The School of Astral Arcanum specializes in harnessing the cosmic energies and the mysteries of the astral plane. Practitioners of this school delve into the hidden powers of the stars, the void, and the very fabric of the universe. They manipulate time, space, and ethereal forces, bending reality to their will and exploring the uncharted territories of magical potential. This school is known for its profound, often otherworldly spells that draw upon the vast, untapped reservoirs of astral power.

Magicians and aspiring magicians know, this is the place to learn their craft.

Island of Celestia

Table of Contents

Geography:

Celestia is a large island characterized by its varied and ethereal landscape. The northern coast is lined with crystalline cliffs that shimmer under the sunlight, reflecting hues of blue, purple, and silver. These cliffs give way to rolling hills and verdant meadows dotted with luminous flowers that only bloom under the starlight.

The center of the island features the Starfall Plateau, a vast, flat expanse where meteor showers are common, and where the School of Astral Arcanum is located. Surrounding the plateau are ancient forests of towering, silver-barked trees with leaves that glow faintly in the dark. The southern part of the island is dominated by the Astral Lake, a serene body of water that reflects the night sky with perfect clarity, often appearing as though the stars themselves are floating on its surface.

Climate:

Celestia enjoys a temperate climate with mild seasons. Summers are warm with long, sunlit days, while winters are cool with clear, starlit nights. The island is often bathed in soft, ethereal light, making it a perfect place for stargazing and astronomical studies.

Inhabitants:

The island is sparsely populated by a small community of scholars, mages, and astronomers who have dedicated their lives to studying the cosmos. These inhabitants are known for their wisdom and their deep understanding of both magical and astronomical phenomena. They live in harmony with the island’s natural beauty, building their homes from local materials that blend seamlessly with the environment.

School of Astral Arcanum:

The School of Astral Arcanum is the centerpiece of Celestia, located at the heart of the Starfall Plateau. The school’s architecture is a marvel of celestial design, with towers that reach towards the heavens and observatories equipped with powerful telescopes. The main hall, known as the Celestial Chamber, features a domed ceiling that projects the night sky in stunning detail, allowing students to study the stars even during the day.

The curriculum at the School of Astral Arcanum includes advanced studies in astral projection, time manipulation, and the harnessing of cosmic energies. Students learn to navigate the astral plane, communicate with celestial beings, and unlock the secrets of the universe. The school is led by a council of Archmages, each a master of different aspects of astral magic.

Mystical Phenomena:

Celestia is a place where the veil between the material and astral planes is thin, leading to frequent occurrences of mystical phenomena. These include spontaneous auroras, temporal anomalies, and the appearance of ethereal creatures. The island is also home to ancient standing stones and celestial altars that are believed to be focal points of cosmic power.

In summary, the Island of Celestia is a haven for those who seek to understand and master the arcane secrets of the universe. Its serene beauty, combined with its profound connection to the stars and the astral plane, makes it the perfect location for the School of Astral Arcanum.

1st Level Magician Spells

1. Arcane Bolt

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: Make a ranged spell attack against a target. On a hit, the target takes 2d4 force damage. Damage increases by 1d4 for each slot level above 1st.

2. Shield

  • School: Abjuration
  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

3. Magic Missile

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: Create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage. The darts all strike simultaneously, and you can direct them to hit one creature or several.

4. Mage Armor

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 hours
  • Description: Touch a willing creature who isn’t wearing armor, and a magical force field surrounds them until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier.

5. Detect Magic

  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

6. Mage Hand

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Description: 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. You can use the hand to manipulate objects, open unlocked doors or containers, stow or retrieve items from open containers, or pour the contents out of a vial.

7. Light

  • School: Evocation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour
  • Description: Touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light.

8. Charm Person

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Description: Attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance.

9. Sleep

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: 1 minute
  • Description: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

10. Burning Hands

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Description: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

11. Fog Cloud

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Description: You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

12. Feather Fall

  • School: Transmutation
  • Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Components: V, M (a small feather or piece of down)
  • Duration: 1 minute
  • Description: Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

13. Identify

  • School: Divination
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
  • Duration: Instantaneous
  • Description: Choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

14. Magic Aura

  • School: Illusion
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small square of silk)
  • Duration: 24 hours
  • Description: You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

15. Color Spray

  • School: Illusion
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  • Duration: 1 round
  • Description: A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

16. Silent Image

  • School: Illusion
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes
  • Description: You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

17. Grease

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of pork rind or butter)
  • Duration: 1 minute
  • Description: Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn

2nd Level Magician Spells

1. Arcane Lock

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: Permanent until dispelled
  • Description: You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses the spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed.

2. Mirror Image

  • School: Illusion
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

3. Invisibility

  • School: Illusion
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an eyelash encased in gum arabic)
  • Duration: Concentration, up to 1 hour
  • Description: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

4. Flaming Sphere

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • Duration: Concentration, up to 1 minute
  • Description: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

5. Misty Step

  • School: Conjuration
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

6. Hold Person

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute
  • Description: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

7. Phantasmal Force

  • School: Illusion
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 1 minute
  • Description: You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration.

8. Shatter

  • School: Evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chip of mica)
  • Duration: Instantaneous
  • Description: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.

9. Levitate

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
  • Duration: Concentration, up to 10 minutes
  • Description: One creature or object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds.

10. Web

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of spiderweb)
  • Duration: Concentration, up to 1 hour
  • Description: You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

11. Arcane Weapon

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Description: You channel magical energy into a weapon you are holding. For the duration, you can use your spellcasting ability modifier in place of Strength or Dexterity for attack and damage rolls made with that weapon. Additionally, the weapon deals an extra 1d6 damage of your choice from acid, cold, fire, lightning, or thunder.

12. Darkvision

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (either a pinch of dried carrot or an agate)
  • Duration: 8 hours
  • Description: You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

13. Enlarge/Reduce

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 minute
  • Description: You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

14. Blur

  • School: Illusion
  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Description: Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

15. Scorching Ray

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

16. Suggestion

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
  • Duration: Concentration, up to 8 hours
  • Description: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. The suggestion must be worded in such a manner as to make the course of action sound reasonable.

17. Arcane Sight

  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of crushed gemstone worth at least 100 gp)
  • Duration: 1 hour
  • Description: You gain the ability to see the magical auras around objects and creatures. For the duration, you can see invisible creatures and objects, see into the Ethereal Plane, and automatically detect the presence of magic within

3rd Level Magician Spells

1. Arcane Barrage

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: You launch a barrage of arcane projectiles at up to three targets within range. Make a ranged spell attack for each target. On a hit, a target takes 4d6 force damage.

2. Spectral Guardian

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Description: Summon a spectral guardian to protect a creature of your choice. The guardian provides a +2 bonus to AC and deals 2d8 radiant damage to any attacker within 5 feet of the protected creature.

3. Time Warp

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of quicksilver)
  • Duration: Concentration, up to 1 minute
  • Description: Choose a target within range. That target’s movements are slowed or hastened by the flow of time, causing them to gain or lose an extra action each turn. They make a Wisdom saving throw at the end of each of their turns to end the effect.

4. Mind Spike

  • School: Divination
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Description: You reach into the mind of a creature you can see. The target must make a Wisdom saving throw. On a failed save, it takes 5d8 psychic damage and you always know the target’s location for the duration. On a successful save, it takes half damage and you don’t know its location.

5. Phantom Steed

  • School: Illusion
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 hour
  • Description: You create a Large quasi-real, horselike creature. The steed has a speed of 100 feet and can travel over difficult terrain without being slowed. It can also travel over water as if it were solid ground.

6. Elemental Weapon

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Description: You touch a weapon and imbue it with elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon deals an extra 2d6 damage of the chosen type on a hit.

7. Counterspell

  • School: Abjuration
  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

8. Dispel Magic

  • School: Abjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the spell ends.

9. Clairvoyance

  • School: Divination
  • Casting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
  • Duration: Concentration, up to 10 minutes
  • Description: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). You can choose to hear or see through the sensor as if you were there.

10. Lightning Arrow

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Description: The next time you make a ranged weapon attack during the spell’s duration, the weapon transforms into a bolt of lightning. The target of the attack and each creature within 10 feet of it must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.

11. Fireball

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Instantaneous
  • Description: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

12. Fly

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wing feather from any bird)
  • Duration: Concentration, up to 10 minutes
  • Description: You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

13. Water Breathing

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a short reed or piece of straw)
  • Duration: 24 hours
  • Description: This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

14. Haste

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shaving of licorice root)
  • Duration: Concentration, up to 1 minute
  • Description: Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

15. Slow

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of molasses)
  • Duration: Concentration, up to 1 minute
  • Description: You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions.

16. Major Image

  • School: Illusion
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes
  • Description: You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

17. Gaseous Form

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of gauze and a wisp of smoke)
  • Duration: Concentration, up to 1 hour
  • Description: You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. While in this form, the target has a flying speed of 10 feet, can hover, and can pass through small holes, narrow openings, and even mere cracks.

18. Bestow Curse

  • School: Necromancy
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Description: You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
    • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed, the target has disadvantage on attack rolls against you.
    • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

19. Hypnotic Pattern

  • School: Illusion
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
  • Duration: Concentration, up to 1 minute
  • Description: You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration.
  • School: Transmutation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Description: Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.

21. Sleet Storm

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Concentration, up to 1 minute
  • Description: Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

22. Leomund’s Tiny Hut

  • School: Evocation
  • Casting Time: 1 minute
  • Range: Self (10-foot-radius hemisphere)
  • Components: V, S, M (a small crystal bead)
  • Duration: 8 hours
  • Description: A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Up to nine creatures of Medium size or smaller can fit inside the dome with you. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

23. Magic Circle

  • School: Abjuration
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
  • Duration: 1 hour
  • Description: You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead.

24. Remove Curse

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Description: At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

25. Spirit Guardians

  • School: Conjuration
  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 10 minutes
  • Description: You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

26. Stinking Cloud

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a rotten egg or several skunk cabbage leaves)
  • Duration: Concentration, up to 1 minute
  • Description: You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

27. Tongues

  • School: Divination
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a small clay model of a ziggurat)
  • Duration: 1 hour
  • Description: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

28. Conjure Animals

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Description: You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
    • One beast of challenge rating 2 or lower
    • Two beasts of challenge rating 1 or lower
    • Four beasts of challenge rating 1/2 or lower
    • Eight beasts of challenge rating 1/4 or lower

29. Daylight

  • School: Evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour
  • Description: A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you choose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it.

4th Level Magician Spells

1. Arcane Blast

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Instantaneous
  • Description: You unleash a powerful wave of arcane energy in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one.

2. Ethereal Step

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Description: You shift into the Ethereal Plane until the spell ends or until you use a bonus action to return to the material plane. While on the Ethereal Plane, you can move through objects and creatures as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you moved.

3. Wall of Fire

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small piece of phosphorus)
  • Duration: Concentration, up to 1 minute
  • Description: You create a wall of fire on a solid surface within range. The wall is up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

4. Greater Invisibility

  • School: Illusion
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Description: You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

5. Phantasmal Killer

  • School: Illusion
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Description: You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, it becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage.

6. Conjure Minor Elementals

  • School: Conjuration
  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Description: You summon elementals that appear in unoccupied spaces that you can see within range. You can summon four elementals of challenge rating 1/2 or lower, or eight elementals of challenge rating 1/4 or lower. An elemental disappears when it drops to 0 hit points or when the spell ends.

7. Dimension Door

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V
  • Duration: Instantaneous
  • Description: You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction.

8. Arcane Eye

  • School: Divination
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of bat fur)
  • Duration: Concentration, up to 1 hour
  • Description: You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

9. Polymorph

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour
  • Description: This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.

10. Stone Shape

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous
  • Description: You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.

11. Storm Sphere

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pinch of dust)
  • Duration: Concentration, up to 1 minute
  • Description: A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. Each creature in the sphere must make a Strength saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. On a hit, the target takes 4d6 lightning damage.

12. Ice Storm

  • School: Evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Instantaneous
  • Description: A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

13. Greater Arcane Weapon

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of a broken weapon)
  • Duration: Concentration, up to 1 hour
  • Description: You touch a weapon and imbue it with potent elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon deals an extra 3d6 damage of the chosen type on a hit.

14. Animate Dead

  • School: Necromancy
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
  • Duration: Instantaneous
  • Description: This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse.

15. Control Water

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 10 minutes
  • Description: Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell.

16. Death Ward

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Description: You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

17. Confusion

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to 1 minute
  • Description: This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

18. Fabricate

  • School: Transmutation
  • Casting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S, M (a piece of the material of the item to be created)
  • Duration: Instantaneous
  • Description: You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube), or eight connected 5-foot cubes.

19. Fire Shield

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of phosphorus or a firefly)
  • Duration: 10 minutes
  • Description: Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose.

20. Locate Creature

  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of fur from a bloodhound)
  • Duration: Concentration, up to 1 hour
  • Description: Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

5th Level Magician Spells

1. Arcane Maelstrom

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of crystal)
  • Duration: Concentration, up to 1 minute
  • Description: You create a swirling vortex of arcane energy at a point you choose within range. The maelstrom is a 30-foot-radius, 40-foot-high cylinder. Each creature in the cylinder when it appears must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much on a successful one. On each of your turns, you can use your action to move the maelstrom up to 30 feet in any direction.

2. Planar Binding

  • School: Abjuration
  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
  • Duration: 24 hours
  • Description: With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. At the end of the casting, the target must make a Charisma saving throw. If it fails, it is bound to serve you for the duration.

3. Cloudkill

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Description: You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses it. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one.

4. Telekinesis

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Description: You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time.

5. Wall of Force

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powdered iron or iron filings)
  • Duration: Concentration, up to 10 minutes
  • Description: An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free-floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel.

6. Teleportation Circle

  • School: Conjuration
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
  • Duration: 1 round
  • Description: As you cast this spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn.

7. Greater Restoration

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Description: You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
    • One effect that charmed or petrified the target
    • One curse, including the target’s attunement to a cursed magic item
    • Any reduction to one of the target’s ability scores
    • One effect reducing the target’s hit point maximum

8. Wall of Stone

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes
  • Description: A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice).

9. Cone of Cold

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a small crystal or glass cone)
  • Duration: Instantaneous
  • Description: A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

10. Passwall

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of sesame seeds)
  • Duration: 1 hour
  • Description: A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

11. Mislead

  • School: Illusion
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour
  • Description: You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

12. Seeming

  • School: Illusion
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours
  • Description: This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

13. Animate Objects

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Description: Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, and Huge targets count as eight objects. You can’t animate any object larger than Huge.

14. Dream

  • School: Illusion
  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
  • Duration: 8 hours
  • Description: This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of its surroundings, but can’t take actions or move.

15. Geas

  • School: Enchantment
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 30 days
  • Description: You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day.

16. Modify Memory

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Description: You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration.

17. Legend Lore

  • School: Divination
  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • Duration: Instantaneous
  • Description: Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known.

18. Rary’s Telepathic Bond

  • School: Divination
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (pieces of eggshell from two different kinds of creatures)
  • Duration: 1 hour
  • Description: You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language.

19. Teleportation Circle

  • School: Conjuration
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
  • Duration: 1 round
  • Description: As you cast this spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn.

20. Antilife Shell

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 1 hour
  • Description: A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

6th Level Magician Spells

1. Temporal Stasis

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small hourglass)
  • Duration: Concentration, up to 1 minute
  • Description: You freeze time for one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is paralyzed for the duration. While paralyzed in this way, the creature is immune to all damage and effects, and time does not pass for it.

2. Prismatic Beam

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a crystal prism)
  • Duration: Instantaneous
  • Description: You fire a beam of multicolored light at a target within range. The target must make a Dexterity saving throw. On a failed save, the target takes 6d10 radiant damage and is blinded until the end of its next turn. On a successful save, the target takes half as much damage and is not blinded.

3. Arcane Gate

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a miniature portal carved from ivory)
  • Duration: Concentration, up to 10 minutes
  • Description: You create linked teleportation portals that remain open for the duration. Choose two points within range; a circular portal, 10 feet in diameter, opens at each point. The portals are linked, and any creature or object entering one portal exits from the other as if the two were adjacent.

4. Chain Lightning

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of fur, a piece of amber, and three silver pins)
  • Duration: Instantaneous
  • Description: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

5. Flesh to Stone

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of lime, water, and earth)
  • Duration: Concentration, up to 1 minute
  • Description: You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

6. Sunbeam

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a magnifying glass)
  • Duration: Concentration, up to 1 minute
  • Description: A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded.

7. True Seeing

  • School: Divination
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
  • Duration: 1 hour
  • Description: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

8. Disintegrate

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a lodestone and a pinch of dust)
  • Duration: Instantaneous
  • Description: A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

9. Mass Suggestion

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
  • Duration: 24 hours
  • Description: You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect.

10. Programmed Illusion

  • School: Illusion
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
  • Duration: Until dispelled or triggered
  • Description: You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes.

11. Otiluke’s Freezing Sphere

  • School: Evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a small crystal sphere)
  • Duration: Instantaneous
  • Description: A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful one.

12. True Seeing

  • School: Divination
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
  • Duration: 1 hour
  • Description: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

13. Word of Recall

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous
  • Description: You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures teleporting with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.

14. Create Undead

  • School: Necromancy
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
  • Duration: Instantaneous
  • Description: You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you.

15. Eyebite

  • School: Necromancy
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Description: For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.

16. Heroes’ Feast

  • School: Conjuration
  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Description: You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over.

17. Guards and Wards

  • School: Abjuration
  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of blood, and a small silver rod worth at least 10 gp)
  • Duration: 24 hours
  • Description: You create a magical ward that protects up to 2,500 square feet of floor space (an area 50 feet on each side) on the floor of a building you are in. The warded area can be up to 20 feet tall, and shaped as you desire.

18. Circle of Death

  • School: Necromancy
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
  • Duration: Instantaneous
  • Description: A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

19. Blade Barrier

  • School: Evocation
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Description: You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make the wall up to 100 feet long, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

20. Transport via Plants

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 round
  • Description: This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before.

7th Level Magician Spells

1. Celestial Radiance

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a shard of sunlight captured in crystal)
  • Duration: Concentration, up to 1 minute
  • Description: You summon a pillar of radiant energy from the heavens. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on a point within range must make a Constitution saving throw. A creature takes 10d6 radiant damage and is blinded for 1 minute on a failed save, or half as much damage and is not blinded on a successful one.

2. Ethereal Jaunt

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Description: You shift into the Ethereal Plane for the duration or until you use a bonus action to return to the material plane. While on the Ethereal Plane, you can move through objects and creatures as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you moved.

3. Prismatic Burst

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a prism)
  • Duration: Instantaneous
  • Description: You release a burst of multicolored light in a 60-foot radius centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 8d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is not blinded.

4. Simulacrum

  • School: Illusion
  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to duplicate the creature being duplicated; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled
  • Description: You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature.

5. Teleport

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
  • Description: This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you specify. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

6. Delayed Blast Fireball

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Concentration, up to 1 minute
  • Description: A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

7. Forcecage

  • School: Evocation
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp)
  • Duration: 1 hour
  • Description: An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

8. Plane Shift

  • School: Conjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
  • Duration: Instantaneous
  • Description: You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination.

9. Reverse Gravity

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute
  • Description: This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

10. Magnificent Mansion

  • School: Conjuration
  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
  • Duration: 24 hours
  • Description: You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet high. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open.

11. Symbol

  • School: Abjuration
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
  • Duration: Until dispelled or triggered
  • Description: When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

12. Etherealness

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 8 hours
  • Description: You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

13. Teleport Object

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: You teleport one object weighing up to 500 pounds to a location you specify within 500 miles. The object can be held or carried by an unwilling creature; the creature must make a Wisdom saving throw to avoid the effect.

14. Prismatic Spray

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Description: Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

15. Finger of Death

  • School: Necromancy
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Description: You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command.

16. Plane Shift

  • School: Conjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
  • Duration: Instantaneous
  • Description: You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination.

17. Force Cage

  • School: Evocation
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp)
  • Duration: 1 hour
  • Description: An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

18. Symbol of Pain

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
  • Duration: Until dispelled or triggered
  • Description: When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

19. Mordenkainen’s Magnificent Mansion

  • School: Conjuration
  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
  • Duration: 24 hours
  • Description: You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet high. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open.

20. Arcane Sword

  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 minute
  • Description: You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes force damage equal to 3d10 + your spellcasting ability modifier.

8th Level Magician Spells

1. Arcane Cataclysm

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of obsidian)
  • Duration: Instantaneous
  • Description: You create a massive explosion of arcane energy in a 40-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw, taking 12d10 force damage on a failed save, or half as much on a successful one. The explosion leaves behind difficult terrain.

2. Reality Ripple

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Description: You create a 30-foot-radius sphere centered on a point within range where reality fluctuates wildly. Every creature in the area must make a Wisdom saving throw at the start of their turn or become stunned until the end of their turn. Creatures that succeed on the saving throw take 5d10 psychic damage.

3. Prismatic Shield

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a prism)
  • Duration: Concentration, up to 1 hour
  • Description: You surround yourself with a rotating barrier of seven multicolored layers. Each layer provides a different benefit and absorbs one type of damage (fire, cold, lightning, poison, acid, radiant, and force). When an attack deals damage of that type, the corresponding layer dissipates, and you take no damage from that attack.

4. Ethereal Army

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a silver mirror)
  • Duration: Concentration, up to 10 minutes
  • Description: You summon an army of ethereal warriors that fills a 30-foot-radius sphere centered on a point within range. The warriors attack any hostile creatures within the area. Each creature in the area must make a Dexterity saving throw, taking 8d8 radiant damage on a failed save, or half as much on a successful one.

5. Temporal Rift

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a cracked hourglass)
  • Duration: Concentration, up to 1 minute
  • Description: You create a tear in the fabric of time in a 30-foot-radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw or be aged 1d10 years and take 6d10 necrotic damage. On a successful save, a creature takes half damage and is not aged.

6. Mind Blank

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours
  • Description: You touch a willing creature and grant it protection from psychic damage, divination spells, and any effect that would sense its emotions or read its thoughts. The target is immune to these effects for the duration.

7. Sunburst

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of sunstone)
  • Duration: Instantaneous
  • Description: You create a brilliant flash of sunlight in a 60-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 12d6 radiant damage and is blinded for 1 minute on a failed save, or half as much damage and is not blinded on a successful one.

8. Maze

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Description: You banish a creature that you can see within range to a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes and the spell ends.

9. Power Word Stun

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Description: You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target can make a Constitution saving throw at the end of each of its turns, ending the stunned condition on a success.

10. Antimagic Field

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Self (10-foot-radius sphere)
  • Components: V, S, M (a pinch of powdered iron or iron filings)
  • Duration: Concentration, up to 1 hour
  • Description: A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane.

11. Earthquake

  • School: Evocation
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
  • Duration: Concentration, up to 1 minute
  • Description: You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

12. Clone

  • School: Necromancy
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature to be cloned, which the spell consumes)
  • Duration: Instantaneous
  • Description: This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days. You can also make a clone for a creature whose soul has been separated from its body.

13. Feeblemind

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
  • Duration: Instantaneous
  • Description: You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way.

14. Dark Star

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of onyx)
  • Duration: Concentration, up to 1 minute
  • Description: You create a 20-foot-radius sphere of magical darkness, centered on a point you choose within range. The darkness spreads around corners and is heavily obscured. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The sphere’s area is difficult terrain.

15. Sunflare

  • School: Evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a piece of sunstone)
  • Duration: Instantaneous
  • Description: You create an immense burst of solar energy that radiates out in a 60-foot radius centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. Undead creatures have disadvantage on the saving throw.

16. Planar Barrier

  • School: Abjuration
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a mixture of holy water and silver dust worth 1,000 gp, which the spell consumes)
  • Duration: 24 hours
  • Description: You create a magical barrier that prevents planar travel into or out of a 1-mile radius centered on a point you choose within range. This barrier blocks teleportation, plane shifting, and any other form of extradimensional travel.

17. Time Stop

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Description: You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

18. Dominate Monster

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Description: You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

19. Power Word Blind

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Description: You utter a word of power that blinds a creature you can see within range. If the target has 200 hit points or fewer, it is blinded. Otherwise, the spell has no effect. The blinded target can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.

20. Etherealness

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours
  • Description: You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

9th Level Magician Spells

1. Ethereal Cataclysm

  • School: Evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a piece of ethereal crystal)
  • Duration: Instantaneous
  • Description: You create a massive explosion of ethereal energy in a 60-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw, taking 20d10 force damage on a failed save, or half as much on a successful one. The explosion warps the area into difficult terrain for 1 hour.

2. Temporal Vortex

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a broken hourglass)
  • Duration: Concentration, up to 1 minute
  • Description: You create a swirling vortex of temporal energy in a 40-foot-radius sphere centered on a point within range. Each creature in the area must make a Wisdom saving throw or be trapped in a time loop, repeating their actions from the previous turn. Creatures that succeed on the saving throw take 10d10 psychic damage.

3. Prismatic Storm

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a prism)
  • Duration: Concentration, up to 1 minute
  • Description: You summon a storm of prismatic energy that fills a 60-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 15d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half damage and is not blinded.

4. Astral Projection

  • School: Necromancy
  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (a jacinth worth at least 1,000 gp, an ornately carved silver bar worth at least 100 gp, and a vial of rare incense worth at least 500 gp, all of which the spell consumes)
  • Duration: Special
  • Description: You and up to eight willing creatures within range project your astral bodies into the Astral Plane. The material body you leave behind is unconscious and in a state of suspended animation. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions.

5. Dimensional Rift

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a piece of spatial fabric)
  • Duration: Concentration, up to 1 minute
  • Description: You create a massive rift in space, forming a 60-foot-tall, 10-foot-wide dimensional tear. Any creature that starts its turn within 30 feet of the rift must make a Strength saving throw or be pulled 30 feet toward it. Creatures within the rift take 10d10 force damage each round.

6. Apocalyptic Flame

  • School: Evocation
  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S, M (a shard of volcanic glass)
  • Duration: Instantaneous
  • Description: You summon a column of apocalyptic fire in a 30-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 20d6 fire damage and 20d6 radiant damage, or half as much on a successful save.

7. Mind Dominion

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of a king’s crown)
  • Duration: Concentration, up to 1 hour
  • Description: You exert complete control over a creature’s mind. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While charmed, the creature is completely loyal to you, follows your commands, and acts in your best interests.

8. Reality Rend

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a shard of broken mirror)
  • Duration: Concentration, up to 1 minute
  • Description: You tear at the fabric of reality, creating a 40-foot-radius area of chaotic, shifting terrain centered on a point within range. Each creature in the area must make a Constitution saving throw, taking 15d10 force damage on a failed save, or half as much on a successful one. The terrain becomes difficult and dangerous to traverse.

9. Ethereal Storm

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of ghostly essence)
  • Duration: Concentration, up to 1 minute
  • Description: You create a storm of ethereal energy in a 60-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 12d10 necrotic damage and is restrained for 1 minute. On a successful save, a creature takes half damage and is not restrained.

10. Time Collapse

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a clockwork gear)
  • Duration: Instantaneous
  • Description: You collapse the time around a point within range, causing a 30-foot-radius sphere to rapidly age and decay. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d10 necrotic damage and is aged 1d20 years. On a successful save, a creature takes half damage and is not aged.

11. Genesis

  • School: Conjuration
  • Casting Time: 10 minutes
  • Range: 300 feet
  • Components: V, S, M (a piece of primordial matter)
  • Duration: Instantaneous
  • Description: You create a small, self-sustaining demiplane that you can shape to your will. The demiplane can be up to 1 mile in diameter and can contain whatever environment you desire. You and up to ten creatures of your choice can enter the demiplane at will.

12. Planar Gate

  • School: Conjuration
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a key made of celestial metal)
  • Duration: 1 hour
  • Description: You create a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, 10 feet in diameter, and remains open for the duration. Any creature that enters the portal is instantly transported to the other plane.

13. Tsunami

  • School: Conjuration
  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S, M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 6 rounds
  • Description: A massive wave of water crashes down in a 300-foot-long, 50-foot-wide, and 50-foot-tall line. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 10d10 bludgeoning damage and is swept 50 feet back. On a successful save, a creature takes half damage and is not swept away.

14. Void Collapse

  • School: Necromancy
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of a black hole)
  • Duration: Concentration, up to 1 minute
  • Description: You create a collapsing void in a 40-foot-radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw, taking 15d10 necrotic damage on a failed save, or half as much on a successful one. The void pulls creatures and objects toward its center.

15. Eclipse

  • School: Evocation
  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a piece of darkened glass)
  • Duration: Concentration, up to 1 hour
  • Description: You create a magical eclipse that darkens the sky within a 1-mile radius centered on a point you choose within range. The area is heavily obscured, and creatures in the area must make a Constitution saving throw at the start of each of their turns or be blinded for the duration.

16. Astral Beacon

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a shard of starlight)
  • Duration: Concentration, up to 1 minute
  • Description: You create a beacon of astral light in a 30-foot-radius sphere centered on a point within range. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 10d10 radiant damage and is charmed by you for the duration. On a successful save, a creature takes half damage and is not charmed.

17. Entropy Wave

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of entropic matter)
  • Duration: Concentration, up to 1 minute
  • Description: You create a wave of entropic energy in a 60-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw, taking 15d10 force damage on a failed save, or half as much on a successful one. The area becomes chaotic and difficult to navigate.

18. Reality Shatter

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of broken reality)
  • Duration: Concentration, up to 1 minute
  • Description: You create a 40-foot-radius sphere of shattered reality centered on a point within range. Each creature in the area must make a Wisdom saving throw, taking 12d10 psychic damage on a failed save, or half as much on a successful one. The area becomes difficult terrain and distorts perception.

19. Cosmic Convergence

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of meteorite)
  • Duration: Instantaneous
  • Description: You create a convergence of cosmic energy in a 30-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 18d10 radiant damage and is stunned until the end of its next turn. On a successful save, a creature takes half damage and is not stunned.

20. Planar Convergence

  • School: Conjuration
  • Casting Time: 1 hour
  • Range: 1 mile
  • Components: V, S, M (a piece of each elemental plane)
  • Duration: Concentration, up to 24 hours
  • Description: You create a convergence of the elemental planes in a 1-mile-radius area centered on a point you choose within range. The area becomes a chaotic mix of the elements, with effects such as fiery eruptions, torrential rains, strong winds, and earthquakes occurring randomly. Creatures in the area must make a Constitution saving throw each hour or take 10d10 damage of a random type (fire, cold, lightning, acid, or bludgeoning).

10th Level Magician Spells

1. Ultimate Cataclysm

  • School: Evocation
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a shard of cosmic crystal)
  • Duration: Instantaneous
  • Description: You unleash a catastrophic explosion of energy in a 100-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw, taking 40d10 force damage on a failed save, or half as much on a successful one. The explosion leaves behind a zone of magical disruption that lasts for 1 hour.

2. Temporal Mastery

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crystal clock)
  • Duration: 1 hour
  • Description: You gain complete control over time within a 60-foot-radius sphere centered on yourself. You can freeze time, reverse time by up to 1 hour, or accelerate time, allowing you and your allies to take 3 turns in a row. Each use of these abilities lasts for 1 minute and can be used once during the spell’s duration.

3. Prismatic Annihilation

  • School: Evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a flawless diamond prism)
  • Duration: Instantaneous
  • Description: You summon a devastating prismatic burst in a 100-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 30d10 radiant damage and is permanently blinded. On a successful save, a creature takes half damage and is not blinded.

4. Absolute Control

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of a king’s crown)
  • Duration: Concentration, up to 1 hour
  • Description: You exert total control over up to three creatures of your choice that you can see within range. Each target must succeed on a Wisdom saving throw or be completely dominated by you for the duration. The creatures follow your commands without question, acting in your best interests.

5. Reality Warp

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of shattered reality)
  • Duration: Concentration, up to 1 minute
  • Description: You warp reality in a 100-foot-radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 20d10 force damage and is affected by a random wild magic surge. On a successful save, a creature takes half damage and is not affected by wild magic.

6. Ethereal Domination

  • School: Necromancy
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of ethereal essence)
  • Duration: Concentration, up to 1 hour
  • Description: You summon an ethereal army to do your bidding. You can command up to 20 ethereal warriors that appear in unoccupied spaces you can see within range. These warriors obey your mental commands and can attack or defend as you direct. Each warrior has the stats of a wraith and lasts for the duration.

7. Dimensional Collapse

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a piece of dimensional fabric)
  • Duration: Concentration, up to 1 minute
  • Description: You create a massive dimensional rift that collapses space within a 100-foot-radius sphere centered on a point within range. Each creature in the area must make a Strength saving throw or be pulled into the rift, taking 20d10 force damage each round. On a successful save, a creature takes half damage and is not pulled into the rift.

8. Apocalyptic Inferno

  • School: Evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a shard of volcanic glass)
  • Duration: Instantaneous
  • Description: You summon an apocalyptic column of fire in a 100-foot-radius, 200-foot-high cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 40d6 fire damage and 40d6 radiant damage, or half as much on a successful save.

9. Mind Erasure

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of a scholar’s brain)
  • Duration: Instantaneous
  • Description: You erase all memories from a creature’s mind. The target must succeed on an Intelligence saving throw or lose all memories, skills, and knowledge. On a successful save, the target takes 10d10 psychic damage and retains its memories.

10. Ultimate Polymorph

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a drop of shapechanger’s blood)
  • Duration: Concentration, up to 1 hour
  • Description: You transform a creature you can see within range into any creature of your choice. The target must succeed on a Wisdom saving throw or be permanently transformed. This transformation cannot be dispelled by Dispel Magic and can only be reversed by a Wish spell.

11. Stellar Convergence

  • School: Evocation
  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a piece of meteorite)
  • Duration: Concentration, up to 1 hour
  • Description: You summon a convergence of stellar energy in a 1-mile-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 30d10 radiant damage and is blinded for the duration. On a successful save, a creature takes half damage and is not blinded.

12. Planar Banishment

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a gem worth 1,000 gp)
  • Duration: Instantaneous
  • Description: You banish up to five creatures you can see within range to a random plane of existence. Each target must succeed on a Charisma saving throw or be banished. On a successful save, the target takes 10d10 force damage and is not banished.

13. Cosmic Rend

  • School: Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of cosmic dust)
  • Duration: Instantaneous
  • Description: You create a rift in the cosmos in a 100-foot-radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 25d10 radiant damage and is stunned for 1 minute. On a successful save, a creature takes half damage and is not stunned.

14. Infinity Storm

  • School: Evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a shard of infinity crystal)
  • Duration: Concentration, up to 1 minute
  • Description: You summon a storm of infinite energy in a 200-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 20d10 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

The Elemental Magi

Overview

The Elemental Magi are a revered group of magicians dedicated to mastering and harmonizing the four fundamental elements: fire, earth, wind, and water. Each member of the Elemental Magi aligns with one of these elements, forming a balanced collective where the strengths and abilities of each element support and enhance the others. The Magi believe that true power lies in the purity and unity of these natural forces, and they strive to achieve perfect equilibrium in their magic.

They believe that if a magician is pursing any other spells or powers, they are simply looking for party tricks to impress their friends and patrons. Elementalism and those who practice it are purists. And, this almost cult like fervor has caused problems in the past.

Structure and Hierarchy

The Elemental Magi are divided into four factions, each corresponding to one of the elements. Within each faction, members undergo rigorous training to harness and control their respective element. The highest-ranking member of each faction is known as a Master, and together, the four Masters form the Elemental Council, which leads the group.

  1. Fire Faction: Ignis
    • Masters of flame and heat, the Ignis faction specializes in offensive magic and transformation. Their abilities include casting powerful fireballs, controlling temperature, and igniting objects with a mere thought.
  1. Earth Faction: Terra
    • Grounded and resilient, the Terra faction excels in defensive magic and creation. They can manipulate the earth to form barriers, create golems, and accelerate plant growth for both offensive and healing purposes.
  1. Wind Faction: Zephyr
    • Swift and agile, the Zephyr faction focuses on mobility and support. Their powers allow them to control the winds for flight, create powerful gusts to disarm opponents, and enhance their allies’ speed and agility.
  1. Water Faction: Aqua
    • Fluid and adaptive, the Aqua faction masters healing and adaptability. They can manipulate water to create protective barriers, heal wounds, and control ice and steam for various magical effects.

Practices and Beliefs

  • Elemental Sanctity: Members of the elementals strictly adhere to using magic that is untainted and derived directly from the natural elements. They conduct elaborate purification rituals to ensure that their magic remains uncontaminated.
  • Meditation and Balance: Regular meditation sessions help members attune to their elemental alignment and maintain balance within themselves. This practice is believed to enhance their connection to their element and increase their magical potency.
  • Isolation from Mundane Influences: The sect maintains a degree of separation from non-magical societies to avoid any external corruptions. They live in secluded sanctuaries where the natural elements are in abundance, allowing them to draw directly from their surroundings.
  • Guardians of Purity: The Elemental Magi sees itself as the guardian of true magic. They often undertake missions to cleanse areas of corrupted magic and restore elemental purity, believing that such actions help maintain the balance of the world.

Headquarters

The headquarters of the Elemental Magi is a grand citadel known as the Elemental Spire. Located at the convergence of the four elements, the Spire is a place of breathtaking beauty and powerful magic. The northern section is dominated by crystalline fire pits, the eastern section features towering cliffs and rich soil, the southern section is characterized by open skies and constant breezes, and the western section is surrounded by serene lakes and rivers. The central chamber, where the Elemental Council convenes, is a harmonious blend of all four elements, symbolizing the unity and balance the Magi strive to achieve.

Now Sit back, relax and let your imagination run free…

One response to “Exploring the School of Astral Arcanum”

  1. […] of spell components, advice or knowledge. So, dangerous are the dark arts, that the Governing Magicians Council of Astral Arcanum, has forbidden its students from setting foot on the […]

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