Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Blood Bolt
|
+9 |
1 action |
90 ft. |
Instantaneous |
2d6 |
V, S |
|
| Notes: | You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). |
Minor Illusion
|
+9 |
1 action |
30 ft. |
1 minute |
|
|
|
| Notes: | You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. |
Chill Touch
|
+9 |
1 action |
Touch |
Instantaneous |
2d10 |
|
|
| Notes: | You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. |
Fire Bolt
|
+9 |
1 action |
120 ft. |
Instantaneous |
2d10 |
|
|
| Notes: | You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. |
Mage Hand
|
+9 |
1 action |
60 ft. |
Concentration, up to 1 minute |
|
|
|
| Notes: | A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds. |
Eldritch Orb
|
+9 |
1 action |
60 ft. |
Instantaneous |
2d8 |
|
|
| Notes: | You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Toll the Dead
|
+9 |
1 action |
60 ft. |
Instantaneous |
2d12 |
|
|
| Notes: | You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). |
Prestidigitation
|
+9 |
1 action |
10 ft. |
Up to 1 hour |
|
|
|
| Notes: | This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. |
Level 1 Spells 6 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Silvery Barbs
|
+9 |
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw |
60 ft. |
Instantaneous |
|
|
|
| Notes: | You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. |
Captivate Undead
|
+9 |
1 action |
60 ft. |
Concentration, up to 1 hour |
|
V, S, M (a pinch of bone dust) |
|
| Notes: | You usurp the negative energy animating an Undead creature that you can see within range, attempting to take control of it. The target must make a Charisma saving throw. On a failed save, for the duration, the target has the Charmed condition (ignoring any Immunity to that condition), and it is Friendly toward you. On a successful save, the target has Disadvantage on the next attack roll it makes against you before the start of your next turn. If you or any of your allies damage the target or force it to make a saving throw, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. |
Mage Armor
|
+9 |
1 action |
Touch |
Instantaneous |
|
|
|
| Notes: | You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. |
Bane
|
+9 |
1 action |
30 ft. |
Concentration, up to 1 minute |
|
|
|
| Notes: | Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. |
Inflict Wounds
|
+9 |
1 action |
Touch |
Instantaneous |
3d10 |
|
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Level 2 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Tasha's Mind Whip
|
+9 |
1 action |
90 ft. |
1 round. |
3d6 |
|
|
| Notes: | You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. 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 slot level above 2nd. The creatures must be within 30 feet of each other when you target them. |
Mind Spike
|
+9 |
1 action |
60 ft. |
Concentration, up to 1 minute |
3d8 |
|
|
| Notes: | You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Darkness
|
+9 |
1 action |
60 ft. |
Concentration, up to 10 minutes |
|
|
|
| Notes: | Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. |
Inflict Wounds
|
+9 |
1 action |
Touch |
Instantaneous |
3d10 + |
|
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Pass Without Trace
|
+9 |
1 action |
Self |
Concentration, up to 1 hour |
|
|
|
| Notes: | A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. |
Level 3 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mind Spike
|
+9 |
1 action |
60 ft. |
Concentration, up to 1 minute |
3d8 + |
|
|
| Notes: | You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Creeping Rot
|
+9 |
1 action |
90 ft. |
1 minute |
4d4 |
V, S |
|
| Notes: | You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn’t a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils. A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 Necrotic damage and has the Poisoned condition for the duration. On a successful save, it takes half as much damage only. A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. A Poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success. A Plant creature automatically fails the initial save, and a nonmagical plant that isn’t a creature simply withers and dies. Using a Higher-Level Spell Slot. One additional tendril leaps from the first target to another target for each spell slot level above 3. |
Fireball
|
+9 |
1 action |
150 ft. |
Instantaneous |
8d6 |
|
|
| Notes: | A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. |
Vampiric Touch
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
3d6 |
|
|
| Notes: | The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. |
Crimson Harvest
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
3d10 |
V, S, M (a vial of blood) |
|
| Notes: | A wave of blood sweeps out from you in a 15-foot Emanation. Each creature of your choice in the wave must make a Dexterity saving throw, taking 3d10 Necrotic damage on a failed save, or half as much damage on a successful one. If you damage at least one Small or larger creature, one creature of your choice that you can see within the Emanation regains a number of Hit Points equal to half the damage roll. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3. |
Summon Undead
|
+9 |
1 action |
90 ft. |
Concentration, up to 1 hour |
|
|
|
| Notes: | You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. |
Icingdeath's Frost
|
+9 |
1 action |
Self |
Instantaneous |
3d8 |
|
|
| Notes: | A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects. |
Meteoroid Shower
|
+9 |
1 action |
10,000 ft. |
Instantaneous |
8d6 |
|
|
| Notes: | Mega spell. You create a barrage of asteroids at a point you choose within range. Mega creatures and the pilots of any ships in an 1,000-foot radius centered on that point must make a Dex save. If there is no creature in that roll, the save automatically fails. A target takes 8d6 mega bludgeoning damage on a failed save, or half as much on a successful one. |
Inflict Wounds
|
+9 |
1 action |
Touch |
Instantaneous |
3d10 + |
|
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Hunger of Hadar
|
+9 |
1 action |
150 ft. |
Concentration, up to 1 minute |
2d6 |
|
|
| Notes: | You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles. Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3. |
Sanguine Secrets
|
+9 |
1 bonus action |
30 ft. |
1 round |
|
V, S, M (a drop of blood, which the spell consumes) |
|
| Notes: | You draw knowledge through the power of blood about a creature you can see within range. You learn the target’s species and creature type, its current Hit Points, and any conditions affecting it. You also learn if it has any of the following, and, if so, what they are: Vulnerability, Resistance, or Immunity to damage or conditions. Additionally, the next ability check or attack roll you make against the target before the end of your next turn has Advantage. |
Shadow Drain
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
2d6 |
V, S |
|
| Notes: | You siphon away the vitality and sense of self through the shadows of nearby creatures in a 15-foot Emanation originating from you. When you cast this spell, you can designate creatures to be unaffected by it. Whenever any other creature enters the Emanation or starts its turn there, or when the Emanation enters a creature’s space, the creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 Necrotic damage and has Disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. |
Level 4 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mind Spike
|
+9 |
1 action |
60 ft. |
Concentration, up to 1 minute |
3d8 + |
|
|
| Notes: | You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Creeping Rot
|
+9 |
1 action |
90 ft. |
1 minute |
4d4 + |
V, S |
|
| Notes: | You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn’t a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils. A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 Necrotic damage and has the Poisoned condition for the duration. On a successful save, it takes half as much damage only. A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. A Poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success. A Plant creature automatically fails the initial save, and a nonmagical plant that isn’t a creature simply withers and dies. Using a Higher-Level Spell Slot. One additional tendril leaps from the first target to another target for each spell slot level above 3. |
Fireball
|
+9 |
1 action |
150 ft. |
Instantaneous |
8d6 + |
|
|
| Notes: | A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. |
Blight
|
+9 |
1 action |
30 ft. |
Instantaneous |
8d8 |
|
|
| Notes: | Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. |
Vampiric Touch
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
3d6 + |
|
|
| Notes: | The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. |
Crimson Harvest
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
3d10 + |
V, S, M (a vial of blood) |
|
| Notes: | A wave of blood sweeps out from you in a 15-foot Emanation. Each creature of your choice in the wave must make a Dexterity saving throw, taking 3d10 Necrotic damage on a failed save, or half as much damage on a successful one. If you damage at least one Small or larger creature, one creature of your choice that you can see within the Emanation regains a number of Hit Points equal to half the damage roll. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3. |
Vitriolic Sphere
|
+9 |
1 action |
150 ft. |
Instantaneous |
10d4 |
|
|
| Notes: | You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4. |
Icingdeath's Frost
|
+9 |
1 action |
Self |
Instantaneous |
3d8 + |
|
|
| Notes: | A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects. |
Meteoroid Shower
|
+9 |
1 action |
10,000 ft. |
Instantaneous |
8d6 + |
|
|
| Notes: | Mega spell. You create a barrage of asteroids at a point you choose within range. Mega creatures and the pilots of any ships in an 1,000-foot radius centered on that point must make a Dex save. If there is no creature in that roll, the save automatically fails. A target takes 8d6 mega bludgeoning damage on a failed save, or half as much on a successful one. |
Inflict Wounds
|
+9 |
1 action |
Touch |
Instantaneous |
3d10 + |
|
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Hunger of Hadar
|
+9 |
1 action |
150 ft. |
Concentration, up to 1 minute |
2d6 + |
|
|
| Notes: | You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles. Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3. |
Shadow Drain
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
2d6 + |
V, S |
|
| Notes: | You siphon away the vitality and sense of self through the shadows of nearby creatures in a 15-foot Emanation originating from you. When you cast this spell, you can designate creatures to be unaffected by it. Whenever any other creature enters the Emanation or starts its turn there, or when the Emanation enters a creature’s space, the creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 Necrotic damage and has Disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. |
Level 5 Spells 1 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mind Spike
|
+9 |
1 action |
60 ft. |
Concentration, up to 1 minute |
3d8 + |
|
|
| Notes: | You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Creeping Rot
|
+9 |
1 action |
90 ft. |
1 minute |
4d4 + |
V, S |
|
| Notes: | You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn’t a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils. A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 Necrotic damage and has the Poisoned condition for the duration. On a successful save, it takes half as much damage only. A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. A Poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success. A Plant creature automatically fails the initial save, and a nonmagical plant that isn’t a creature simply withers and dies. Using a Higher-Level Spell Slot. One additional tendril leaps from the first target to another target for each spell slot level above 3. |
Fireball
|
+9 |
1 action |
150 ft. |
Instantaneous |
8d6 + |
|
|
| Notes: | A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. |
Blight
|
+9 |
1 action |
30 ft. |
Instantaneous |
8d8 + |
|
|
| Notes: | Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. |
Vampiric Touch
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
3d6 + |
|
|
| Notes: | The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. |
Crimson Harvest
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
3d10 + |
V, S, M (a vial of blood) |
|
| Notes: | A wave of blood sweeps out from you in a 15-foot Emanation. Each creature of your choice in the wave must make a Dexterity saving throw, taking 3d10 Necrotic damage on a failed save, or half as much damage on a successful one. If you damage at least one Small or larger creature, one creature of your choice that you can see within the Emanation regains a number of Hit Points equal to half the damage roll. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3. |
Vitriolic Sphere
|
+9 |
1 action |
150 ft. |
Instantaneous |
10d4 + |
|
|
| Notes: | You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4. |
Icingdeath's Frost
|
+9 |
1 action |
Self |
Instantaneous |
3d8 + |
|
|
| Notes: | A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects. |
Meteoroid Shower
|
+9 |
1 action |
10,000 ft. |
Instantaneous |
8d6 + |
|
|
| Notes: | Mega spell. You create a barrage of asteroids at a point you choose within range. Mega creatures and the pilots of any ships in an 1,000-foot radius centered on that point must make a Dex save. If there is no creature in that roll, the save automatically fails. A target takes 8d6 mega bludgeoning damage on a failed save, or half as much on a successful one. |
Inflict Wounds
|
+9 |
1 action |
Touch |
Instantaneous |
3d10 + |
|
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Hunger of Hadar
|
+9 |
1 action |
150 ft. |
Concentration, up to 1 minute |
2d6 + |
|
|
| Notes: | You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles. Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3. |
Enervation
|
+9 |
1 action |
60 ft. |
Concentration, up to 1 minute |
4d8 |
|
|
| Notes: | A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. |
Shadow Drain
|
+9 |
1 action |
Self |
Concentration, up to 1 minute |
2d6 + |
V, S |
|
| Notes: | You siphon away the vitality and sense of self through the shadows of nearby creatures in a 15-foot Emanation originating from you. When you cast this spell, you can designate creatures to be unaffected by it. Whenever any other creature enters the Emanation or starts its turn there, or when the Emanation enters a creature’s space, the creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 Necrotic damage and has Disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. |
Contagion
|
+9 |
1 action |
Touch |
7 days |
|
V, S |
|
| Notes: | Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. |
Creation
|
+9 |
1 minute |
30 ft. |
Special |
|
V, S, M (a tiny piece of matter of the same type of the item you plan to create) |
|
| Notes: | You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. Material Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. https://dnd5e.wikidot.com/spell:creation |