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Wizard/Chronomancer(20) Sage Lun.

Mun
CLASS & LEVEL BACKGROUND PLAYER NAME
Zylyra Trania
Elf Neutral 140000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I am horribly, horribly awkward in social
13 +8 30 situations.

8 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I'm convinced that people are always trying to
steal my secrets.

-1 PERSONALITY TRAITS

Hit Point Maximum 120


-1 Strength
DEXTERITY Knowledge. The path to power and

16
+3 Dexterity
0 Constitution
120 self-improvement is through knowledge.
(Neutral)
CURRENT HIT POINTS IDEALS
+11 Intelligence

+3 +10 Wisdom
I sold my soul for knowledge. I hope to do
-1 Charisma great deeds and win it back.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
10
+3 Acrobatics (Dex)
Total 20d6 SUCCESSES Most people scream and run when they see a
0 +4 Animal Handling (Wis) FAILURES
demon. I stop and take notes on its anatomy.


+11 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1 Athletics (Str)

20 -1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

+11 History (Int) Alert Feat. +5 initiative; can't be surprised;
Dagger +9 1d4 + 3 piercing
creatures don't gain advantage on attacks
+5
+10 Insight (Wis)
against you for being hidden (see PHB
-1 Intimidation (Cha) Staff 165).
WISDOM
+11 Investigation (Int)
Arcane Recovery. When you finish a short
+4 Medicine (Wis)
18 +5 Nature (Int)
rest, regain spell slots totalling no more
than 10, and each must be 5th level or

+10 Perception (Wis) lower. (use once/day, see PHB 115).
+4
-1 Performance (Cha) Keen Mind Feat. Increase INT by 1;
CHARISMA -1 Persuasion (Cha) always know which direction is north;
+5 Religion (Int)
know hours before sunset or sunrise;
8 +3 Sleight of Hand (Dex)
recall anything heard or seen within a
month (see PHB 167).
+3 Stealth (Dex)
-1 +4 Survival (Wis)
Observant Feat. Increase INT or WIS by
1; read lips; +5 bonus to passive
SKILLS ATTACKS & SPELLCASTING Perception and passive Investigation (see
PHB 168).

25 PASSIVE WISDOM (PERCEPTION) Researcher. If you don't know a piece of


CP Pouch (1); Staff (1); info you often know where to find it (see
Clothes, common (1); PHB 139).
SP Knife, Small (1);
Weapon Proficiencies: Signature Spells. Your signature spells are
Book (1); Letter with Lightning Bolt and Haste, you always have
Crossbow, light; Dagger; Dart; EP
question from dead them prepared and can cast them once
Quarterstaff; Sling without expending a slot (see PHB 115).
colleague (1); Ink pen
GP 2000 (1); Bag of Sand (1); Spell Mastery. Cast Mirror Image and
Language Proficiencies: Magic Missile at lowest level without
Quill (1); Parchment
Celestial; Common; Elvish; PP expending a slot if you have them
(10); Backpack (1); prepared (see PHB 115).
Primordial
Spellbook (1); Ink (1)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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144 years 5'10" 164 Lbs.
AGE HEIGHT WEIGHT
Zylyra Trania
Black Pale Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Temporal Savant: Time spent copying a spell is halved.

Chronostutter: You can send your spells a short distance into the future. When you cast a spell, you can cause the effect to
delay until an initiative count of your choice, or up to 6 seconds when out of combat. The effect originates from the place
you were
standing when you cast it.

Timeline Convergence: Beginning at 6th level, you can pull knowledge from versions of yourself in alternate realities, each
from a spell list other than wizard. You always have these spells prepared on an alternate spell list. When you cast a spell
from your alternate list, you can't do so until after a short rest. You can add an additional spell to the alt spell list at 9th,
12th, and 15th level.

Impose Continuity: Starting at 10th level, when you cast a spell with a duration of a minute or longer, you can double its
duration, to a maximum duration of 24 hours. If you lost concentration on that spell, you can use your reaction to maintain it.
Affected creatures may repeat their saving throw at that time. Once you use it, you can't use it again until after a long rest.

Causal Paradox: Beginning at 14th level, you can cast your spells backwards in time. At any time, you can choose a spell of
5th level or lower and a casting time of 1 action or bonus action from your spellbook or alternate spell list. The effects of the
spell instantly occur, with no action required.

Once you use this feature, you enter causal debt and cannot cast spells as normal until you have sent the chosen spell
backwards in time. Since its effects have already occurred, it has no effect at the time of testing.

If you use this feature while in causal debt, make an intelligence saving throw with a DC of 10 + the chosen spell's level, +
the total level of all other spells you are indebted for. If you fail, the effect fails to occur, you are stunned for one round, and
can't use this feature until you pay off your debt.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 19 +11
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 2
Dancing Lights Blink Disintegrate

Fire Bolt Clairvoyance Eyebite

Mage Hand Dispel Magic Globe of Invulnerability

Prestidigitation Feign Death Investiture of Wind

Ray of Frost Fly Magic Jar

Haste Mass Suggestion

Hypnotic Pattern Sunbeam

Lightning Bolt True Seeing

Phantom Steed
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Remove Curse

1 4 Sleet Storm
7 2
EPAR
SPELL NAME Delayed Blast Fireball
ED
PR

Chromatic Orb Forcecage

Comprehend Languages
4 3 Plane Shift

Fog Cloud Prismatic Spray

Grease Arcane Eye Reverse Gravity


SPELLS KNOWN

Identify Banishment Teleport

Magic Missile Dimension Door

Puppet Greater Invisibility

Tens.'s Floating Disk Polymorph

Thunderwave

Witch Bolt
8 1
Abi-Dalzim's Horrid Wilting

Demiplane

2 3 Power Word Stun

Sunburst

Blindness/Deafness

Detect Thoughts

Mirror Image
5 3
Phantasmal Force

Shatter Animate Objects


9 1
Suggestion Cone of Cold

Web Contact Other Plane Astral Projection

Dream Foresight

Modify Memory Shapechange

Scrying Time Stop

Wish

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Page 1

Level-8 necromancy Level-5 transmutation Level-4 divination


Abi-Dalzim's Horrid Wilting Animate Objects Arcane Eye
1 act. 150 ft V,S,M Inst 1 act. 120 ft V,S Conc, 1 min 1 act. 30 ft V,S,M Conc, 1 hr
Creates within a 30 ft cube must make CON Objects come to life at your command. You create an invisible, magical eye within
save or take 10d8 necrotic damage, half on Choose up to ten nonmagical objects within range that hovers in the air for the duration.
successful save. Water elementals and plants range that are not being worn or carried. You mentally receive visual information from
have disadvantage on the save. (see EE 15 Medium targets count as two objects, Large the eye, which has normal vision and
for more details) targets count as four objects, Huge targets darkvision out to 30 feet. The eye can look in
count as eight objects. You can't animate any every direction. As an action, you can move
object larger than Huge. Each target the eye up to 30 feet in any direction. There is
animates and becomes a creature under your no limit to how far away from you the eye can
control until the spell ends or until reduced to move, but it can't enter another plane of
0 hit points. As a bonus action, you can existence. A solid barrier blocks the eye's
mentally command any creature you made movement, but the eye can pass through an
with this spell if the creature is within 500 feet opening as small as 1 inch in diameter.
of you (if you control multiple creatures, you
can command any or all of them at the same
time, issuing the same command to each
one). You decide what action the creature will
take and where it will move during its next
turn, or you can issue a general command,
such as to guard a particular chamber or
corridor. If you issue no commands, the
creature only defends itself against hostile
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-9 necromancy Level-4 abjuration Level-2 necromancy


Astral Projection Banishment Blindness/Deafness
1 hr 10 ft V,S,M Special 1 act. 60 ft V,S,M Conc, 1 min 1 act. 30 ft V 1 min
You and up to eight willing creatures within You attempt to send one creature that you You can blind or deafen a foe. Choose one
range project your astral bodies into the can see within range to another plane of creature that you can see within range to
Astral Plane (the spell fails and the casting is existence. The target must succeed on a make a Constitution saving throw. If it fails,
wasted if you are already on that plane). The Charisma saving throw or be banished. If the the target is either blinded or deafened (your
material body you leave behind is target is native to the plane of existence choice) for the duration. At the end of each of
unconscious and in a state of suspended you're on, you banish the target to a harmless its turns, the target can make a Constitution
animation; it doesn't need food or air and demiplane. While there, the target is saving throw. On a success, the spell ends.
doesn't age. Your astral body resembles your incapacitated. The target remains there until At Higher Levels. When you cast this spell
mortal form in almost every way, replicating the spell ends, at which point the target using a spell slot of 3rd level or higher, you
your game statistics and possessions. The reappears in the space it left or in the nearest can target one additional creature for each
principal difference is the addition of a silvery unoccupied space if that space is occupied. If slot level above 2nd.
cord that extends from between your the target is native to a different plane of
shoulder blades and trails behind you, fading existence than the one you're on, the target is
to invisibility after 1 foot. This cord is your banished with a faint popping noise, returning
tether to your material body. As long as the to its home plane. If the spell ends before 1
tether remains intact, you can find your way minute has passed, the target reappears in
home. If the cord is cutsomething that can the space it left or in the nearest unoccupied
happen only when an effect specifically states space if that space is occupied. Otherwise,
that it doesyour soul and body are the target doesn't return. At Higher Levels.
separated, killing you instantly. Your astral When you cast this spell using a spell slot of
form can freely travel through the Astral 5th level or higher, you can target one
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-3 transmutation Level-1 evocation Level-3 divination


Blink Chromatic Orb Clairvoyance
1 act. Self V,S 1 min 1 act. 90 ft V,S,M Inst 10 mins 1 mile V,S,M Conc, 10 mins
Roll a d20 at the end of each of your turns for Ranged spell attack with an orb, causing 3d8 You create an invisible sensor within range in
the duration of the spell. On a roll of 11 or of your choice of acid, cold, fire, lighting, a location familiar to you (a place you have
higher, you vanish from your current plane of poison, or thunder damage on successful hit. visited or seen before) or in an obvious
existence and appear in the Ethereal Plane (see PHB 221 for more details) location that is unfamiliar to you (such as
(the spell fails and the casting is wasted if you behind a door, around a corner, or in a grove
were already on that plane). At the start of of trees). The sensor remains in place for the
your next turn, and when the spell ends if you duration, and it can't be attacked or otherwise
are on the Ethereal Plane, you return to an interacted with. When you cast the spell, you
unoccupied space of your choice that you can choose seeing or hearing. You can use the
see within 10 feet of the space you vanished chosen sense through the sensor as if you
from. If no unoccupied space is available were in its space. As your action, you can
within that range, you appear in the nearest switch between seeing and hearing. A
unoccupied space (chosen at random if more creature that can see the sensor (such as a
than one space is equally near). You can creature benefiting from see invisibility or
dismiss this spell as an action. While on the truesight) sees a luminous, intangible orb
Ethereal Plane, you can see and hear the about the size of your fist.
plane you originated from, which is cast in
shades of gray, and you can't see anything
there more than 60 feet away. You can only
affect and be affected by other creatures on
the Ethereal Plane. Creatures that aren't
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11
Page 1 (reverse)

Animate Objects (reverse)


creatures. Once given an order, the creature
continues to follow it until its task is complete.
Animated Object Statistics Size HP AC Attack
Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage
4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6
14 Medium 40 13 +5 to hit, 2d6 + 1 damage
10 12 Large 50 10 +6 to hit, 2d10 + 2
damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4
damage 18 6 An animated object is a
construct with AC, hit points, attacks,
Strength, and Dexterity determined by its
size. Its Constitution is 10 and its Intelligence
and Wisdom are 3, and its Charisma is 1. Its
speed is 30 feet; if the object lacks legs or
other appendages it can use for locomotion, it
instead has a flying speed of 30 feet and can
hover. If the object is securely attached to a
surface or a larger object, such as a chain
bolted to a wall, its speed is 0. It has
blindsight with a radius of 30 feet and is blind
beyond that distance. When the animated
object drops to 0 hit points, it reverts to its
original object form, and any remaining
damage carries over to its original object
form. If you command an object to attack, it
can make a single melee attack against a

Banishment (reverse) Astral Projection (reverse)


additional creature for each slot level above Plane and can pass through portals there
4th. leading to any other plane. If you enter a new
plane or return to the plane you were on
when casting this spell, your body and
possessions are transported along the silver
cord, allowing you to re-enter your body as
you enter the new plane. Your astral form is a
separate incarnation. Any damage or other
effects that apply to it have no effect on your
physical body, nor do they persist when you
return to it. The spell ends for you and your
companions when you use your action to
dismiss it. When the spell ends, the affected
creature returns to its physical body, and it
awakens. The spell might also end early for
you or one of your companions. A successful
dispel magic spell used against an astral or
physical body ends the spell for that creature.
If a creature's original body or its astral form
drops to 0 hit points, the spell ends for that
creature. If the spell ends and the silver cord
is intact, the cord pulls the creature's astral
form back to its body, ending its state of
suspended animation. If you are returned to
your body prematurely, your companions
remain in their astral forms and must find their

Blink (reverse)
there can't perceive you or interact with you,
unless they have the ability to do so.
Page 2

Level-1 divination Level-5 evocation Level-5 divination


Comprehend Languages Cone of Cold Contact Other Plane
1 act. Self V,S,M 1 hr 1 act. Self V,S,M Inst 1 min Self V 1 min
For the duration, you understand the literal A blast of cold air erupts from your hands. You mentally contact a demigod, the spirit of
meaning of any spoken language that you Each creature in a 60-foot cone must make a a longdead sage, or some other mysterious
hear. You also understand any written Constitution saving throw. A creature takes entity from another plane. Contacting this
language that you see, but you must be 8d8 cold damage on a failed save, or half as extraplanar intelligence can strain or even
touching the surface on which the words are much damage on a successful one. A break your mind. When you cast this spell,
written. It takes about 1 minute to read one creature killed by this spell becomes a frozen make a DC 15 Intelligence saving throw. On
page of text. This spell doesn't decode secret statue until it thaws. At Higher Levels. When a failure, you take 6d6 psychic damage and
messages in a text or a glyph, such as an you cast this spell using a spell slot of 6th are insane until you finish a long rest. While
arcane sigil, that isn't part of a written level or higher, the damage increases by 1d8 insane, you can't take actions, can't
language. for each slot level above 5th. understand what other creatures say, can't
read, and speak only in gibberish. A greater
restoration spell cast on you ends this effect.
On a successful save, you can ask the entity
up to five questions. You must ask your
questions before the spell ends. The GM
answers each question with one word, such
as yes, no, maybe, never, irrelevant,
or unclear (if the entity doesn't know the
answer to the question). If a one-word answer
would be misleading, the GM might instead
offer a short phrase as an answer.
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Evocation cantrip Level-7 evocation Level-8 conjuration


Dancing Lights Delayed Blast Fireball Demiplane
1 act. 120 ft V,S,M Conc, 1 min 1 act. 150 ft V,S,M Conc, 1 min 1 act. 60 ft S 1 hr
You create up to four torch-sized lights within A beam of yellow light flashes from your You create a shadowy door on a flat solid
range, making them appear as torches, pointing finger, then condenses to linger at a surface that you can see within range. The
lanterns, or glowing orbs that hover in the air chosen point within range as a glowing bead door is large enough to allow Medium
for the duration. You can also combine the for the duration. When the spell ends, either creatures to pass through unhindered. When
four lights into one glowing vaguely humanoid because your concentration is broken or opened, the door leads to a demiplane that
form of Medium size. Whichever form you because you decide to end it, the bead appears to be an empty room 30 feet in each
choose, each light sheds dim light in a 10-foot blossoms with a low roar into an explosion of dimension, made of wood or stone. When the
radius. As a bonus action on your turn, you flame that spreads around corners. Each spell ends, the door disappears, and any
can move the lights up to 60 feet to a new creature in a 20-foot-radius sphere centered creatures or objects inside the demiplane
spot within range. A light must be within 20 on that point must make a Dexterity saving remain trapped there, as the door also
feet of another light created by this spell, and throw. A creature takes fire damage equal to disappears from the other side. Each time
a light winks out if it exceeds the spell's the total accumulated damage on a failed you cast this spell, you can create a new
range. save, or half as much damage on a demiplane, or have the shadowy door
successful one. The spell's base damage is connect to a demiplane you created with a
12d6. If at the end of your turn the bead has previous casting of this spell. Additionally, if
not yet detonated, the damage increases by you know the nature and contents of a
1d6. If the glowing bead is touched before the demiplane created by a casting of this spell
interval has expired, the creature touching it by another creature, you can have the
must make a Dexterity saving throw. On a shadowy door connect to its demiplane
failed save, the spell ends immediately, instead.
causing the bead to erupt in flame. On a
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-2 divination Level-4 conjuration Level-6 transmutation


Detect Thoughts Dimension Door Disintegrate
1 act. Self V,S,M Conc, 1 min 1 act. 500 ft V Inst 1 act. 60 ft V,S,M Inst
For the duration, you can read the thoughts of You teleport yourself from your current A thin green ray springs from your pointing
certain creatures. When you cast the spell location to any other spot within range. You finger to a target that you can see within
and as your action on each turn until the spell arrive at exactly the spot desired. It can be a range. The target can be a creature, an
ends, you can focus your mind on any one place you can see, one you can visualize, or object, or a creation of magical force, such as
creature that you can see within 30 feet of one you can describe by stating distance and the wall created by wall of force. A creature
you. If the creature you choose has an direction, such as 200 feet straight targeted by this spell must make a Dexterity
Intelligence of 3 or lower or doesn't speak any downward or upward to the northwest at a saving throw. On a failed save, the target
language, the creature is unaffected. You 45- degree angle, 300 feet. You can bring takes 10d6 + 40 force damage. If this
initially learn the surface thoughts of the along objects as long as their weight doesn't damage reduces the target to 0 hit points, it is
creaturewhat is most on its mind in that exceed what you can carry. You can also disintegrated. A disintegrated creature and
moment. As an action, you can either shift bring one willing creature of your size or everything it is wearing and carrying, except
your attention to another creature's thoughts smaller who is carrying gear up to its carrying magic items, are reduced to a pile of fine gray
or attempt to probe deeper into the same capacity. The creature must be within 5 feet dust. The creature can be restored to life only
creature's mind. If you probe deeper, the of you when you cast this spell. If you would by means of a true resurrection or a wish
target must make a Wisdom saving throw. If it arrive in a place already occupied by an spell. This spell automatically disintegrates a
fails, you gain insight into its reasoning (if object or a creature, you and any creature Large or smaller nonmagical object or a
any), its emotional state, and something that traveling with you each take 4d6 force creation of magical force. If the target is a
looms large in its mind (such as something it damage, and the spell fails to teleport you. Huge or larger object or creation of force, this
worries over, loves, or hates). If it succeeds, spell disintegrates a 10-footcube portion of it.
the spell ends. Either way, the target knows A magic item is unaffected by this spell. At
that you are probing into its mind, and unless Higher Levels. When you cast this spell using
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11
Page 2 (reverse)

Delayed Blast Fireball (reverse)


successful save, the creature can throw the
bead up to 40 feet. When it strikes a creature
or a solid object, the spell ends, and the bead
explodes. The fire damages objects in the
area and ignites flammable objects that aren't
being worn or carried. At Higher Levels.
When you cast this spell using a spell slot of
8th level or higher, the base damage
increases by 1d6 for each slot level above
7th.

Disintegrate (reverse) Detect Thoughts (reverse)


a spell slot of 7th level or higher, the damage you shift your attention to another creature's
increases by 3d6 for each slot level above thoughts, the creature can use its action on
6th. its turn to make an Intelligence check
contested by your Intelligence check; if it
succeeds, the spell ends. Questions verbally
directed at the target creature naturally shape
the course of its thoughts, so this spell is
particularly effective as part of an
interrogation. You can also use this spell to
detect the presence of thinking creatures you
can't see. When you cast the spell or as your
action during the duration, you can search for
thoughts within 30 feet of you. The spell can
penetrate barriers, but 2 feet of rock, 2 inches
of any metal other than lead, or a thin sheet
of lead blocks you. You can't detect a
creature with an Intelligence of 3 or lower or
one that doesn't speak any language. Once
you detect the presence of a creature in this
way, you can read its thoughts for the rest of
the duration as described above, even if you
can't see it, but it must still be within range.
Page 3

Level-3 abjuration Level-5 illusion Level-6 necromancy


Dispel Magic Dream Eyebite
1 act. 120 ft V,S Inst 1 min Special V,S,M 8 hrs 1 act. Self V,S Conc, 1 min
Choose one creature, object, or magical This spell shapes a creature's dreams. For the spell's duration, your eyes become an
effect within range. Any spell of 3rd level or Choose a creature known to you as the target inky void imbued with dread power. One
lower on the target ends. For each spell of of this spell. The target must be on the same creature of your choice within 60 feet of you
4th level or higher on the target, make an plane of existence as you. Creatures that that you can see must succeed on a Wisdom
ability check using your spellcasting ability. don't sleep, such as elves, can't be contacted saving throw or be affected by one of the
The DC equals 10 + the spell's level. On a by this spell. You, or a willing creature you following effects of your choice for the
successful check, the spell ends. At Higher touch, enters a trance state, acting as a duration. On each of your turns until the spell
Levels. When you cast this spell using a spell messenger. While in the trance, the ends, you can use your action to target
slot of 4th level or higher, you automatically messenger is aware of his or her another creature but can't target a creature
end the effects of a spell on the target if the surroundings, but can't take actions or move. again if it has succeeded on a saving throw
spell's level is equal to or less than the level If the target is asleep, the messenger against this casting of eyebite. Asleep. The
of the spell slot you used. appears in the target's dreams and can target falls unconscious. It wakes up if it takes
converse with the target as long as it remains any damage or if another creature uses its
asleep, through the duration of the spell. The action to shake the sleeper awake. Panicked.
messenger can also shape the environment The target is frightened of you. On each of its
of the dream, creating landscapes, objects, turns, the frightened creature must take the
and other images. The messenger can Dash action and move away from you by the
emerge from the trance at any time, ending safest and shortest available route, unless
the effect of the spell early. The target recalls there is nowhere to move. If the target moves
the dream perfectly upon waking. If the target to a place at least 60 feet away from you
is awake when you cast the spell, the where it can no longer see you, this effect
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-3 necromancy Evocation cantrip Level-3 transmutation


Feign Death Fire Bolt Fly
1 act. Touch V,S,M 1 hr 1 act. 120 ft V,S Inst 1 act. Touch V,S,M Conc, 10 mins
Put a willing creature into a state You hurl a mote of fire at a creature or object You touch a willing creature. The target gains
indistinguishable from death, during which it within range. Make a ranged spell attack a flying speed of 60 feet for the duration.
has resistance to all damage except psychic, against the target. On a hit, the target takes When the spell ends, the target falls if it is still
and poison and disease don't affect it until the 1d10 fire damage. A flammable object hit by aloft, unless it can stop the fall. At Higher
spell ends. You can use an action to touch this spell ignites if it isnt being worn or Levels. When you cast this spell using a spell
the creature and end the spell. (see PHB 240 carried. This spells damage increases by slot of 4th level or higher, you can target one
for more details) 1d10 when you reach 5th level (2d10), 11th additional creature for each slot level above
level (3d10), and 17th level (4d10). 3rd.

Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-1 conjuration Level-7 evocation Level-9 divination


Fog Cloud Forcecage Foresight
1 act. 120 ft V,S Conc, 1 hr 1 act. 100 ft V,S,M 1 hr 1 min Touch V,S,M 8 hrs
You create a 20-foot-radius sphere of fog An immobile, invisible, cube-shaped prison You touch a willing creature and bestow a
centered on a point within range. The sphere composed of magical force springs into limited ability to see into the immediate future.
spreads around corners, and its area is existence around an area you choose within For the duration, the target can't be surprised
heavily obscured. It lasts for the duration or range. The prison can be a cage or a solid and has advantage on attack rolls, ability
until a wind of moderate or greater speed (at box, as you choose. A prison in the shape of checks, and saving throws. Additionally, other
least 10 miles per hour) disperses it. At a cage can be up to 20 feet on a side and is creatures have disadvantage on attack rolls
Higher Levels. When you cast this spell using made from 1/2-inch diameter bars spaced 1/2 against the target for the duration. This spell
a spell slot of 2nd level or higher, the radius inch apart. A prison in the shape of a box can immediately ends if you cast it again before
of the fog increases by 20 feet for each slot be up to 10 feet on a side, creating a solid its duration ends.
level above 1st. barrier that prevents any matter from passing
through it and blocking any spells cast into or
out from the area. When you cast the spell,
any creature that is completely inside the
cage's area is trapped. Creatures only
partially within the area, or those too large to
fit inside the area, are pushed away from the
center of the area until they are completely
outside the area. A creature inside the cage
can't leave it by nonmagical means. If the
creature tries to use teleportation or
interplanar travel to leave the cage, it must
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11
Page 3 (reverse)

Eyebite (reverse) Dream (reverse)


ends. Sickened. The target has disadvantage messenger knows it, and can either end the
on attack rolls and ability checks. At the end trance (and the spell) or wait for the target to
of each of its turns, it can make another fall asleep, at which point the messenger
Wisdom saving throw. If it succeeds, the appears in the target's dreams. You can
effect ends. make the messenger appear monstrous and
terrifying to the target. If you do, the
messenger can deliver a message of no more
than ten words and then the target must
make a Wisdom saving throw. On a failed
save, echoes of the phantasmal monstrosity
spawn a nightmare that lasts the duration of
the target's sleep and prevents the target
from gaining any benefit from that rest. In
addition, when the target wakes up, it takes
3d6 psychic damage. If you have a body part,
lock of hair, clipping from a nail, or similar
portion of the target's body, the target makes
its saving throw with disadvantage.

Forcecage (reverse)
first make a Charisma saving throw. On a
success, the creature can use that magic to
exit the cage. On a failure, the creature can't
exit the cage and wastes the use of the spell
or effect. The cage also extends into the
Ethereal Plane, blocking ethereal travel. This
spell can't be dispelled by dispel magic.
Page 4

Level-6 abjuration Level-1 conjuration Level-4 illusion


Globe of Invulnerability Grease Greater Invisibility
1 act. Self V,S,M Conc, 1 min 1 act. 60 ft V,S,M 1 min 1 act. Touch V,S Conc, 1 min
An immobile, faintly shimmering barrier Slick grease covers the ground in a 10-foot You or a creature you touch becomes
springs into existence in a 10-foot radius square centered on a point within range and invisible until the spell ends. Anything the
around you and remains for the duration. Any turns it into difficult terrain for the duration. target is wearing or carrying is invisible as
spell of 5th level or lower cast from outside When the grease appears, each creature long as it is on the target's person.
the barrier can't affect creatures or objects standing in its area must succeed on a
within it, even if the spell is cast using a Dexterity saving throw or fall prone. A
higher level spell slot. Such a spell can target creature that enters the area or ends its turn
creatures and objects within the barrier, but there must also succeed on a Dexterity
the spell has no effect on them. Similarly, the saving throw or fall prone.
area within the barrier is excluded from the
areas affected by such spells. At Higher
Levels. When you cast this spell using a spell
slot of 7th level or higher, the barrier blocks
spells of one level higher for each slot level
above 6th.

Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-3 transmutation Level-3 illusion Level-1 divination


Haste Hypnotic Pattern Identify
1 act. 30 ft V,S,M Conc, 1 min 1 act. 120 ft S,M Conc, 1 min 1 min Touch V,S,M Inst
Choose a willing creature that you can see You create a twisting pattern of colors that You choose one object that you must touch
within range. Until the spell ends, the target's weaves through the air inside a 30-foot cube throughout the casting of the spell. If it is a
speed is doubled, it gains a +2 bonus to AC, within range. The pattern appears for a magic item or some other magic-imbued
it has advantage on Dexterity saving throws, moment and vanishes. Each creature in the object, you learn its properties and how to
and it gains an additional action on each of its area who sees the pattern must make a use them, whether it requires attunement to
turns. That action can be used only to take Wisdom saving throw. On a failed save, the use, and how many charges it has, if any.
the Attack (one weapon attack only), Dash, creature becomes charmed for the duration. You learn whether any spells are affecting the
Disengage, Hide, or Use an Object action. While charmed by this spell, the creature is item and what they are. If the item was
When the spell ends, the target can't move or incapacitated and has a speed of 0. The spell created by a spell, you learn which spell
take actions until after its next turn, as a wave ends for an affected creature if it takes any created it. If you instead touch a creature
of lethargy sweeps over it. damage or if someone else uses an action to throughout the casting, you learn what spells,
shake the creature out of its stupor. if any, are currently affecting it.

Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-6 transmutation Level-3 evocation Conjuration cantrip


Investiture of Wind Lightning Bolt Mage Hand
1 act. Self V,S Conc, 10 mins 1 act. Self V,S,M Inst 1 act. 30 ft V,S 1 min
(see EE 20 for more details) A stroke of lightning forming a line 100 feet A spectral, floating hand appears at a point
long and 5 feet wide blasts out from you in a you choose within range. The hand lasts for
direction you choose. Each creature in the the duration or until you dismiss it as an
line must make a Dexterity saving throw. A action. The hand vanishes if it is ever more
creature takes 8d6 lightning damage on a than 30 feet away from you or if you cast this
failed save, or half as much damage on a spell again. You can use your action to
successful one. The lightning ignites control the hand. You can use the hand to
flammable objects in the area that aren't manipulate an object, open an unlocked door
being worn or carried. At Higher Levels. or container, stow or retrieve an item from an
When you cast this spell using a spell slot of open container, or pour the contents out of a
4th level or higher, the damage increases by vial. You can move the hand up to 30 feet
1d6 for each slot level above 3rd. each time you use it. The hand can't attack,
activate magic items, or carry more than 10
pounds.

Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11


Page 4 (reverse)
Page 5

Level-6 necromancy Level-1 evocation Level-6 enchantment


Magic Jar Magic Missile Mass Suggestion
1 min Self V,S,M Until dispelled 1 act. 120 ft V,S Inst 1 act. 60 ft V,M 24 hrs
Your body falls into a catatonic state as your You create three glowing darts of magical You suggest a course of activity (limited to a
soul leaves it and enters the container you force. Each dart hits a creature of your choice sentence or two) and magically influence up
used for the spell's material component. that you can see within range. A dart deals to twelve creatures of your choice that you
While your soul inhabits the container, you 1d4 + 1 force damage to its target. The darts can see within range and that can hear and
are aware of your surroundings as if you were all strike simultaneously, and you can direct understand you. Creatures that can't be
in the container's space. You can't move or them to hit one creature or several. At Higher charmed are immune to this effect. The
use reactions. The only action you can take is Levels. When you cast this spell using a spell suggestion must be worded in such a manner
to project your soul up to 100 feet out of the slot of 2nd level or higher, the spell creates as to make the course of action sound
container, either returning to your living body one more dart for each slot level above 1st. reasonable. Asking the creature to stab itself,
(and ending the spell) or attempting to throw itself onto a spear, immolate itself, or
possess a humanoids body. You can attempt do some other obviously harmful act
to possess any humanoid within 100 feet of automatically negates the effect of the spell.
you that you can see (creatures warded by a Each target must make a Wisdom saving
protection from evil and good or magic circle throw. On a failed save, it pursues the course
spell can't be possessed). The target must of action you described to the best of its
make a Charisma saving throw. On a failure, ability. The suggested course of action can
your soul moves into the target's body, and continue for the entire duration. If the
the target's soul becomes trapped in the suggested activity can be completed in a
container. On a success, the target resists shorter time, the spell ends when the subject
your efforts to possess it, and you can't finishes what it was asked to do. You can
attempt to possess it again for 24 hours. also specify conditions that will trigger a
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-2 illusion Level-5 enchantment Level-2 illusion


Mirror Image Modify Memory Phantasmal Force
1 act. Self V,S 1 min 1 act. 30 ft V,S Conc, 1 min 1 act. 60 ft V,S,M Conc, 1 min
Three illusory duplicates of yourself appear in You attempt to reshape another creature's (see PHB for more details)
your space. Until the spell ends, the memories. One creature that you can see
duplicates move with you and mimic your must make a Wisdom saving throw. If you are
actions, shifting position so it's impossible to fighting the creature, it has advantage on the
track which image is real. You can use your saving throw. On a failed save, the target
action to dismiss the illusory duplicates. Each becomes charmed by you for the duration.
time a creature targets you with an attack The charmed target is incapacitated and
during the spell's duration, roll a d20 to unaware of its surroundings, though it can still
determine whether the attack instead targets hear you. If it takes any damage or is
one of your duplicates. If you have three targeted by another spell, this spell ends, and
duplicates, you must roll a 6 or higher to none of the target's memories are modified.
change the attack's target to a duplicate. With While this charm lasts, you can affect the
two duplicates, you must roll an 8 or higher. target's memory of an event that it
With one duplicate, you must roll an 11 or experienced within the last 24 hours and that
higher. A duplicate's AC equals 10 + your lasted no more than 10 minutes. You can
Dexterity modifier. If an attack hits a permanently eliminate all memory of the
duplicate, the duplicate is destroyed. A event, allow the target to recall the event with
duplicate can be destroyed only by an attack perfect clarity and exacting detail, change its
that hits it. It ignores all other damage and memory of the details of the event, or create
effects. The spell ends when all three a memory of some other event. You must
duplicates are destroyed. A creature is speak to the target to describe how its
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-3 illusion Level-7 conjuration Level-4 transmutation


Phantom Steed Plane Shift Polymorph
1 min 30 ft V,S 1 hr 1 act. Touch V,S,M Inst 1 act. 60 ft V,S,M Conc, 1 hr
A Large quasi-real, horselike creature You and up to eight willing creatures who link This spell transforms a creature that you can
appears on the ground in an unoccupied hands in a circle are transported to a different see within range into a new form. An unwilling
space of your choice within range. You plane of existence. You can specify a target creature must make a Wisdom saving throw
decide the creature's appearance, but it is destination in general terms, such as the City to avoid the effect. The spell has no effect on
equipped with a saddle, bit, and bridle. Any of of Brass on the Elemental Plane of Fire or the a shapechanger or a creature with 0 hit
the equipment created by the spell vanishes palace of Dispater on the second level of the points. The transformation lasts for the
in a puff of smoke if it is carried more than 10 Nine Hells, and you appear in or near that duration, or until the target drops to 0 hit
feet away from the steed. For the duration, destination. If you are trying to reach the City points or dies. The new form can be any
you or a creature you choose can ride the of Brass, for example, you might arrive in its beast whose challenge rating is equal to or
steed. The creature uses the statistics for a Street of Steel, before its Gate of Ashes, or less than the target's (or the target's level, if it
riding horse, except it has a speed of 100 feet looking at the city from across the Sea of doesn't have a challenge rating). The target's
and can travel 10 miles in an hour, or 13 Fire, at the GM's discretion. Alternatively, if game statistics, including mental ability
miles at a fast pace. When the spell ends, the you know the sigil sequence of a teleportation scores, are replaced by the statistics of the
steed gradually fades, giving the rider 1 circle on another plane of existence, this spell chosen beast. It retains its alignment and
minute to dismount. The spell ends if you use can take you to that circle. If the teleportation personality. The target assumes the hit points
an action to dismiss it or if the steed takes circle is too small to hold all the creatures you of its new form. When it reverts to its normal
any damage. transported, they appear in the closest form, the creature returns to the number of hit
unoccupied spaces next to the circle. You points it had before it transformed. If it reverts
can use this spell to banish an unwilling as a result of dropping to 0 hit points, any
creature to another plane. Choose a creature excess damage carries over to its normal
within your reach and make a melee spell form. As long as the excess damage doesn't
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11
Page 5 (reverse)

Mass Suggestion (reverse) Magic Jar (reverse)


special activity during the duration. For Once you possess a creature's body, you
example, you might suggest that a group of control it. Your game statistics are replaced
soldiers give all their money to the first by the statistics of the creature, though you
beggar they meet. If the condition isn't met retain your alignment and your Intelligence,
before the spell ends, the activity isn't Wisdom, and Charisma scores. You retain
performed. If you or any of your companions the benefit of your own class features. If the
damage a creature affected by this spell, the target has any class levels, you can't use any
spell ends for that creature. At Higher Levels. of its class features. Meanwhile, the
When you cast this spell using a 7th-level possessed creature's soul can perceive from
spell slot, the duration is 10 days. When you the container using its own senses, but it
use an 8th-level spell slot, the duration is 30 can't move or take actions at all. While
days. When you use a 9th-level spell slot, the possessing a body, you can use your action
duration is a year and a day. to return from the host body to the container if
it is within 100 feet of you, returning the host
creature's soul to its body. If the host body
dies while you're in it, the creature dies, and
you must make a Charisma saving throw
against your own spellcasting DC. On a
success, you return to the container if it is
within 100 feet of you. Otherwise, you die. If
the container is destroyed or the spell ends,
your soul immediately returns to your body. If
your body is more than 100 feet away from
you or if your body is dead when you attempt
to return to it, you die. If another creature's
soul is in the container when it is destroyed,

Modify Memory (reverse) Mirror Image (reverse)


memories are affected, and it must be able to unaffected by this spell if it can't see, if it
understand your language for the modified relies on senses other than sight, such as
memories to take root. Its mind fills in any blindsight, or if it can perceive illusions as
gaps in the details of your description. If the false, as with truesight.
spell ends before you have finished
describing the modified memories, the
creature's memory isn't altered. Otherwise,
the modified memories take hold when the
spell ends. A modified memory doesn't
necessarily affect how a creature behaves,
particularly if the memory contradicts the
creature's natural inclinations, alignment, or
beliefs. An illogical modified memory, such as
implanting a memory of how much the
creature enjoyed dousing itself in acid, is
dismissed, perhaps as a bad dream. The GM
might deem a modified memory too
nonsensical to affect a creature in a
significant manner. A remove curse or greater
restoration spell cast on the target restores
the creature's true memory. At Higher Levels.
If you cast this spell using a spell slot of 6th
level or higher, you can alter the target's
memories of an event that took place up to 7
days ago (6th level), 30 days ago (7th level),
1 year ago (8th level), or any time in the

Polymorph (reverse) Plane Shift (reverse)


reduce the creature's normal form to 0 hit attack against it. On a hit, the creature must
points, it isn't knocked unconscious. The make a Charisma saving throw. If the
creature is limited in the actions it can creature fails this save, it is transported to a
perform by the nature of its new form, and it random location on the plane of existence
can't speak, cast spells, or take any other you specify. A creature so transported must
action that requires hands or speech. The find its own way back to your current plane of
target's gear melds into the new form. The existence.
creature can't activate, use, wield, or
otherwise benefit from any of its equipment.
Page 6

Level-8 enchantment Transmutation cantrip Level-7 evocation


Power Word Stun Prestidigitation Prismatic Spray
1 act. 60 ft V Inst 1 act. 10 ft V,S Up to 1 hr 1 act. Self V,S Inst
You speak a word of power that can This spell is a minor magical trick that novice Eight multicolored rays of light flash from your
overwhelm the mind of one creature you can spellcasters use for practice. You create one hand. Each ray is a different color and has a
see within range, leaving it dumbfounded. If of the following magical effects within range: different power and purpose. Each creature in
the target has 150 hit points or fewer, it is You create an instantaneous, harmless a 60-foot cone must make a Dexterity saving
stunned. Otherwise, the spell has no effect. sensory effect, such as a shower of sparks, a throw. For each target, roll a d8 to determine
The stunned target must make a Constitution puff of wind, faint musical notes, or an odd which color ray affects it. 1. Red. The target
saving throw at the end of each of its turns. odor. You instantaneously light or snuff out takes 10d6 fire damage on a failed save, or
On a successful save, this stunning effect a candle, a torch, or a small campfire. You half as much damage on a successful one. 2.
ends. instantaneously clean or soil an object no Orange. The target takes 10d6 acid damage
larger than 1 cubic foot. You chill, warm, or on a failed save, or half as much damage on
flavor up to 1 cubic foot of nonliving material a successful one. 3. Yellow. The target takes
for 1 hour. You make a color, a small mark, 10d6 lightning damage on a failed save, or
or a symbol appear on an object or a surface half as much damage on a successful one. 4.
for 1 hour. You create a nonmagical trinket Green. The target takes 10d6 poison damage
or an illusory image that can fit in your hand on a failed save, or half as much damage on
and that lasts until the end of your next turn. If a successful one. 5. Blue. The target takes
you cast this spell multiple times, you can 10d6 cold damage on a failed save, or half as
have up to three of its non-instantaneous much damage on a successful one. 6. Indigo.
effects active at a time, and you can dismiss On a failed save, the target is restrained. It
such an effect as an action. must then make a Constitution saving throw
at the end of each of its turns. If it
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-1 enchantment Evocation cantrip Level-3 abjuration


Puppet Ray of Frost Remove Curse
1 act. 30 ft S Inst 1 act. 60 ft V,S Inst 1 act. Touch V,S Inst
(see UA-STARTER-SPELLS 3 for more A frigid beam of blue-white light streaks At your touch, all curses affecting one
details) toward a creature within range. Make a creature or object end. If the object is a
ranged spell attack against the target. On a cursed magic item, its curse remains, but the
hit, it takes 1d8 cold damage, and its speed is spell breaks its owner's attunement to the
reduced by 10 feet until the start of your next object so it can be removed or discarded.
turn. The spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-7 transmutation Level-5 divination Level-9 transmutation


Reverse Gravity Scrying Shapechange
1 act. 100 ft V,S,M Conc, 1 min 10 mins Self V,S,M Conc, 10 mins 1 act. Self V,S,M Conc, 1 hr
This spell reverses gravity in a 50-foot-radius, You can see and hear a particular creature You assume the form of a different creature
100- foot high cylinder centered on a point you choose that is on the same plane of for the duration. The new form can be of any
within range. All creatures and objects that existence as you. The target must make a creature with a challenge rating equal to your
aren't somehow anchored to the ground in Wisdom saving throw, which is modified by level or lower. The creature can't be a
the area fall upward and reach the top of the how well you know the target and the sort of construct or an undead, and you must have
area when you cast this spell. A creature can physical connection you have to it. If a target seen the sort of creature at least once. You
make a Dexterity saving throw to grab onto a knows you're casting this spell, it can fail the transform into an average example of that
fixed object it can reach, thus avoiding the saving throw voluntarily if it wants to be creature, one without any class levels or the
fall. If some solid object (such as a ceiling) is observed. Knowledge Save Modifier Spellcasting trait. Your game statistics are
encountered in this fall, falling objects and Secondhand (you have heard of the target) replaced by the statistics of the chosen
creatures strike it just as they would during a +5 Firsthand (you have met the target) +0 creature, though you retain your alignment
normal downward fall. If an object or creature Familiar (you know the target well) -5 and Intelligence, Wisdom, and Charisma
reaches the top of the area without striking Connection Save Modifier Likeness or picture scores. You also retain all of your skill and
anything, it remains there, oscillating slightly, -2 Possession or garment -4 Body part, lock saving throw proficiencies, in addition to
for the duration. At the end of the duration, of hair, bit of nail, or the like -10 On a gaining those of the creature. If the creature
affected objects and creatures fall back down. successful save, the target isn't affected, and has the same proficiency as you and the
you can't use this spell against it again for 24 bonus listed in its statistics is higher than
hours. On a failed save, the spell creates an yours, use the creature's bonus in place of
invisible sensor within 10 feet of the target. yours. You can't use any legendary actions or
You can see and hear through the sensor as lair actions of the new form. You assume the
if you were there. The sensor moves with the hit points and Hit Dice of the new form. When
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11
Page 6 (reverse)

Prismatic Spray (reverse)


successfully saves three times, the spell
ends. If it fails its save three times, it
permanently turns to stone and is subjected
to the petrified condition. The successes and
failures don't need to be consecutive; keep
track of both until the target collects three of a
kind. 7. Violet. On a failed save, the target is
blinded. It must then make a Wisdom saving
throw at the start of your next turn. A
successful save ends the blindness. If it fails
that save, the creature is transported to
another plane of existence of the GM's
choosing and is no longer blinded. (Typically,
a creature that is on a plane that isn't its
home plane is banished home, while other
creatures are usually cast into the Astral or
Ethereal planes.) 8. Special. The target is
struck by two rays. Roll twice more, rerolling
any 8.

Shapechange (reverse) Scrying (reverse)


you revert to your normal form, you return to target, remaining within 10 feet of it for the
the number of hit points you had before you duration. A creature that can see invisible
transformed. If you revert as a result of objects sees the sensor as a luminous orb
dropping to 0 hit points, any excess damage about the size of your fist. Instead of targeting
carries over to your normal form. As long as a creature, you can choose a location you
the excess damage doesn't reduce your have seen before as the target of this spell.
normal form to 0 hit points, you aren't When you do, the sensor appears at that
knocked unconscious. You retain the benefit location and doesn't move.
of any features from your class, race, or other
source and can use them, provided that your
new form is physically capable of doing so.
You can't use any special senses you have
(for example, darkvision) unless your new
form also has that sense. You can only speak
if the creature can normally speak. When you
transform, you choose whether your
equipment falls to the ground, merges into
the new form, or is worn by it. Worn
equipment functions as normal. The GM
determines whether it is practical for the new
form to wear a piece of equipment, based on
the creature's shape and size. Your
equipment doesn't change shape or size to
match the new form, and any equipment that
the new form can't wear must either fall to the
ground or merge into your new form.
Page 7

Level-2 evocation Level-3 conjuration Level-2 enchantment


Shatter Sleet Storm Suggestion
1 act. 60 ft V,S,M Inst 1 act. 150 ft V,S,M Conc, 1 min 1 act. 30 ft V,M Conc, 8 hrs
A sudden loud ringing noise, painfully Until the spell ends, freezing rain and sleet You suggest a course of activity (limited to a
intense, erupts from a point of your choice fall in a 20-foot-tall cylinder with a 40-foot sentence or two) and magically influence a
within range. Each creature in a radius centered on a point you choose within creature you can see within range that can
10-foot-radius sphere centered on that point range. The area is heavily obscured, and hear and understand you. Creatures that
must make a Constitution saving throw. A exposed flames in the area are doused. The can't be charmed are immune to this effect.
creature takes 3d8 thunder damage on a ground in the area is covered with slick ice, The suggestion must be worded in such a
failed save, or half as much damage on a making it difficult terrain. When a creature manner as to make the course of action
successful one. A creature made of inorganic enters the spell's area for the first time on a sound reasonable. Asking the creature to
material such as stone, crystal, or metal has turn or starts its turn there, it must make a stab itself, throw itself onto a spear, immolate
disadvantage on this saving throw. A Dexterity saving throw. On a failed save, it itself, or do some other obviously harmful act
nonmagical object that isn't being worn or falls prone. If a creature is concentrating in ends the spell. The target must make a
carried also takes the damage if it's in the the spell's area, the creature must make a Wisdom saving throw. On a failed save, it
spell's area. At Higher Levels. When you cast successful Constitution saving throw against pursues the course of action you described to
this spell using a spell slot of 3rd level or your spell save DC or lose concentration. the best of its ability. The suggested course
higher, the damage increases by 1d8 for of action can continue for the entire duration.
each slot level above 2nd. If the suggested activity can be completed in
a shorter time, the spell ends when the
subject finishes what it was asked to do. You
can also specify conditions that will trigger a
special activity during the duration. For
example, you might suggest that a knight give
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-6 evocation Level-8 evocation Level-7 conjuration


Sunbeam Sunburst Teleport
1 act. Self V,S,M Conc, 1 min 1 act. 150 ft V,S,M Inst 1 act. 10 ft V Inst
A beam of brilliant light flashes out from your Brilliant sunlight flashes in a 60-foot radius This spell instantly transports you and up to
hand in a 5-foot-wide, 60-foot-long line. Each centered on a point you choose within range. eight willing creatures of your choice that you
creature in the line must make a Constitution Each creature in that light must make a can see within range, or a single object that
saving throw. On a failed save, a creature Constitution saving throw. On a failed save, a you can see within range, to a destination you
takes 6d8 radiant damage and is blinded until creature takes 12d6 radiant damage and is select. If you target an object, it must be able
your next turn. On a successful save, it takes blinded for 1 minute. On a successful save, it to fit entirely inside a 10-foot cube, and it can't
half as much damage and isn't blinded by this takes half as much damage and isn't blinded be held or carried by an unwilling creature.
spell. Undead and oozes have disadvantage by this spell. Undead and oozes have The destination you choose must be known
on this saving throw. You can create a new disadvantage on this saving throw. A creature to you, and it must be on the same plane of
line of radiance as your action on any turn blinded by this spell makes another existence as you. Your familiarity with the
until the spell ends. For the duration, a mote Constitution saving throw at the end of each destination determines whether you arrive
of brilliant radiance shines in your hand. It of its turns. On a successful save, it is no there successfully. The GM rolls d100 and
sheds bright light in a 30-foot radius and dim longer blinded. This spell dispels any consults the table. Familiarity Mishap Similar
light for an additional 30 feet. This light is darkness in its area that was created by a Area Off Target On Target Permanent circle
sunlight. spell. 01100 Associated object
01100 Very familiar 0105 0613 1424
25100 Seen casually 0133 3443 4453
54100 Viewed once 0143 4453 5473
74100 Description 0143 4453 5473
74100 False destination 0150 51100
Familiarity. Permanent circle means a
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-1 conjuration Level-1 evocation Level-9 transmutation


Tens.'s Floating Disk Thunderwave Time Stop
1 act. 30 ft V,S,M 1 hr 1 act. Self V,S Inst 1 act. Self V Inst
This spell creates a circular, horizontal plane A wave of thunderous force sweeps out from You briefly stop the flow of time for everyone
of force, 3 feet in diameter and 1 inch thick, you. Each creature in a 15-foot cube but yourself. No time passes for other
that floats 3 feet above the ground in an originating from you must make a creatures, while you take 1d4 + 1 turns in a
unoccupied space of your choice that you can Constitution saving throw. On a failed save, a row, during which you can use actions and
see within range. The disk remains for the creature takes 2d8 thunder damage and is move as normal. This spell ends if one of the
duration, and can hold up to 500 pounds. If pushed 10 feet away from you. On a actions you use during this period, or any
more weight is placed on it, the spell ends, successful save, the creature takes half as effects that you create during this period,
and everything on the disk falls to the ground. much damage and isn't pushed. In addition, affects a creature other than you or an object
The disk is immobile while you are within 20 unsecured objects that are completely within being worn or carried by someone other than
feet of it. If you move more than 20 feet away the area of effect are automatically pushed 10 you. In addition, the spell ends if you move to
from it, the disk follows you so that it remains feet away from you by the spell's effect, and a place more than 1,000 feet from the
within 20 feet of you. It can move across the spell emits a thunderous boom audible location where you cast it.
uneven terrain, up or down stairs, slopes and out to 300 feet. At Higher Levels. When you
the like, but it can't cross an elevation change cast this spell using a spell slot of 2nd level or
of 10 feet or more. For example, the disk higher, the damage increases by 1d8 for
can't move across a 10-foot-deep pit, nor each slot level above 1st.
could it leave such a pit if it was created at
the bottom. If you move more than 100 feet
from the disk (typically because it can't move
around an obstacle to follow you), the spell
ends.
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11
Page 7 (reverse)

Suggestion (reverse)
her warhorse to the first beggar she meets. If
the condition isn't met before the spell
expires, the activity isn't performed. If you or
any of your companions damage the target,
the spell ends.

Teleport (reverse)
permanent teleportation circle whose sigil
sequence you know. Associated object
means that you possess an object taken from
the desired destination within the last six
months, such as a book from a wizard's
library, bed linen from a royal suite, or a
chunk of marble from a lich's secret tomb.
Very familiar is a place you have been very
often, a place you have carefully studied, or a
place you can see when you cast the spell.
Seen casually is someplace you have seen
more than once but with which you aren't very
familiar. Viewed once is a place you have
seen once, possibly using magic.
Description is a place whose location and
appearance you know through someone
else's description, perhaps from a map.
False destination is a place that doesn't
exist. Perhaps you tried to scry an enemy's
sanctum but instead viewed an illusion, or
you are attempting to teleport to a familiar
location that no longer exists. On Target. You
and your group (or the target object) appear
where you want to. Off Target. You and your
group (or the target object) appear a random
distance away from the destination in a
Page 8

Level-6 divination Level-2 conjuration Level-9 conjuration


True Seeing Web Wish
1 act. Touch V,S,M 1 hr 1 act. 60 ft V,S,M Conc, 1 hr 1 act. Self V Inst
This spell gives the willing creature you touch You conjure a mass of thick, sticky webbing Wish is the mightiest spell a mortal creature
the ability to see things as they actually are. at a point of your choice within range. The can cast. By simply speaking aloud, you can
For the duration, the creature has truesight, webs fill a 20- foot cube from that point for the alter the very foundations of reality in accord
notices secret doors hidden by magic, and duration. The webs are difficult terrain and with your desires. The basic use of this spell
can see into the Ethereal Plane, all out to a lightly obscure their area. If the webs aren't is to duplicate any other spell of 8th level or
range of 120 feet. anchored between two solid masses (such as lower. You don't need to meet any
walls or trees) or layered across a floor, wall, requirements in that spell, including costly
or ceiling, the conjured web collapses on components. The spell simply takes effect.
itself, and the spell ends at the start of your Alternatively, you can create one of the
next turn. Webs layered over a flat surface following effects of your choice: You create
have a depth of 5 feet. Each creature that one object of up to 25,000 gp in value that
starts its turn in the webs or that enters them isn't a magic item. The object can be no more
during its turn must make a Dexterity saving than 300 feet in any dimension, and it
throw. On a failed save, the creature is appears in an unoccupied space you can see
restrained as long as it remains in the webs on the ground. You allow up to twenty
or until it breaks free. A creature restrained by creatures that you can see to regain all hit
the webs can use its action to make a points, and you end all effects on them
Strength check against your spell save DC. If described in the greater restoration spell.
it succeeds, it is no longer restrained. The You grant up to ten creatures that you can
webs are flammable. Any 5-foot cube of webs see resistance to a damage type you choose.
exposed to fire burns away in 1 round, You grant up to ten creatures you can see
Wizard DC 19 Mod +11 Wizard DC 19 Mod +11 Wizard DC 19 Mod +11

Level-1 evocation
Witch Bolt
1 act. 30 ft V,S,M Conc, 1 min
Make a ranged spell attack against a
creature, on hit the target takes 1d12
lightning damage. On each of your
subsequent turns for the duration, you can
use your action to deal an automatic 1d12
lightning damage to the target. The spell ends
if the target is out of range, has total cover, or
you use you action for something else. (see
PHB 289 for more details)

Wizard DC 19 Mod +11


Page 8 (reverse)

Wish (reverse) Web (reverse)


immunity to a single spell or other magical dealing 2d4 fire damage to any creature that
effect for 8 hours. For instance, you could starts its turn in the fire.
make yourself and all your companions
immune to a lich's life drain attack. You
undo a single recent event by forcing a reroll
of any roll made within the last round
(including your last turn). Reality reshapes
itself to accommodate the new result. For
example, a wish spell could undo an
opponent's successful save, a foe's critical
hit, or a friend's failed save. You can force the
reroll to be made with advantage or
disadvantage, and you can choose whether
to use the reroll or the original roll. You might
be able to achieve something beyond the
scope of the above examples. State your
wish to the GM as precisely as possible. The
GM has great latitude in ruling what occurs in
such an instance; the greater the wish, the
greater the likelihood that something goes
wrong. This spell might simply fail, the effect
you desire might only be partly achieved, or
you might suffer some unforeseen
consequence as a result of how you worded
the wish. For example, wishing that a villain
were dead might propel you forward in time to

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