. You can speak Druidic and use it to leave hidden
message and automatically spot messages left by others.
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1
You touch one willing creature. Once before This spell repairs a single break or tear in an You extend your hand toward a creature you
the spell ends, the target can roll a d4 and add object you touch, such as a broken chain link, can see within range and project a puff of
the number rolled to one ability check of its two halves of a broken key, a torn cloak, or a noxious gas from your palm. The creature
choice. It can roll the die before or after leaking wineskin. As long as the break or tear must succeed on a Constitution saving throw
making the ability check. The spell then ends. is no larger than 1 foot in any dimension, you or take 1d12 poison damage. This spell’s
mend it, leaving no trace of the former damage increases by 1d12 when you reach 5th
damage. This spell can physically repair a level (2d12), 11th level (3d12), and 17th level
magic item or construct, but the spell can't (4d12).
restore magic to such an object.
A flickering flame appears in your hand. The The wood of a club or quarterstaff you are A storm made up of sheets of roaring flame
flame remains there for the duration and holding is imbued with nature's power. For appears in a location you choose within range.
harms neither you nor your equipment. The the duration, you can use your spellcasting The area of the storm consists of up to ten
flame sheds bright light in a 10-foot radius ability instead of Strength for the attack and 10-foot cubes, which you can arrange as you
and dim light for an additional 10 feet. The damage rolls of melee attacks using that wish. Each cube must have at least one face
spell ends if you dismiss it as an action or if weapon, and the weapon's damage die adjacent to the face of another cube. Each
you cast it again. You can also attack with the becomes a d8. The weapon also becomes creature in the area must make a Dexterity
flame, although doing so ends the spell. When magical, if it isn't already. The spell ends if you saving throw. It takes 7d10 fire damage on a
you cast this spell, or as an action on a later cast it again or if you let go of the weapon. failed save, or half as much damage on a
turn, you can hurl the flame at a creature successful one. The fire damages objects in the
within 30 feet of you. Make a ranged spell area and ignites flammable objects that aren't
attack. On a hit, the target takes 1d8 fire being worn or carried. If you choose, plant life
damage. This spell's damage increases by 1d8 in the area is unaffected by this spell.
when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).
You make terrain in an area up to 1 mile You and up to eight willing creatures who link You touch a creature and stimulate its natural
square look, sound, smell, and even feel like hands in a circle are transported to a different healing ability. The target regains 4d8 + 15 hit
some other sort of terrain. The terrain's plane of existence. You can specify a target points. For the duration of the spell, the target
general shape remains the same, however. destination in general terms, such as the City regains 1 hit point at the start of each of its
Open fields or a road could be made to of Brass on the Elemental Plane of Fire or the turns (10 hit points each minute). The target's
resemble a swamp, hill, crevasse, or some palace of Dispater on the second level of the severed body members (fingers, legs, tails, and
other difficult or impassable terrain. A pond Nine Hells, and you appear in or near that so on), if any, are restored after 2 minutes. If
can be made to seem like a grassy meadow, a destination. If you are trying to reach the City you have the severed part and hold it to the
precipice like a gentle slope, or a rock-strewn of Brass, for example, you might arrive in its stump, the spell instantaneously causes the
gully like a wide and smooth road. Similarly, Street of Steel, before its Gate of Ashes, or limb to knit to the stump.
you can alter the appearance of structures, or looking at the city from across the Sea of Fire,
add them where none are present. The spell at the GM's discretion. Alternatively, if you
doesn't disguise, conceal, or add creatures. The know the sigil sequence of a teleportation
illusion includes audible, visual, tactile, and circle on another plane of existence, this spell
olfactory elements, so it can turn clear ground can take you to that circle. If the teleportation
into difficult terrain (or vice versa) or circle is too small to hold all the creatures you
otherwise impede movement through the transported, they appear in the closest
area. Any piece of the illusory terrain (such as unoccupied spaces next to the circle. You can
a rock or stick) that is removed from the spell's use this spell to banish an unwilling creature
Page 1 (reverse)
This spell reverses gravity in a 50-foot-radius, Choose a beast that you can see. It must be You attempt to charm a humanoid you can see
100-foot high cylinder centered on a point able to see and hear you. If its Intelligence is 4 within range. It must make a Wisdom saving
within range. All creatures and objects that or higher, the spell fails. Otherwise, it must throw, and does so with advantage if you or
aren't somehow anchored to the ground in the pass a Wisdom save or be charmed by you. If your companions are fighting it. If it fails the
area fall upward and reach the top of the area you or one of your companions harms it, the saving throw, it is charmed by you until the
when you cast this spell. A creature can make spell ends. At Higher Levels: You can target spell ends or until you or your companions do
a Dexterity saving throw to grab onto a fixed one additional beast for each slot level above anything harmful to it. The charmed creature
object it can reach, thus avoiding the fall. If 1st. regards you as a friendly acquaintance. When
some solid object (such as a ceiling) is the spell ends, the creature knows it was
encountered in this fall, falling objects and charmed by you. At Higher Levels. When you
creatures strike it just as they would during a cast this spell using a spell slot of 2nd level or
normal downward fall. If an object or creature higher, you can target one additional creature
reaches the top of the area without striking for each slot level above 1st. The creatures
anything, it remains there, oscillating slightly, must be within 30 feet of each other when you
for the duration. At the end of the duration, target them.
affected objects and creatures fall back down.
You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you sense the presence of
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic
water within range in an open container. modifier. This spell has no effect on undead or in this way, you can use your action to see a
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast faint aura around any visible creature or
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or object in the area that bears magic, and you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can
You destroy up to 10 gallons of water in an slot level above 1st. penetrate most barriers, but it is blocked by 1
open container within range. Alternatively, foot of stone, 1 inch of common metal, a thin
you destroy fog in a 30-foot cube within range. sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.
For the duration, you can sense the presence Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is
and location of poisons, poisonous creatures, ground in a 20-foot square starting from a outlined in blue, green, or violet light (your
and diseases within 30 feet of you. You also point within range. For the duration, these choice). Any creature in the area when the
identify the kind of poison, poisonous plants turn the ground in the area into spell is cast is also outlined in light if it fails a
creature, or disease in each case. The spell can difficult terrain. A creature in the area when Dexterity saving throw. For the duration,
penetrate most barriers, but it is blocked by 1 you cast the spell must succeed on a Strength objects and affected creatures shed dim light
foot of stone, 1 inch of common metal, a thin saving throw or be restrained by the in a 10-foot radius. Any attack roll against an
sheet of lead, or 3 feet of wood or dirt. entangling plants until the spell ends. A affected creature or object has advantage if the
creature restrained by the plants can use its attacker can see it, and the affected creature or
action to make a Strength check against your object can't benefit from being invisible.
spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt
away.
Page 2 (reverse)
Page 3
You create a 20-foot-radius sphere of fog Up to ten magic berries appear. A creature can A creature of your choice that you can see
centered on a point within range. The sphere use its action to eat one berry. Eating a berry within range regains hit points equal to 1d4 +
spreads around corners, and its area is heavily restores 1 hit point and provides enough your spellcasting ability modifier. This spell
obscured. It lasts for the duration or until a nourishment to sustain a creature for a day. has no effect on undead or constructs. At
wind of moderate or greater speed (at least 10 The berries lose their magic if they haven't Higher Levels. When you cast this spell using a
miles per hour) disperses it. At Higher Levels. been eaten within 24 hours. spell slot of 2nd level or higher, the healing
When you cast this spell using a spell slot of increases by 1d4 for each slot level above 1st.
2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above
1st.
You touch a creature. The creature's jump You touch a creature. The target's speed All nonmagical food and drink within a
distance is tripled until the spell ends. increases by 10 feet until the spell ends. At 5-foot-radius sphere centered on a point of
Higher Levels. When you cast this spell using a your choice within range is purified and
spell slot of 2nd level or higher, you can target rendered free of poison and disease.
one additional creature for each slot level
above 1st.
You gain the ability to comprehend and A wave of thunderous force sweeps out from Necromantic energy washes over a creature of
verbally communicate with beasts for the you. Each creature in a 15-foot cube your choice that you can see within range,
duration. The knowledge and awareness of originating from you must make a draining moisture and vitality from it. The
many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a target must make a Constitution saving throw.
but at minimum, beasts can give you creature takes 2d8 thunder damage and is The target takes 8d8 necrotic damage on a
information about nearby locations and pushed 10 feet away from you. On a successful failed save, or half as much damage on a
monsters, including whatever they can save, the creature takes half as much damage successful one. This spell has no effect on
perceive or have perceived within the past and isn't pushed. In addition, unsecured undead or constructs. If you target a plant
day. You might be able to persuade a beast to objects that are completely within the area of creature or a magical plant, it makes the
perform a small favor for you, at the GM's effect are automatically pushed 10 feet away saving throw with disadvantage, and the spell
discretion. from you by the spell's effect, and the spell deals maximum damage to it. If you target a
emits a thunderous boom audible out to 300 nonmagical plant that isn't a creature, such as
feet. At Higher Levels. When you cast this a tree or shrub, it doesn't make a saving throw;
spell using a spell slot of 2nd level or higher, it simply withers and dies. At Higher Levels.
the damage increases by 1d8 for each slot level When you cast this spell using a spell slot of
above 1st. 5th level or higher, the damage increases by
1d8 for each slot level above 4th.
Page 3 (reverse)
Page 4
This spell assaults and twists creatures' minds, You summon elementals that appear in You summon fey creatures that appear in
spawning delusions and provoking unoccupied spaces that you can see within unoccupied spaces that you can see within
uncontrolled action. Each creature in a range. You choose one the following options range. Choose one of the following options for
10-foot-radius sphere centered on a point you for what appears: • One elemental of challenge what appears: • One fey creature of challenge
choose within range must succeed on a rating 2 or lower • Two elementals of challenge rating 2 or lower • Two fey creatures of
Wisdom saving throw when you cast this spell rating 1 or lower • Four elementals of challenge rating 1 or lower • Four fey creatures
or be affected by it. An affected target can't challenge rating 1/2 or lower • Eight of challenge rating 1/2 or lower • Eight fey
take reactions and must roll a d10 at the start elementals of challenge rating 1/4 or lower. An creatures of challenge rating 1/4 or lower A
of each of its turns to determine its behavior elemental summoned by this spell disappears summoned creature disappears when it drops
for that turn. d10 Behavior 1 The creature uses when it drops to 0 hit points or when the spell to 0 hit points or when the spell ends. The
all its movement to move in a random ends. The summoned creatures are friendly to summoned creatures are friendly to you and
direction. To determine the direction, roll a d8 you and your companions. Roll initiative for your companions. Roll initiative for the
and assign a direction to each die face. The the summoned creatures as a group, which summoned creatures as a group, which have
creature doesn't take an action this turn. 2–6 has its own turns. They obey any verbal their own turns. They obey any verbal
The creature doesn't move or take actions this commands that you issue to them (no action commands that you issue to them (no action
turn. 7–8 The creature uses its action to make a required by you). If you don't issue any required by you). If you don't issue any
melee attack against a randomly determined commands to them, they defend themselves commands to them, they defend themselves
creature within its reach. If there is no from hostile creatures, but otherwise take no from hostile creatures, but otherwise take no
creature within its reach, the creature does actions. The GM has the creatures' statistics. actions. The GM has the creatures' statistics.
Until the spell ends, you control any You attempt to beguile a beast that you can see You touch a willing creature. For the duration,
freestanding water inside an area you choose within range. It must succeed on a Wisdom the target's movement is unaffected by
that is a cube up to 100 feet on a side. You can saving throw or be charmed by you for the difficult terrain, and spells and other magical
choose from any of the following effects when duration. If you or creatures that are friendly effects can neither reduce the target's speed
you cast this spell. As an action on your turn, to you are fighting it, it has advantage on the nor cause the target to be paralyzed or
you can repeat the same effect or choose a saving throw. While the beast is charmed, you restrained. The target can also spend 5 feet of
different one. Flood. You cause the water level have a telepathic link with it as long as the two movement to automatically escape from
of all standing water in the area to rise by as of you are on the same plane of existence. You nonmagical restraints, such as manacles or a
much as 20 feet. If the area includes a shore, can use this telepathic link to issue commands creature that has it grappled. Finally, being
the flooding water spills over onto dry land. If to the creature while you are conscious (no underwater imposes no penalties on the
you choose an area in a large body of water, action required), which it does its best to obey. target's movement or attacks.
you instead create a 20-foot tall wave that You can specify a simple and general course of
travels from one side of the area to the other action, such as “Attack that creature,” “Run
and then crashes down. Any Huge or smaller over there,” or “Fetch that object.” If the
vehicles in the wave's path are carried with it creature completes the order and doesn't
to the other side. Any Huge or smaller vehicles receive further direction from you, it defends
struck by the wave have a 25 percent chance of and preserves itself to the best of its ability.
capsizing. The water level remains elevated You can use your action to take total and
until the spell ends or you choose a different precise control of the target. Until the end of
You transform up to ten centipedes, three You make natural terrain in a 150-foot cube in A hail of rock-hard ice pounds to the ground
spiders, five wasps, or one scorpion within range look, sound, and smell like some other in a 20-foot-radius, 40-foot-high cylinder
range into giant versions of their natural sort of natural terrain. Thus, open fields or a centered on a point within range. Each
forms for the duration. A centipede becomes a road can be made to resemble a swamp, hill, creature in the cylinder must make a Dexterity
giant centipede, a spider becomes a giant crevasse, or some other difficult or impassable saving throw. A creature takes 2d8
spider, a wasp becomes a giant wasp, and a terrain. A pond can be made to seem like a bludgeoning damage and 4d6 cold damage on
scorpion becomes a giant scorpion. Each grassy meadow, a precipice like a gentle slope, a failed save, or half as much damage on a
creature obeys your verbal commands, and in or a rock-strewn gully like a wide and smooth successful one. Hailstones turn the storm's
combat, they act on your turn each round. The road. Manufactured structures, equipment, area of effect into difficult terrain until the end
GM has the statistics for these creatures and and creatures within the area aren't changed of your next turn. At Higher Levels. When you
resolves their actions and movement. A in appearance. The tactile characteristics of cast this spell using a spell slot of 5th level or
creature remains in its giant size for the the terrain are unchanged, so creatures higher, the bludgeoning damage increases by
duration, until it drops to 0 hit points, or until entering the area are likely to see through the 1d8 for each slot level above 4th.
you use an action to dismiss the effect on it. illusion. If the difference isn't obvious by
The GM might allow you to choose different touch, a creature carefully examining the
targets. For example, if you transform a bee, illusion can attempt an Intelligence
its giant version might have the same (Investigation) check against your spell save
statistics as a giant wasp. DC to disbelieve it. A creature who discerns
the illusion for what it is, sees it as a vague
Page 4 (reverse)
Conjure Woodland Beings (reverse) Conjure Minor Elementals (reverse) Confusion (reverse)
At Higher Levels. When you cast this spell At Higher Levels. When you cast this spell nothing this turn. 9–10 The creature can act
using certain higher-level spell slots, you using certain higher-level spell slots, you and move normally. At the end of each of its
choose one of the summoning options above, choose one of the summoning options above, turns, an affected target can make a Wisdom
and more creatures appear: twice as many and more creatures appear: twice as many saving throw. If it succeeds, this effect ends for
with a 6th-level slot and three times as many with a 6th-level slot and three times as many that target. At Higher Levels. When you cast
with an 8th-level slot. with an 8th-level slot. 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.
Describe or name a creature that is familiar to This spell transforms a creature that you can You touch a stone object of Medium size or
you. You sense the direction to the creature's see within range into a new form. An smaller or a section of stone no more than 5
location, as long as that creature is within unwilling creature must make a Wisdom feet in any dimension and form it into any
1,000 feet of you. If the creature is moving, saving throw to avoid the effect. The spell has shape that suits your purpose. So, for example,
you know the direction of its movement. The no effect on a shapechanger or a creature with you could shape a large rock into a weapon,
spell can locate a specific creature known to 0 hit points. The transformation lasts for the idol, or coffer, or make a small passage
you, or the nearest creature of a specific kind duration, or until the target drops to 0 hit through a wall, as long as the wall is less than
(such as a human or a unicorn), so long as you points or dies. The new form can be any beast 5 feet thick. You could also shape a stone door
have seen such a creature up close—within 30 whose challenge rating is equal to or less than or its frame to seal the door shut. The object
feet—at least once. If the creature you the target's (or the target's level, if it doesn't you create can have up to two hinges and a
described or named is in a different form, such have a challenge rating). The target's game latch, but finer mechanical detail isn't
as being under the effects of a polymorph statistics, including mental ability scores, are possible.
spell, this spell doesn't locate the creature. replaced by the statistics of the chosen beast.
This spell can't locate a creature if running It retains its alignment and personality. The
water at least 10 feet wide blocks a direct path target assumes the hit points of its new form.
between you and the creature. When it reverts to its normal form, the
creature returns to the number of hit points it
had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess
This spell turns the flesh of a willing creature You create a wall of fire on a solid surface You summon a fey creature of challenge rating
you touch as hard as stone. Until the spell within range. You can make the wall up to 60 6 or lower, or a fey spirit that takes the form of
ends, the target has resistance to nonmagical feet long, 20 feet high, and 1 foot thick, or a a beast of challenge rating 6 or lower. It
bludgeoning, piercing, and slashing damage. ringed wall up to 20 feet in diameter, 20 feet appears in an unoccupied space that you can
high, and 1 foot thick. The wall is opaque and see within range. The fey creature disappears
lasts for the duration. When the wall appears, when it drops to 0 hit points or when the spell
each creature within its area must make a ends. The fey creature is friendly to you and
Dexterity saving throw. On a failed save, a your companions for the duration. Roll
creature takes 5d8 fire damage, or half as initiative for the creature, which has its own
much damage on a successful save. One side of turns. It obeys any verbal commands that you
the wall, selected by you when you cast this issue to it (no action required by you), as long
spell, deals 5d8 fire damage to each creature as they don't violate its alignment. If you don't
that ends its turn within 10 feet of that side or issue any commands to the fey creature, it
inside the wall. A creature takes the same defends itself from hostile creatures but
damage when it enters the wall for the first otherwise takes no actions. If your
time on a turn or ends its turn there. The other concentration is broken, the fey creature
side of the wall deals no damage. At Higher doesn't disappear. Instead, you lose control of
Levels. When you cast this spell using a spell the fey creature, it becomes hostile toward you
slot of 5th level or higher, the damage and your companions, and it might attack. An
This spell allows you to find the shortest, most Choose a creature that you can see within A creature that partakes of the feast gains
direct physical route to a specific fixed range. A surge of positive energy washes several benefits. The creature is cured of all
location that you are familiar with on the through the creature, causing it to regain 70 diseases and poison, becomes immune to
same plane of existence. If you name a hit points. This spell also ends blindness, poison and being frightened, and makes all
destination on another plane of existence, a deafness, and any diseases affecting the target. Wisdom saving throws with advantage. Its hit
destination that moves (such as a mobile This spell has no effect on constructs or point maximum also increases by 2d10, and it
fortress), or a destination that isn't specific undead. At Higher Levels. When you cast this gains the same number of hit points. These
(such as “a green dragon's lair”), the spell fails. spell using a spell slot of 7th level or higher, benefits last for 24 hours.
For the duration, as long as you are on the the amount of healing increases by 10 for each
same plane of existence as the destination, you slot level above 6th.
know how far it is and in what direction it lies.
While you are traveling there, whenever you
are presented with a choice of paths along the
way, you automatically determine which path
is the shortest and most direct route (but not
necessarily the safest route) to the destination.
Page 5 (reverse)
Polymorph (reverse)
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.
Choose an area of terrain no larger than 40 A beam of brilliant light flashes out from your This spell creates a magical link between a
feet on a side within range. You can reshape hand in a 5-foot-wide, 60-foot-long line. Each Large or larger inanimate plant within range
dirt, sand, or clay in the area in any manner creature in the line must make a Constitution and another plant, at any distance, on the
you choose for the duration. You can raise or saving throw. On a failed save, a creature takes same plane of existence. You must have seen
lower the area's elevation, create or fill in a 6d8 radiant damage and is blinded until your or touched the destination plant at least once
trench, erect or flatten a wall, or form a pillar. next turn. On a successful save, it takes half as before. For the duration, any creature can step
The extent of any such changes can't exceed much damage and isn't blinded by this spell. into the target plant and exit from the
half the area's largest dimension. So, if you Undead and oozes have disadvantage on this destination plant by using 5 feet of movement.
affect a 40-foot square, you can create a pillar saving throw. You can create a new line of
up to 20 feet high, raise or lower the square's radiance as your action on any turn until the
elevation by up to 20 feet, dig a trench up to 20 spell ends. For the duration, a mote of brilliant
feet deep, and so on. It takes 10 minutes for radiance shines in your hand. It sheds bright
these changes to complete. At the end of every light in a 30-foot radius and dim light for an
10 minutes you spend concentrating on the additional 30 feet. This light is sunlight.
spell, you can choose a new area of terrain to
affect. Because the terrain's transformation
occurs slowly, creatures in the area can't
usually be trapped or injured by the ground's
movement. This spell can't manipulate natural
You create a wall of tough, pliable, tangled You and up to ten willing creatures you can see A storm cloud appears in the shape of a
brush bristling with needle-sharp thorns. The within range assume a gaseous form for the cylinder that is 10 feet tall with a 60-foot
wall appears within range on a solid surface duration, appearing as wisps of cloud. While radius, centered on a point you can see 100
and lasts for the duration. You choose to make in this cloud form, a creature has a flying feet directly above you. The spell fails if you
the wall up to 60 feet long, 10 feet high, and 5 speed of 300 feet and has resistance to damage can't see a point in the air where the storm
feet thick or a circle that has a 20-foot from nonmagical weapons. The only actions a cloud could appear (for example, if you are in a
diameter and is up to 20 feet high and 5 feet creature can take in this form are the Dash room that can't accommodate the cloud).
thick. The wall blocks line of sight. When the action or to revert to its normal form. When you cast the spell, choose a point you
wall appears, each creature within its area Reverting takes 1 minute, during which time a can see within range. A bolt of lightning
must make a Dexterity saving throw. On a creature is incapacitated and can't move. Until flashes down from the cloud to that point.
failed save, a creature takes 7d8 piercing the spell ends, a creature can revert to cloud Each creature within 5 feet of that point must
damage, or half as much damage on a form, which also requires the 1-minute make a Dexterity saving throw. A creature
successful save. A creature can move through transformation. If a creature is in cloud form takes 3d10 lightning damage on a failed save,
the wall, albeit slowly and painfully. For every and flying when the effect ends, the creature or half as much damage on a successful one.
1 foot a creature moves through the wall, it descends 60 feet per round for 1 minute until it On each of your turns until the spell ends, you
must spend 4 feet of movement. Furthermore, lands, which it does safely. If it can't land after can use your action to call down lightning in
the first time a creature enters the wall on a 1 minute, the creature falls the remaining this way again, targeting the same point or a
turn or ends its turn there, the creature must distance. different one. If you are outdoors in stormy
make a Dexterity saving throw. It takes 7d8 conditions when you cast this spell, the spell
You summon fey spirits that take the form of A 60-foot-radius sphere of light spreads out Choose one creature, object, or magical effect
beasts and appear in unoccupied spaces that from a point you choose within range. The within range. Any spell of 3rd level or lower
you can see within range. Choose one of the sphere is bright light and sheds dim light for on the target ends. For each spell of 4th level
following options for what appears: • One an additional 60 feet. If you chose a point on or higher on the target, make an ability check
beast of challenge rating 2 or lower • Two an object you are holding or one that isn't using your spellcasting ability. The DC equals
beasts of challenge rating 1 or lower • Four being worn or carried, the light shines from 10 + the spell's level. On a successful check, the
beasts of challenge rating 1/2 or lower • Eight the object and moves with it. Completely spell ends. At Higher Levels. When you cast
beasts of challenge rating 1/4 or lower Each covering the affected object with an opaque this spell using a spell slot of 4th level or
beast is also considered fey, and it disappears object, such as a bowl or a helm, blocks the higher, you automatically end the effects of a
when it drops to 0 hit points or when the spell light. If any of this spell's area overlaps with spell on the target if the spell's level is equal to
ends. The summoned creatures are friendly to an area of darkness created by a spell of 3rd or less than the level of the spell slot you used.
you and your companions. Roll initiative for level or lower, the spell that created the
the summoned creatures as a group, which darkness is dispelled.
has its own turns. They obey any verbal
commands that you issue to them (no action
required by you). If you don't issue any
commands to them, they defend themselves
from hostile creatures, but otherwise take no
actions. The GM has the creatures' statistics.
Page 6 (reverse)
A stroke of lightning forming a line 100 feet You step into a stone object or surface large This spell channels vitality into plants within
long and 5 feet wide blasts out from you in a enough to fully contain your body, melding a specific area. There are two possible uses for
direction you choose. Each creature in the line yourself and all the equipment you carry with the spell, granting either immediate or
must make a Dexterity saving throw. A the stone for the duration. Using your long-term benefits. If you cast this spell using
creature takes 8d6 lightning damage on a movement, you step into the stone at a point 1 action, choose a point within range. All
failed save, or half as much damage on a you can touch. Nothing of your presence normal plants in a 100-foot radius centered on
successful one. The lightning ignites remains visible or otherwise detectable by that point become thick and overgrown. A
flammable objects in the area that aren't being nonmagical senses. While merged with the creature moving through the area must spend
worn or carried. At Higher Levels. When you stone, you can't see what occurs outside it, and 4 feet of movement for every 1 foot it moves.
cast this spell using a spell slot of 4th level or any Wisdom (Perception) checks you make to You can exclude one or more areas of any size
higher, the damage increases by 1d6 for each hear sounds outside it are made with within the spell's area from being affected. If
slot level above 3rd. disadvantage. You remain aware of the you cast this spell over 8 hours, you enrich the
passage of time and can cast spells on yourself land. All plants in a half-mile radius centered
while merged in the stone. You can use your on a point within range become enriched for 1
movement to leave the stone where you year. The plants yield twice the normal
entered it, which ends the spell. You otherwise amount of food when harvested.
can't move. Minor physical damage to the
stone doesn't harm you, but its partial
destruction or a change in its shape (to the
For the duration, the willing creature you Until the spell ends, freezing rain and sleet fall You imbue plants within 30 feet of you with
touch has resistance to one damage type of in a 20-foot-tall cylinder with a 40-foot radius limited sentience and animation, giving them
your choice: acid, cold, fire, lightning, or centered on a point you choose within range. the ability to communicate with you and
thunder. The area is heavily obscured, and exposed follow your simple commands. You can
flames in the area are doused. The ground in question plants about events in the spell's area
the area is covered with slick ice, making it within the past day, gaining information
difficult terrain. When a creature enters the about creatures that have passed, weather,
spell's area for the first time on a turn or starts and other circumstances. You can also turn
its turn there, it must make a Dexterity saving difficult terrain caused by plant growth (such
throw. On a failed save, it falls prone. If a as thickets and undergrowth) into ordinary
creature is concentrating in the spell's area, terrain that lasts for the duration. Or you can
the creature must make a successful turn ordinary terrain where plants are present
Constitution saving throw against your spell into difficult terrain that lasts for the
save DC or lose concentration. duration, causing vines and branches to
hinder pursuers, for example. Plants might be
able to perform other tasks on your behalf, at
the GM's discretion. The spell doesn't enable
plants to uproot themselves and move about,
but they can freely move branches, tendrils,
This spell grants up to ten willing creatures This spell grants the ability to move across any A wall of strong wind rises from the ground at
you can see within range the ability to breathe liquid surface—such as water, acid, mud, a point you choose within range. You can
underwater until the spell ends. Affected snow, quicksand, or lava—as if it were make the wall up to 50 feet long, 15 feet high,
creatures also retain their normal mode of harmless solid ground (creatures crossing and 1 foot thick. You can shape the wall in any
respiration. molten lava can still take damage from the way you choose so long as it makes one
heat). Up to ten willing creatures you can see continuous path along the ground. The wall
within range gain this ability for the duration. lasts for the duration. When the wall appears,
If you target a creature submerged in a liquid, each creature within its area must make a
the spell carries the target to the surface of the Strength saving throw. A creature takes 3d8
liquid at a rate of 60 feet per round. bludgeoning damage on a failed save, or half
as much damage on a successful one. The
strong wind keeps fog, smoke, and other gases
at bay. Small or smaller flying creatures or
objects can't pass through the wall. Loose,
lightweight materials brought into the wall fly
upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall
are deflected upward and automatically miss.
(Boulders hurled by giants or siege engines,
Page 7 (reverse)
By means of this spell, you use an animal to You touch a willing creature. Until the spell You touch a willing creature to grant it the
deliver a message. Choose a Tiny beast you can ends, the target's skin has a rough, bark-like ability to see in the dark. For the duration, that
see within range, such as a squirrel, a blue jay, appearance, and the target's AC can't be less creature has darkvision out to a range of 60
or a bat. You specify a location, which you than 16, regardless of what kind of armor it is feet.
must have visited, and a recipient who wearing.
matches a general description, such as “a man
or woman dressed in the uniform of the town
guard” or “a red-haired dwarf wearing a
pointed hat.” You also speak a message of up
to twenty-five words. The target beast travels
for the duration of the spell toward the
specified location, covering about 50 miles per
24 hours for a flying messenger, or 25 miles
for other animals. When the messenger
arrives, it delivers your message to the
creature that you described, replicating the
sound of your voice. The messenger speaks
only to a creature matching the description
you gave. If the messenger doesn't reach its
You touch a creature and bestow upon it a You sense the presence of any trap within You evoke a fiery blade in your free hand. The
magical enhancement. Choose one of the range that is within line of sight. A trap, for blade is similar in size and shape to a scimitar,
following effects; the target gains that effect the purpose of this spell, includes anything and it lasts for the duration. If you let go of the
until the spell ends. Bear's Endurance. The that would inflict a sudden or unexpected blade, it disappears, but you can evoke the
target has advantage on Constitution checks. effect you consider harmful or undesirable, blade again as a bonus action. You can use
It also gains 2d6 temporary hit points, which which was specifically intended as such by its your action to make a melee spell attack with
are lost when the spell ends. Bull's Strength. creator. Thus, the spell would sense an area the fiery blade. On a hit, the target takes 3d6
The target has advantage on Strength checks, affected by the alarm spell, a glyph of fire damage. The flaming blade sheds bright
and his or her carrying capacity doubles. Cat's warding, or a mechanical pit trap, but it would light in a 10-foot radius and dim light for an
Grace. The target has advantage on Dexterity not reveal a natural weakness in the floor, an additional 10 feet. At Higher Levels. When you
checks. It also doesn't take damage from unstable ceiling, or a hidden sinkhole. This cast this spell using a spell slot of 4th level or
falling 20 feet or less if it isn't incapacitated. spell merely reveals that a trap is present. You higher, the damage increases by 1d6 for every
Eagle's Splendor. The target has advantage on don't learn the location of each trap, but you two slot levels above 2nd.
Charisma checks. Fox's Cunning. The target do learn the general nature of the danger
has advantage on Intelligence checks. Owl's posed by a trap you sense.
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each
A 5-foot-diameter sphere of fire appears in an A line of strong wind 60 feet long and 10 feet Choose a manufactured metal object, such as a
unoccupied space of your choice within range wide blasts from you in a direction you choose metal weapon or a suit of heavy or medium
and lasts for the duration. Any creature that for the spell's duration. Each creature that metal armor, that you can see within range.
ends its turn within 5 feet of the sphere must starts its turn in the line must succeed on a You cause the object to glow red-hot. Any
make a Dexterity saving throw. The creature Strength saving throw or be pushed 15 feet creature in physical contact with the object
takes 2d6 fire damage on a failed save, or half away from you in a direction following the takes 2d8 fire damage when you cast the spell.
as much damage on a successful one. As a line. Any creature in the line must spend 2 feet Until the spell ends, you can use a bonus
bonus action, you can move the sphere up to of movement for every 1 foot it moves when action on each of your subsequent turns to
30 feet. If you ram the sphere into a creature, moving closer to you. The gust disperses gas or cause this damage again. If a creature is
that creature must make the saving throw vapor, and it extinguishes candles, torches, holding or wearing the object and takes the
against the sphere's damage, and the sphere and similar unprotected flames in the area. It damage from it, the creature must succeed on
stops moving this turn. When you move the causes protected flames, such as those of a Constitution saving throw or drop the object
sphere, you can direct it over barriers up to 5 lanterns, to dance wildly and has a 50 percent if it can. If it doesn't drop the object, it has
feet tall and jump it across pits up to 10 feet chance to extinguish them. As a bonus action disadvantage on attack rolls and ability checks
wide. The sphere ignites flammable objects on each of your turns before the spell ends, until the start of your next turn. At Higher
not being worn or carried, and it sheds bright you can change the direction in which the line Levels. When you cast this spell using a spell
light in a 20-foot radius and dim light for an blasts from you. slot of 3rd level or higher, the damage
additional 20 feet. At Higher Levels. When you increases by 1d8 for each slot level above 2nd.
cast this spell using a spell slot of 3rd level or
Page 8 (reverse)
Choose a humanoid that you can see within You touch a creature and can end either one Describe or name a specific kind of beast or
range. The target must succeed on a Wisdom disease or one condition afflicting it. The plant. Concentrating on the voice of nature in
saving throw or be paralyzed for the duration. condition can be blinded, deafened, paralyzed, your surroundings, you learn the direction
At the end of each of its turns, the target can or poisoned. and distance to the closest creature or plant of
make another Wisdom saving throw. On a that kind within 5 miles, if any are present.
success, the spell ends on the target. At Higher
Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one
additional humanoid for each slot level above
2nd. The humanoids must be within 30 feet of
each other when you target them.
Describe or name an object that is familiar to A silvery beam of pale light shines down in a A veil of shadows and silence radiates from
you. You sense the direction to the object's 5-foot radius, 40-foot-high cylinder centered you, masking you and your companions from
location, as long as that object is within 1,000 on a point within range. Until the spell ends, detection. For the duration, each creature you
feet of you. If the object is in motion, you know dim light fills the cylinder. When a creature choose within 30 feet of you (including you)
the direction of its movement. The spell can enters the spell's area for the first time on a has a +10 bonus to Dexterity (Stealth) checks
locate a specific object known to you, as long turn or starts its turn there, it is engulfed in and can't be tracked except by magical means.
as you have seen it up close—within 30 ghostly flames that cause searing pain, and it A creature that receives this bonus leaves
feet—at least once. Alternatively, the spell can must make a Constitution saving throw. It behind no tracks or other traces of its passage.
locate the nearest object of a particular kind, takes 2d10 radiant damage on a failed save, or
such as a certain kind of apparel, jewelry, half as much damage on a successful one. A
furniture, tool, or weapon. This spell can't shapechanger makes its saving throw with
locate an object if any thickness of lead, even a disadvantage. If it fails, it also instantly
thin sheet, blocks a direct path between you reverts to its original form and can't assume a
and the object. different form until it leaves the spell's light.
On each of your turns after you cast this spell,
you can use an action to move the beam 60
feet in any direction. At Higher Levels. When
you cast this spell using a spell slot of 3rd level
or higher, the damage increases by 1d10 for
You touch a creature. If it is poisoned, you Until the spell ends, one willing creature you The ground in a 20-foot radius centered on a
neutralize the poison. If more than one poison touch gains the ability to move up, down, and point within range twists and sprouts hard
afflicts the target, you neutralize one poison across vertical surfaces and upside down along spikes and thorns. The area becomes difficult
that you know is present, or you neutralize ceilings, while leaving its hands free. The terrain for the duration. When a creature
one at random. For the duration, the target target also gains a climbing speed equal to its moves into or within the area, it takes 2d4
has advantage on saving throws against being walking speed. piercing damage for every 5 feet it travels. The
poisoned, and it has resistance to poison transformation of the ground is camouflaged
damage. to look natural. Any creature that can't see the
area at the time the spell is cast must make a
Wisdom (Perception) check against your spell
save DC to recognize the terrain as hazardous
before entering it.
Page 9 (reverse)
Moonbeam (reverse)
each slot level above 2nd.
Page 10
You touch a willing creature and bestow a You assume the form of a different creature A churning storm cloud forms, centered on a
limited ability to see into the immediate for the duration. The new form can be of any point you can see and spreading to a radius of
future. For the duration, the target can't be creature with a challenge rating equal to your 360 feet. Lightning flashes in the area, thunder
surprised and has advantage on attack rolls, level or lower. The creature can't be a booms, and strong winds roar. Each creature
ability checks, and saving throws. construct or an undead, and you must have under the cloud (no more than 5,000 feet
Additionally, other creatures have seen the sort of creature at least once. You beneath the cloud) when it appears must make
disadvantage on attack rolls against the target transform into an average example of that a Constitution saving throw. On a failed save,
for the duration. This spell immediately ends creature, one without any class levels or the a creature takes 2d6 thunder damage and
if you cast it again before its duration ends. Spellcasting trait. Your game statistics are becomes deafened for 5 minutes. Each round
replaced by the statistics of the chosen you maintain concentration on this spell, the
creature, though you retain your alignment storm produces additional effects on your
and Intelligence, Wisdom, and Charisma turn. Round 2. Acidic rain falls from the cloud.
scores. You also retain all of your skill and Each creature and object under the cloud takes
saving throw proficiencies, in addition to 1d6 acid damage. Round 3. You call six bolts of
gaining those of the creature. If the creature lightning from the cloud to strike six creatures
has the same proficiency as you and the bonus or objects of your choice beneath the cloud. A
listed in its statistics is higher than yours, use given creature or object can't be struck by
the creature's bonus in place of yours. You more than one bolt. A struck creature must
can't use any legendary actions or lair actions make a Dexterity saving throw. The creature
You touch a creature that has been dead for no A shimmering barrier extends out from you in After spending the casting time tracing
longer than 200 years and that died for any a 10-foot radius and moves with you, magical pathways within a precious
reason except old age. If the creature's soul is remaining centered on you and hedging out gemstone, you touch a Huge or smaller beast
free and willing, the creature is restored to life creatures other than undead and constructs. or plant. The target must have either no
with all its hit points. This spell closes all The barrier lasts for the duration. The barrier Intelligence score or an Intelligence of 3 or
wounds, neutralizes any poison, cures all prevents an affected creature from passing or less. The target gains an Intelligence of 10. The
diseases, and lifts any curses affecting the reaching through. An affected creature can target also gains the ability to speak one
creature when it died. The spell replaces cast spells or make attacks with ranged or language you know. If the target is a plant, it
damaged or missing organs and limbs. The reach weapons through the barrier. If you gains the ability to move its limbs, roots,
spell can even provide a new body if the move so that an affected creature is forced to vines, creepers, and so forth, and it gains
original no longer exists, in which case you pass through the barrier, the spell ends. senses similar to a human's. Your GM chooses
must speak the creature's name. The creature statistics appropriate for the awakened plant,
then appears in an unoccupied space you such as the statistics for the awakened shrub
choose within 10 feet of you. or the awakened tree. The awakened beast or
plant is charmed by you for 30 days or until
you or your companions do anything harmful
to it. When the charmed condition ends, the
awakened creature chooses whether to remain
friendly to you, based on how you treated it
You briefly become one with nature and gain You call forth an elemental servant. Choose an Your touch inflicts disease. Make a melee spell
knowledge of the surrounding territory. In the area of air, earth, fire, or water that fills a attack against a creature within your reach.
outdoors, the spell gives you knowledge of the 10-foot cube within range. An elemental of On a hit, you afflict the creature with a disease
land within 3 miles of you. In caves and other challenge rating 5 or lower appropriate to the of your choice from any of the ones described
natural underground settings, the radius is area you chose appears in an unoccupied below. At the end of each of the target's turns,
limited to 300 feet. The spell doesn't function space within 10 feet of it. For example, a fire it must make a Constitution saving throw.
where nature has been replaced by elemental emerges from a bonfire, and an After failing three of these saving throws, the
construction, such as in dungeons and towns. earth elemental rises up from the ground. The disease's effects last for the duration, and the
You instantly gain knowledge of up to three elemental disappears when it drops to 0 hit creature stops making these saves. After
facts of your choice about any of the following points or when the spell ends. The elemental is succeeding on three of these saving throws,
subjects as they relate to the area: • terrain and friendly to you and your companions for the the creature recovers from the disease, and the
bodies of water • prevalent plants, minerals, duration. Roll initiative for the elemental, spell ends. Since this spell induces a natural
animals, or peoples • powerful celestials, fey, which has its own turns. It obeys any verbal disease in its target, any effect that removes a
fiends, elementals, or undead • influence from commands that you issue to it (no action disease or otherwise ameliorates a disease's
other planes of existence • buildings For required by you). If you don't issue any effects apply to it. Blinding Sickness. Pain
example, you could determine the location of commands to the elemental, it defends itself grips the creature's mind, and its eyes turn
powerful undead in the area, the location of from hostile creatures but otherwise takes no milky white. The creature has disadvantage on
major sources of safe drinking water, and the actions. If your concentration is broken, the Wisdom checks and Wisdom saving throws
location of any nearby towns. elemental doesn't disappear. Instead, you lose and is blinded. Filth Fever. A raging fever
Page 10 (reverse)
Awaken (reverse)
while it was charmed.
You place a magical command on a creature You imbue a creature you touch with positive Swarming, biting locusts fill a 20-foot-radius
that you can see within range, forcing it to energy to undo a debilitating effect. You can sphere centered on a point you choose within
carry out some service or refrain from some reduce the target's exhaustion level by one, or range. The sphere spreads around corners. The
action or course of activity as you decide. If the end one of the following effects on the target: • sphere remains for the duration, and its area is
creature can understand you, it must succeed One effect that charmed or petrified the target lightly obscured. The sphere's area is difficult
on a Wisdom saving throw or become • One curse, including the target's attunement terrain. When the area appears, each creature
charmed by you for the duration. While the to a cursed magic item • Any reduction to one in it must make a Constitution saving throw. A
creature is charmed by you, it takes 5d10 of the target's ability scores • One effect creature takes 4d10 piercing damage on a
psychic damage each time it acts in a manner reducing the target's hit point maximum failed save, or half as much damage on a
directly counter to your instructions, but no successful one. A creature must also make this
more than once each day. A creature that can't saving throw when it enters the spell's area for
understand you is unaffected by the spell. You the first time on a turn or ends its turn there.
can issue any command you choose, short of At Higher Levels. When you cast this spell
an activity that would result in certain death. using a spell slot of 6th level or higher, the
Should you issue a suicidal command, the damage increases by 1d10 for each slot level
spell ends. You can end the spell early by using above 5th.
an action to dismiss it. A remove curse, greater
restoration, or wish spell also ends it. At
Higher Levels. When you cast this spell using a
A wave of healing energy washes out from a A passage appears at a point of your choice With this spell, you attempt to bind a celestial,
point of your choice within range. Choose up that you can see on a wooden, plaster, or stone an elemental, a fey, or a fiend to your service.
to six creatures in a 30-foot-radius sphere surface (such as a wall, a ceiling, or a floor) The creature must be within range for the
centered on that point. Each target regains hit within range, and lasts for the duration. You entire casting of the spell. (Typically, the
points equal to 3d8 + your spellcasting ability choose the opening's dimensions: up to 5 feet creature is first summoned into the center of
modifier. This spell has no effect on undead or wide, 8 feet tall, and 20 feet deep. The passage an inverted magic circle in order to keep it
constructs. At Higher Levels. When you cast creates no instability in a structure trapped while this spell is cast.) At the
this spell using a spell slot of 6th level or surrounding it. When the opening disappears, completion of the casting, the target must
higher, the healing increases by 1d8 for each any creatures or objects still in the passage make a Charisma saving throw. On a failed
slot level above 5th. created by the spell are safely ejected to an save, it is bound to serve you for the duration.
unoccupied space nearest to the surface on If the creature was summoned or created by
which you cast the spell. another spell, that spell's duration is extended
to match the duration of this spell. A bound
creature must follow your instructions to the
best of its ability. You might command the
creature to accompany you on an adventure,
to guard a location, or to deliver a message.
The creature obeys the letter of your
instructions, but if the creature is hostile to
You touch a dead humanoid or a piece of a You can see and hear a particular creature you You gain the ability to enter a tree and move
dead humanoid. Provided that the creature choose that is on the same plane of existence from inside it to inside another tree of the
has been dead no longer than 10 days, the spell as you. The target must make a Wisdom same kind within 500 feet. Both trees must be
forms a new adult body for it and then calls saving throw, which is modified by how well living and at least the same size as you. You
the soul to enter that body. If the target's soul you know the target and the sort of physical must use 5 feet of movement to enter a tree.
isn't free or willing to do so, the spell fails. The connection you have to it. If a target knows You instantly know the location of all other
magic fashions a new body for the creature to you're casting this spell, it can fail the saving trees of the same kind within 500 feet and, as
inhabit, which likely causes the creature's race throw voluntarily if it wants to be observed. part of the move used to enter the tree, can
to change. The GM rolls a d100 and consults Knowledge Save Modifier Secondhand (you either pass into one of those trees or step out
the following table to determine what form have heard of the target) +5 Firsthand (you of the tree you're in. You appear in a spot of
the creature takes when restored to life, or the have met the target) +0 Familiar (you know your choice within 5 feet of the destination
GM chooses a form. d100 Race 01–04 the target well) -5 Connection Save Modifier tree, using another 5 feet of movement. If you
Dragonborn 05–13 Dwarf, hill 14–21 Dwarf, Likeness or picture -2 Possession or garment have no movement left, you appear within 5
mountain 22–25 Elf, dark 26–34 Elf, high -4 Body part, lock of hair, bit of nail, or the feet of the tree you entered. You can use this
35–42 Elf, wood 43–46 Gnome, forest 47–52 like -10 On a successful save, the target isn't transportation ability once per round for the
Gnome, rock 53–56 Half-elf 57–60 Half-orc affected, and you can't use this spell against it duration. You must end each turn outside a
61–68 Halfling, lightfoot 69–76 Halfling, stout again for 24 hours. On a failed save, the spell tree.
77–96 Human 97–00 Tiefling The reincarnated creates an invisible sensor within 10 feet of the
creature recalls its former life and target. You can see and hear through the
Page 11 (reverse)
Geas (reverse)
spell slot of 7th or 8th level, the duration is 1
year. When you cast this spell using a spell slot
of 9th level, the spell lasts until it is ended by
one of the spells mentioned above.
A nonmagical wall of solid stone springs into Your magic turns others into beasts. Choose This spell attracts or repels creatures of your
existence at a point you choose within range. any number of willing creatures that you can choice. You target something within range,
The wall is 6 inches thick and is composed of see within range. You transform each target either a Huge or smaller object or creature or
ten 10-foot by 10-foot panels. Each panel must into the form of a Large or smaller beast with a an area that is no larger than a 200-foot cube.
be contiguous with at least one other panel. challenge rating of 4 or lower. On subsequent Then specify a kind of intelligent creature,
Alternatively, you can create 10-foot by turns, you can use your action to transform such as red dragons, goblins, or vampires. You
20-foot panels that are only 3 inches thick. If affected creatures into new forms. The invest the target with an aura that either
the wall cuts through a creature's space when transformation lasts for the duration for each attracts or repels the specified creatures for
it appears, the creature is pushed to one side of target, or until the target drops to 0 hit points the duration. Choose antipathy or sympathy
the wall (your choice). If a creature would be or dies. You can choose a different form for as the aura's effect. Antipathy. The
surrounded on all sides by the wall (or the wall each target. A target's game statistics are enchantment causes creatures of the kind you
and another solid surface), that creature can replaced by the statistics of the chosen beast, designated to feel an intense urge to leave the
make a Dexterity saving throw. On a success, though the target retains its alignment and area and avoid the target. When such a
it can use its reaction to move up to its speed Intelligence, Wisdom, and Charisma scores. creature can see the target or comes within 60
so that it is no longer enclosed by the wall. The The target assumes the hit points of its new feet of it, the creature must succeed on a
wall can have any shape you desire, though it form, and when it reverts to its normal form, Wisdom saving throw or become frightened.
can't occupy the same space as a creature or it returns to the number of hit points it had The creature remains frightened while it can
object. The wall doesn't need to be vertical or before it transformed. If it reverts as a result of see the target or is within 60 feet of it. While
rest on any firm foundation. It must, however, dropping to 0 hit points, any excess damage frightened by the target, the creature must use
You take control of the weather within 5 miles You create a seismic disturbance at a point on You blast the mind of a creature that you can
of you for the duration. You must be outdoors the ground that you can see within range. For see within range, attempting to shatter its
to cast this spell. Moving to a place where you the duration, an intense tremor rips through intellect and personality. The target takes 4d6
don't have a clear path to the sky ends the the ground in a 100-foot-radius circle psychic damage and must make an
spell early. When you cast the spell, you centered on that point and shakes creatures Intelligence saving throw. On a failed save, the
change the current weather conditions, which and structures in contact with the ground in creature's Intelligence and Charisma scores
are determined by the GM based on the that area. The ground in the area becomes become 1. The creature can't cast spells,
climate and season. You can change difficult terrain. Each creature on the ground activate magic items, understand language, or
precipitation, temperature, and wind. It takes that is concentrating must make a communicate in any intelligible way. The
1d4 × 10 minutes for the new conditions to Constitution saving throw. On a failed save, creature can, however, identify its friends,
take effect. Once they do so, you can change the creature's concentration is broken. When follow them, and even protect them. At the
the conditions again. When the spell ends, the you cast this spell and at the end of each turn end of every 30 days, the creature can repeat
weather gradually returns to normal. When you spend concentrating on it, each creature its saving throw against this spell. If it
you change the weather conditions, find a on the ground in the area must make a succeeds on its saving throw, the spell ends.
current condition on the following tables and Dexterity saving throw. On a failed save, the The spell can also be ended by greater
change its stage by one, up or down. When creature is knocked prone. This spell can have restoration, heal, or wish.
changing the wind, you can change its additional effects depending on the terrain in
direction. Precipitation Stage Condition 1 the area, as determined by the GM. Fissures.
Clear 2 Light clouds 3 Overcast or ground fog Fissures open throughout the spell's area at
Sunburst
Druid Level 8 Evocation DC 16 Spell Mod +8
1 Act. 150 ft V,S,M Inst
Fire and a piece of sunstone