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# Accelerando
- **Level**: 4 Transmutation
- **Classes**: Bard
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 6 rounds
- **Source**: Level Up Advanced 5e
You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.
Until the spell ends, targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).
* **1 Round:** Double Speed.
* **2 Rounds:** +2 bonus to AC.
* **3 Rounds:** Advantage on Dexterity saving throws.
* **4 Rounds:** An additional action each turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.
**Using a Higher-Level Spell Slot.** You may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.

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# Acid Arrow
- **Level**: 2 Evocation
- **Classes**: Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
A jet of acid streaks towards the target like a hissing, green arrow. Make a ranged spell attack.
On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage.
**Using a Higher-Level Spell Slot.** Increase this spell's initial and ongoing damage by 1d4 per slot level above 2nd.

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# Acid Splash
- **Level**: Cantrip Conjuration
- **Classes**: Artificer, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.
**Cantrip Upgrade.** This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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# Aid
- **Level**: 2 Abjuration
- **Classes**: Cleric, Herald
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: 8 hours
- **Source**: Level Up Advanced 5e
You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.
**Using a Higher-Level Spell Slot.** The granted hit points increase by an additional 5 for each slot level above 2nd.

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# Air Wave
- **Level**: 1 Conjuration
- **Classes**: Artificer, Bard, Warlock
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.
**Using a Higher-Level Spell Slot.** The spell's range increases by 30 feet for each slot level above 1st.

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# Alarm
- **Level**: 1 Abjuration
- **Classes**: Artificer, Wizard
- **Casting Time**: 1 minute
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: 8 hours
- **Source**: Level Up Advanced 5e
You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don't set off the alarm.
Choose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet.
**Using a Higher-Level Spell Slot.** You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet, but you must be familiar with the locations you ward, and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms.
You may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting.
Increased Duration. The spell's duration increases to 24 hours.
Improved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away.
Improved Mental Alarm. The mental alarm alerts you regardless of your location, even if you and the alarm are on different planes of existence.

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# Alter Self
- **Level**: 2 Transmutation
- **Classes**: Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.
* **Amphibian:** Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.
* **Altered State:** You decide what you look like.
None of your gameplay statistics change but you can alter anything about your body's appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.
* **Red in Tooth and Claw:** You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.
**Using a Higher-Level Spell Slot.** When using a spell slot of 5th-level, add the following to the list of forms you can adopt.
* **Greater Natural Weapons:** The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.
* **Mask of the Grave:** You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don't need to breathe and you become immune to poison.
* **Wings:** A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon's wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.

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# Altered Strike
- **Level**: Cantrip Transmutation
- **Classes**: Artificer, Bard, Herald, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S, M
- **Duration**: 1 round
- **Source**: Level Up Advanced 5e
You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.
You use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood.
**Cantrip Upgrade.** When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of one. In addition, you can choose adamantine as the material.
When you reach 17th level, your attacks with this spell deal an extra 1d6 damage.

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# Angel Paradox
- **Level**: 7 Evocation
- **Classes**: Cleric, Wizard
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V
- **Duration**: 7 days
- **Source**: Level Up Advanced 5e
The target is bombarded with a fraction of energy stolen from some slumbering, deific source, immediately taking 40 radiant damage. This spell ignores resistances but does not ignore immunities. A creature killed by this spell does not decay and cannot become undead for the spell's duration. Days spent under the influence of this spell don't count against the time limit of spells such as _raise dead_. This effect ends early if the corpse takes necrotic damage.
**Using a Higher-Level Spell Slot.** The damage and duration increase to 45 radiant damage and 1 year when using an 8th-level spell slot, or 50 damage and until dispelled when using a 9th-level spell slot.

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# Animal Friendship
- **Level**: 1 Enchantment
- **Classes**: Bard, Druid
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: 24 hours
- **Source**: Level Up Advanced 5e
You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner), the target is charmed by you.
**Using a Higher-Level Spell Slot.** Choose one additional target for each slot level above 1st.

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# Animal Messenger
- **Level**: 2 Enchantment
- **Classes**: Bard, Druid
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: 24 hours
- **Source**: Level Up Advanced 5e
You call a Tiny beast to you, whisper a message to it, and then give it directions to the message's recipient. It is now your messenger.
Specify a location you have previously visited and a recipient who matches a general description, such as "a person wearing a pointed red hat in Barter Town" or "a half-orc in a wheelchair at the Striped Lion Inn." Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.
When the messenger arrives, it delivers your message to the first creature matching your description, replicating the sound of your voice exactly. If the messenger can't find the recipient or reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
**Using a Higher-Level Spell Slot.** The duration of the spell increases by 48 hours for each slot level above 2nd.

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# Animal Shapes
- **Level**: 8 Transmutation
- **Classes**: Druid
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S
- **Duration**: Concentration, up to 24 hours
- **Source**: Level Up Advanced 5e
You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.
On subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.
Until the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points) are replaced by the statistics of the chosen beast excepting its Intelligence, Wisdom, and Charisma scores. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.
When the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effect on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.

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# Animate Dead
- **Level**: 3 Necromancy
- **Classes**: Cleric, Wizard
- **Casting Time**: 1 minute
- **Range**: touch
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
You animate a mortal's remains to become your undead servant.
If the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead's statistics.
While it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.
The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours.
Casting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one.
**Using a Higher-Level Spell Slot.** You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).

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# Animate Objects
- **Level**: 5 Transmutation
- **Classes**: Artificer, Bard, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
Objects come to life at your command just like you dreamt of when you were an apprentice! Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can't animate objects larger than Huge.
Until the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.
Each construct has Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1, as well as a flying speed of 30 feet and the ability to hover (if securely fastened to something larger, it has a Speed of 0), and blindsight to a range of 30 feet (blind beyond that distance). Otherwise a construct's statistics are determined by its size.
If you animate 4 or more Small or Tiny objects, instead of controlling each construct individually they function as a construct swarm. Add together all swarm's total hit points. Attacks against a construct swarm deal half damage. The construct swarm reverts to individual constructs when it is reduced to 15 hit points or less.
You can use a bonus action to mentally command any construct made with this spell while it is within 500 feet. When you command multiple constructs using this spell, you may simultaneously give them all the same command. You decide the action the construct takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. Without commands the construct only defends itself. The construct continues to follow a command until its task is complete.
When you command a construct to attack, it makes a single slam melee attack against a creature within 5 feet of it. On a hit the construct deals bludgeoning, piercing, or slashing damage appropriate to its shape.
When the construct drops to 0 hit points, any excess damage carries over to its normal object form.
**Using a Higher-Level Spell Slot.** You can animate 2 additional Small or Tiny objects for each slot level above 5th.

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# Antilife Shell
- **Level**: 5 Abjuration
- **Classes**: Druid
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.
The barrier does not prevent spells or attacks with ranged or reach weapons from passing through the barrier.
The spell ends if you move so that a Tiny or larger living creature is forced to pass through the barrier.

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# Antimagic Field
- **Level**: 8 Abjuration
- **Classes**: Cleric, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator's discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere's effects.
* **Area Suppression:** When a magical effect protrudes into the sphere, that part of the effect's area is suppressed. For example, the ice created by a wall of ice is suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
* **Creatures and Objects:** While within the sphere, any creatures or objects created or conjured by magic temporarily wink out of existence, reappearing immediately once the space they occupied is no longer within the sphere.
* **Dispel Magic:** The sphere is immune to dispel magic and similar magical effects, including other antimagic field spells.
* **Magic Items:** While within the sphere, magic items function as if they were mundane objects. Magic weapons and ammunition cease to be suppressed when they fully leave the sphere.
* **Magical Travel:** Whether the sphere includes a destination or departure point, any planar travel or teleportation within it automatically fails. Until the spell ends or the sphere moves, magical portals and extradimensional spaces (such as that created by a bag of holding) within the sphere are closed.
* **Spells:** Any spell cast within the sphere or at a target within the sphere is suppressed and the spell slot is consumed. Active spells and magical effects are also suppressed within the sphere. If a spell or magical effect has a duration, time spent suppressed counts against it.

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# Antipathy/Sympathy
- **Level**: 8 Enchantment
- **Classes**: Druid, Wizard
- **Casting Time**: 1 hour
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: 10 days
- **Source**: Level Up Advanced 5e
You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires.
The target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell's effects for 1 minute.
* **Antipathy:** When a designated creature can see the target or comes within 60 feet of it, the creature makes a Wisdom saving throw or becomes frightened. While frightened the creature must use its movement to move away from the target to the nearest safe spot from which it can no longer see the target. If the creature moves more than 60 feet from the target and can no longer see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
* **Sympathy:** When a designated creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw. On a failure, the creature uses its movement on each of its turns to enter the area or move within reach of the target, and is unwilling to move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect. An affected creature can also make a saving throw once every 24 hours while within the area of the spell, and whenever it ends its turn more than 60 feet from the target and is unable to see the target.

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# Arcane Eye
- **Level**: 4 Divination
- **Classes**: Artificer, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
Until the spell ends, you create an invisible, floating magical eye that hovers in the air and sends you visual information. The eye has normal vision, darkvision to a range of 30 feet, and it can look in every direction.
You can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence. The eye can pass through openings as small as 1 inch across but otherwise its movement is blocked by solid barriers.

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# Arcane Hand
- **Level**: 5 Evocation
- **Classes**: Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.
The hand doesn't fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.
When you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.
* **_Shove:_** The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the hand pushes the creature in a direction of your choosing for up to 5 feet plus a number of feet equal to 5 times your spellcasting ability modifier, and remains within 5 feet of it.
* **_Smash:_** Make a melee spell attack against a creature or object within 5 feet of the hand. On a hit, the hand deals 4d8 force damage.
* **_Snatch:_** The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the creature is grappled by the hand. You can use a bonus action to crush a creature grappled by the hand, dealing bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
* **_Stop:_** Until the hand is given another command it moves to stay between you and a creature of your choice, providing you with three-quarters cover against the chosen creature. A creature with a Strength score of 26 or less cannot move through the hand's space, and stronger creatures treat the hand as difficult terrain.
**Using a Higher-Level Spell Slot.** The damage from Smash increases by 2d8 and the damage from Snatch increases by 2d6 for each slot level above 5th.

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# Arcane Lock
- **Level**: 2 Abjuration
- **Classes**: Artificer, Wizard
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S, M
- **Duration**: Permanent
- **Source**: Level Up Advanced 5e
The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target. The spell can also be suppressed for 10 minutes by casting _knock_ on the target. Otherwise, the target cannot be opened normally and it is more difficult to break or force open, increasing the DC to break it or pick any locks on it by 10 (minimum DC 20).
**Using a Higher-Level Spell Slot.** Increase the DC to force open the object or pick any locks on the object by an additional 2 for each slot level above 2nd. Only a knock spell cast at a slot level equal to or greater than your arcane lock suppresses it.

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# Arcane Muscles
- **Level**: Cantrip Transmutation
- **Classes**: Artificer, Cleric, Herald, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: Self
- **Components**: V, S
- **Duration**: 1 minute
- **Source**: Level Up Advanced 5e
Your muscles swell with arcane power. They're too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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# Arcane Riposte
- **Level**: 1 Evocation
- **Classes**: Bard, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 reaction
- **Range**: self
- **Components**: V, S
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
You respond to an incoming attack with a magically-infused attack of your own. Make a melee spell attack against the creature that attacked you. If you hit, the creature takes 3d6 acid, cold, fire, lightning, poison, or thunder damage.
**Using a Higher-Level Spell Slot.** The spell deals an extra 1d6 damage for each slot level above 1st. When using a 4th-level spell slot, you may choose to deal psychic, radiant, or necrotic damage. When using a 6th-level spell slot, you may choose to deal force damage.

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# Arcane Sword
- **Level**: 7 Evocation
- **Classes**: Bard, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
You summon an insubstantial yet deadly sword to do your bidding.
Make a melee spell attack against a target of your choice within 5 feet of the sword, dealing 3d10 force damage on a hit.
Until the spell ends, you can use a bonus action on subsequent turns to move the sword up to 20 feet to a space you can see and make an identical melee spell attack against a target.

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# Arcanist's Magic Aura
- **Level**: 2 Illusion
- **Classes**:
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S, M
- **Duration**: 24 hours
- **Source**: Level Up Advanced 5e
You craft an illusion to deceive others about the target's true magical properties.
Choose one or both of the following effects. When cast upon the same target with the same effect for 30 successive days, it lasts until it is dispelled.
* **False Aura:** A magical target appears nonmagical, a nonmagical target appears magical, or you change a target's magical aura so that it appears to belong to a school of magic of your choosing. Additionally, you can choose to make the false magic apparent to any creature that handles the item.
* **Masking Effect:** Choose a creature type. Spells and magical effects that detect creature types (such as a herald's Divine Sense or the trigger of a symbol spell) treat the target as if it were a creature of that type. Additionally, you can choose to mask the target's alignment trait (if it has one).
**Using a Higher-Level Spell Slot.** When cast using a 6th-level spell slot or higher the effects last until dispelled with a bonus action.

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# Aspect of the Moon
- **Level**: 3 Transmutation
- **Classes**: Bard, Druid
- **Casting Time**: 1 bonus action
- **Range**: self
- **Components**: V
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage. You may use your Strength or Dexterity for attack and damage rolls with unarmed strikes, and treat your unarmed strikes as weapons with the finesse property. You gain an additional action on your turn, which may only be used to make a melee attack with your unarmed strike. If you are hit by a silvered weapon, you have disadvantage on your Constitution saving throw to maintain concentration.

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# Astral Projection
- **Level**: 9 Necromancy
- **Classes**: Cleric, Warlock, Wizard
- **Casting Time**: 1 hour
- **Range**: touch
- **Components**: V, S, M
- **Duration**: Special
- **Source**: Level Up Advanced 5e
Until the spell ends, the targets leave their material bodies (unconscious and in a state of suspended animation, not aging or requiring food or air) and project astral forms that resemble their mortal forms in nearly all ways, keeping their game statistics and possessions.
While in this astral form you trail a tether, a silvery-white cord that sprouts from between your shoulder blades and fades into immateriality a foot behind you. As long as the tether remains intact you can find your way back to your material body. When it is cut—which requires an effect specifically stating that it cuts your tether —your soul and body are separated and you immediately die. Damage against and other effects on your astral form have no effect on your material body either during this spell or after its duration ends. Your astral form travels freely through the Astral Plane and can pass through interplanar portals on the Astral Plane leading to any other plane. When you enter a new plane or return to the plane you were on when casting this spell, your material body and possessions are transported along the tether, allowing you to return fully intact with all your gear as you enter the new plane.
The spell ends for all targets when you use an action to dismiss it, for an individual target when a successful dispel magic is cast upon its astral form or material body, or when either its material body or its astral form drops to 0 hit points. When the spell ends for a target and the tether is intact, the tether pulls the target's astral form back to its material body, ending the suspended animation.
If the spell ends for you prematurely, other targets remain in their astral forms and must find their own way back to their bodies (usually by dropping to 0 hit points).

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# Augury
- **Level**: 2 Divination
- **Classes**: Cleric
- **Casting Time**: 1 minute
- **Range**: self
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:
* Fortunate omen (good results)
* Calamity omen (bad results)
* Ambivalence omen (both good and bad results)
* No omen (results that aren't especially good or bad)
This omen does not account for possible circumstances that could change the outcome, such as making additional preparations.
When you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.

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# Awaken
- **Level**: 5 Transmutation
- **Classes**: Bard, Druid
- **Casting Time**: 8 hours
- **Range**: touch
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human. The Narrator assigns awakened plant statistics (such as an awakened shrub or awakened tree).
The target is charmed by you for 30 days or until you or your companions harm it. Depending on how you treated the target while it was charmed, when the condition ends the awakened creature may choose to remain friendly to you.
**Using a Higher-Level Spell Slot.** Target an additional creature for each slot level above 5th. Each target requires its own material component.

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# Bane
- **Level**: 1 Enchantment
- **Classes**: Bard, Cleric
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
The senses of the targets are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends, a d4 is subtracted from attack rolls and saving throws made by a target.
**Using a Higher-Level Spell Slot.** You target an additional creature for each slot level above 1st.

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# Banishment
- **Level**: 4 Abjuration
- **Classes**: Cleric, Herald, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1d4+2 round
- **Source**: Level Up Advanced 5e
You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.
Until the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.
At the end of each of its turns, a banished creature can repeat the saving throw with a -1 penalty for each round it has spent banished, returning on a success. If the spell ends before its maximum duration, the target reappears in the space it left (or the nearest unoccupied space) but otherwise a target native to a different plane doesn't return.
**Using a Higher-Level Spell Slot.** The duration of banishment increases by 1 round for each slot level above 4th.

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# Barkskin
- **Level**: 2 Transmutation
- **Classes**: Druid
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S, M
- **Duration**: 1 hour
- **Source**: Level Up Advanced 5e
The target's skin takes on the texture and appearance of bark, increasing its AC to 16 (unless its AC is already higher).
**Using a Higher-Level Spell Slot.** The target's AC increases by +1 for every two slot levels above 2nd.

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# Battlecry Ballad
- **Level**: 3 Abjuration
- **Classes**: Bard
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to special
- **Source**: Level Up Advanced 5e
You fill your allies with a thirst for glory and battle using your triumphant rallying cry. Expend and roll a Bardic Inspiration die to determine the number of rounds you can maintain concentration on this spell (minimum 1 round). Each target gains a bonus to attack and damage rolls equal to the number of rounds you have maintained concentration on this spell (maximum +4).
You cannot cast another spell through your spellcasting focus while concentrating on this spell.
**Using a Higher-Level Spell Slot.** You can maintain concentration on this spell for an additional round for each slot level above 3rd.

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# Beacon of Hope
- **Level**: 3 Abjuration
- **Classes**: Cleric
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
The targets are filled with hope and vitality.
Until the spell ends, each target gains advantage on Wisdom saving throws and death saving throws, and when a target receives healing it regains the maximum number of hit points possible.

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# Bestow Curse
- **Level**: 3 Necromancy
- **Classes**: Bard, Cleric, Wizard
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
Choose one of the following:
* Select one ability score; the target has disadvantage on ability checks and saving throws using that ability score.
* The target makes attack rolls against you with disadvantage.
* Each turn, the target loses its action unless it succeeds a Wisdom saving throw at the start of its turn.
* Your attacks and spells deal an additional 1d8 necrotic damage against the target.
A curse lasts until the spell ends. At the Narrator's discretion you may create a different curse effect with this spell so long as it is weaker than the options above.
A _remove curse_ spell ends the effect if the spell slot used to cast it is equal to or greater than the spell slot used to cast _bestow curse_.
**Using a Higher-Level Spell Slot.** When using a 4th-level spell slot the duration increases to 10 minutes. When using a 5th-level spell slot the duration increases to 8 hours and it no longer requires your concentration. When using a 7th-level spell slot the duration is 24 hours.

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# Black Tentacles
- **Level**: 4 Conjuration
- **Classes**: Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
Writhing black tentacles fill the ground within the area turning it into difficult terrain. When a creature starts its turn in the area or enters the area for the first time on its turn, it takes 3d6 bludgeoning damage and is restrained by the tentacles unless it succeeds on a Dexterity saving throw. A creature that starts its turn restrained by the tentacles takes 3d6 bludgeoning damage.
A restrained creature can use its action to make an Acrobatics or Athletics check against the spell save DC, freeing itself on a success.
**Using a Higher-Level Spell Slot.** The damage increases by 1d6 for every 2 slot levels above 4th.

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# Blade Barrier
- **Level**: 6 Evocation
- **Classes**: Cleric
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
You create a wall of slashing blades. The wall can be up to 20 feet high and 5 feet thick, and can either be a straight wall up to 100 feet long or a ringed wall of up to 60 feet in diameter. The wall provides three-quarters cover and its area is difficult terrain.
When a creature starts its turn within the wall's area or enters the wall's area for the first time on a turn, it makes a Dexterity saving throw, taking 6d10 slashing damage on a failed save, or half as much on a successful save.
**Using a Higher-Level Spell Slot.** The damage increases by 1d10 for each slot level above 6th.

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# Bless
- **Level**: 1 Enchantment
- **Classes**: Cleric, Herald
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target.
**Using a Higher-Level Spell Slot.** You target one additional creature for each slot level above 1st.

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# Blight
- **Level**: 4 Necromancy
- **Classes**: Druid, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.
A plant creature or magical plant has disadvantage on its saving throw and takes the maximum damage possible from this spell. A nonmagical plant that isn't a creature receives no saving throw and instead withers until dead.
**Using a Higher-Level Spell Slot.** The damage increases by 1d8 for each slot level above 4th.

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# Blindness/Deafness
- **Level**: 2 Necromancy
- **Classes**: Bard, Cleric, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V
- **Duration**: 1 minute
- **Source**: Level Up Advanced 5e
Until the spell ends, the target is blinded or deafened (your choice). At the end of each of its turns the target can repeat its saving throw, ending the spell on a success.
**Using a Higher-Level Spell Slot.** You target one additional creature for each slot level above 2nd.

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# Blink
- **Level**: 3 Transmutation
- **Classes**: Artificer, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S
- **Duration**: 1 minute
- **Source**: Level Up Advanced 5e
Until the spell ends, roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane, the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range, you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action, you can dismiss this spell.
While on the Ethereal Plane, you can see and hear into the plane you were originally on out to a range of 60 feet, but everything is obscured by mist and in shades of gray. You can only target and be targeted by other creatures on the Ethereal Plane.
Creatures on your original plane cannot perceive or interact with you, unless they are able to interact with the Ethereal Plane.

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# Blood-Writ Bargain
- **Level**: 3 Conjuration
- **Classes**: Cleric, Herald, Warlock, Wizard
- **Casting Time**: 1 minute
- **Range**: touch
- **Components**: V, S, M
- **Duration**: 13 days
- **Source**: Level Up Advanced 5e
This spell creates a pact which is enforced by celestial or fiendish forces. You and another willing creature commit to a mutual agreement, clearly declaring your parts of the agreement during the casting.
Until the spell ends, if for any reason either participant breaks the agreement or fails to uphold their part of the bargain, beings of celestial or fiendish origin appear within unoccupied spaces as close as possible to the participant who broke the bargain. The beings are hostile to the deal-breaking participant and attempt to kill them, as well as any creatures that defend them. When the dealbreaking participant is killed, or the spell's duration ends, the beings disappear in a flash of smoke.
The spellcaster chooses whether the beings are celestial or fiendish while casting the spell, and the Narrator chooses the exact creatures summoned (such as a couatl or 5 imps). There may be any number of beings, but their combined Challenge Rating can't exceed 5.
**Using a Higher-Level Spell Slot.** The combined Challenge Rating of summoned beings increases by 2 and the duration increases by 13 days for each slot level above 3rd.

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# Blur
- **Level**: 2 Illusion
- **Classes**: Artificer, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
Until the spell ends, you are shrouded in distortion and your image is blurred. Creatures make attack rolls against you with disadvantage unless they have senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).
**Using a Higher-Level Spell Slot.** You may target an additional willing creature you can see within range for each slot level above 2nd. Whenever an affected creature other than you is hit by an attack, the spell ends for that creature. When using a higher level spell slot, increase the spell's range to 30 feet.

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# Burning Hands
- **Level**: 1 Evocation
- **Classes**: Artificer, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.
**Using a Higher-Level Spell Slot.** The damage increases by 1d6 for each slot level above 1st.

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# Calculate
- **Level**: Cantrip Divination
- **Classes**: Artificer, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.
Note: Using the _calculate_ cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.

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# Calculated Retribution
- **Level**: 1 Abjuration
- **Classes**: Artificer, Cleric, Herald, Warlock
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
You surround yourself with a dampening magical field and collect the energy of a foe's attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack's damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.
**Using a Higher-Level Spell Slot.** You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends.
You must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage, or if you already have advantage, you automatically succeed.

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# Call Lightning
- **Level**: 3 Conjuration
- **Classes**: Druid
- **Casting Time**: 1 action
- **Range**: 100 feet
- **Components**: V, S
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).
On the round you cast it, and as an action on subsequent turns until the spell ends, you can call down a bolt of lightning to a point directly beneath the cloud. Each creature within 5 feet of the point makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much on a successful one.
If you are outdoors in a storm when you cast this spell, you take control of the storm instead of creating a new cloud and the spell's damage is increased by 1d10.
**Using a Higher-Level Spell Slot.** The damage increases by 1d10 for each slot level above 3rd.

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# Calm Emotions
- **Level**: 2 Enchantment
- **Classes**: Bard, Cleric
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.
* Suppress the charmed or frightened conditions, though they resume when the spell ends (time spent suppressed counts against a condition's duration).
* Suppress hostile feelings towards creatures of your choice until the spell ends. This suppression ends if a target is attacked or sees its allies being attacked. Targets act normally when the spell ends.
**Using a Higher-Level Spell Slot.** The spell area increases by 10 feet for each slot level above 2nd.

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# Ceremony
- **Level**: 1 Evocation
- **Classes**: Cleric, Herald
- **Casting Time**: 1 hour
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.
* **Funeral:** You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR 1/4 or less. A corpse can only benefit from this effect once.
* **Guide the Passing:** You bless one or more creatures within range for their passage into the next life. For the next 7 days, their souls cannot be trapped or captured by any means short of a wish spell. Once a creature benefits from this effect, it can't do so again until it has been restored to life.
* **Offering:** The gifts of the faithful are offered to the benefit of the gods and the community. Choose one skill or tool proficiency and target a number of creatures equal to your proficiency bonus that are within range. When a target makes an ability check using the skill or tool within the next week, it can choose to use this benefit to gain an expertise die on the check. A creature can be targeted by this effect no more than once per week.
* **Purification:** A creature you touch is washed with your spiritual energy. Choose one disease or possession effect on the target. If the save DC for that effect is equal to or lower than your spell save DC, the effect ends.
* **Rite of Passage:** You shepherd one or more creatures into the next phase of life, such as in a child dedication, coming of age, marriage, or conversion ceremony. These creatures gain inspiration. A creature can benefit from this effect no more than once per year.

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# Chain Lightning
- **Level**: 6 Evocation
- **Classes**: Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
You fire a bolt of electricity at the primary target that deals 10d8 lightning damage. Electricity arcs to up to 3 additional targets you choose that are within 30 feet of the primary target.
**Using a Higher-Level Spell Slot.** An extra arc leaps from the primary target to an additional target for each slot level above 6th.

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# Charm Monster
- **Level**: 4 Enchantment
- **Classes**: Bard, Druid, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: 1 hour
- **Source**: Level Up Advanced 5e
You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.
The spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.
**Using a Higher-Level Spell Slot.** For each slot level above 4th, you affect one additional target that is within 30 feet of other targets.

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# Charm Person
- **Level**: 1 Enchantment
- **Classes**: Bard, Druid, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S
- **Duration**: 1 hour
- **Source**: Level Up Advanced 5e
You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.
The spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.
**Using a Higher-Level Spell Slot.** For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.

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# Chill Touch
- **Level**: Cantrip Necromancy
- **Classes**: Artificer, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S
- **Duration**: 1 round
- **Source**: Level Up Advanced 5e
You reach out with a spectral hand that carries the chill of death. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. The hand remains visibly clutching onto the target for the duration. If the target you hit is undead, it makes attack rolls against you with disadvantage until the end of your next turn.
**Cantrip Upgrade.** The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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# Circle of Death
- **Level**: 6 Necromancy
- **Classes**: Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
A sphere of negative energy sucks life from the area.
Creatures in the area take 9d6 necrotic damage.
**Using a Higher-Level Spell Slot.** The damage increases by 2d6 for each slot level above 6th.

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# Circular Breathing
- **Level**: Cantrip Transmutation
- **Classes**: Bard
- **Casting Time**: 1 bonus action
- **Range**: self
- **Components**: S, M
- **Duration**: 5 minutes
- **Source**: Level Up Advanced 5e
You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.
Until the spell ends, you can breathe underwater, and you can utilize bardic performances that would normally require breathable air. In addition, you have advantage on saving throws against gases and environments with adverse breathing conditions.
**Cantrip Upgrade.** The duration of this spell increases when you reach 5th level (10 minutes), 11th level (30 minutes), and 17th level (1 hour).

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# Clairvoyance
- **Level**: 3 Divination
- **Classes**: Artificer, Bard, Cleric, Sorcerer, Wizard
- **Casting Time**: 10 minutes
- **Range**: 1 mile
- **Components**: V, S, M
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
An invisible sensor is created within the spell's range. The sensor remains there for the duration, and it cannot be targeted or attacked.
Choose seeing or hearing when you cast the spell.
You may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.
A creature able to see invisible things (from the see invisibility spell or truesight, for instance) sees a 4-inch diameter glowing, ethereal orb.

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# Clone
- **Level**: 8 Necromancy
- **Classes**: Wizard
- **Casting Time**: 1 hour
- **Range**: touch
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
This spell grows a duplicate of the target that remains inert indefinitely as long as its vessel is sealed.
The clone grows inside the sealed vessel and matures over the course of 120 days. You can choose to have the clone be a younger version of the target.
Once the clone has matured, when the target dies its soul is transferred to the clone so long as it is free and willing. The clone is identical to the target (except perhaps in age) and has the same personality, memories, and abilities, but it is without the target's equipment. The target's original body cannot be brought back to life by magic since its soul now resides within the cloned body.

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# Cloudkill
- **Level**: 5 Conjuration
- **Classes**: Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
You create a sphere of poisonous, sickly green fog, which can spread around corners but not change shape. The area is heavily obscured. A strong wind disperses the fog, ending the spell early.
Until the spell ends, when a creature enters the area for the first time on its turn or starts its turn there, it takes 5d8 poison damage.
The fog moves away from you 10 feet at the start of each of your turns, flowing along the ground. The fog is thicker than air, sinks to the lowest level in the land, and can even flow down openings and pits.
**Using a Higher-Level Spell Slot.** The damage increases by 1d8 for each slot level above 5th.

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# Cobra's Spit
- **Level**: 3 Conjuration
- **Classes**:
- **Casting Time**: 1 action
- **Range**: self
- **Components**: S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet. On a hit, the venom deals 4d8 poison damage, and if the target is a creature it is poisoned until the end of its next turn.
**Using a Higher-Level Spell Slot.** The damage increases by 1d8 for each slot level above 3rd.

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# Color Spray
- **Level**: 1 Illusion
- **Classes**: Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S, M
- **Duration**: 1 round
- **Source**: Level Up Advanced 5e
A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area are blinded, in ascending order according to their hit points.
When a target is blinded, subtract its hit points from the total before moving on to the next target.
A target's hit points must be equal to or less than the total remaining for the spell to have any affect.
**Using a Higher-Level Spell Slot.** Add an additional 2d10 hit points for each slot level above 1st.

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# Command
- **Level**: 1 Enchantment
- **Classes**: Cleric, Herald
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V
- **Duration**: 1 round
- **Source**: Level Up Advanced 5e
You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.
Below are example commands, but at the Narrator's discretion you may give any one-word command.
* **Approach/Come/Here:** The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.
* **Bow/Grovel/Kneel:** The target falls prone and ends its turn.
* **Drop:** The target drops anything it is holding and ends its turn.
* **Flee/Run:** The target uses its action to Dash and moves away from you as far as it can.
* **Halt:** The target remains where it is and takes no actions. A flying creature that cannot hover moves the minimum distance needed to remain aloft.
**Using a Higher-Level Spell Slot.** For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.

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# Commune
- **Level**: 5 Divination
- **Classes**: Cleric, Warlock
- **Casting Time**: 1 minute
- **Range**: self
- **Components**: V, S, M
- **Duration**: 1 minute
- **Source**: Level Up Advanced 5e
You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive "unclear" as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.
When you cast this spell again before finishing a long rest, the chance of getting a no answer increases.
The Narrator makes the following roll in secret: second casting —25%, third casting —50%, fourth casting—75%, fifth casting—100%.

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# Commune with Nature
- **Level**: 5 Divination
- **Classes**: Druid, Warlock
- **Casting Time**: 1 minute
- **Range**: self
- **Components**: V, S
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land.
When cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.
You learn up to 3 facts of your choice about the surrounding area:
* Terrain and bodies of water
* Common flora, fauna, minerals, and peoples
* Any unnatural creatures in the area
* Weaknesses in planar boundaries
* Built structures

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# Comprehend Languages
- **Level**: 1 Divination
- **Classes**: Artificer, Bard, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S, M
- **Duration**: 1 hour
- **Source**: Level Up Advanced 5e
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn't uncover secret messages or decode cyphers, and it does not assist in uncovering lies.
**Using a Higher-Level Spell Slot.** The bonus increases by +5 for each slot level above 1st.

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# Cone of Cold
- **Level**: 5 Evocation
- **Classes**: Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
Frigid cold blasts from your hands. Each creature in the area takes 8d8 cold damage. Creatures killed by this spell become frozen statues until they thaw.
**Using a Higher-Level Spell Slot.** The damage increases by 1d8 for each slot level above 5th.

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# Confusion
- **Level**: 4 Enchantment
- **Classes**: Bard, Druid, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
You assault the minds of your targets, filling them with delusions and making them confused until the spell ends. On a successful saving throw, a target is rattled for 1 round. At the end of each of its turns, a confused target makes a Wisdom saving throw to end the spell's effects on it.
**Using a Higher-Level Spell Slot.** The spell's area increases by 5 feet for each slot level above 4th.

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# Conjure Animals
- **Level**: 3 Conjuration
- **Classes**: Druid
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
You summon forth the spirit of a beast that takes the physical form of your choosing in unoccupied spaces you can see.
Choose one of the following:
* One beast of CR 2 or less
* Two beasts of CR 1 or less
* Three beasts of CR 1/2 or less
Beasts summoned this way are allied to you and your companions. While it is within 60 feet you can use a bonus action to mentally command a summoned beast. When you command multiple beasts using this spell, you must give them all the same command. You may decide the action the beast takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, a conjured beast only defends itself.
**Using a Higher-Level Spell Slot.** The challenge rating of beasts you can summon increases by one step for each slot level above 3rd. For example, when using a 4th-level spell slot you can summon one beast of CR 3 or less, two beasts of CR 2 or less, or three beasts of CR 1 or less.

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# Conjure Celestial
- **Level**: 7 Conjuration
- **Classes**: Cleric
- **Casting Time**: 1 minute
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
You summon a creature from the realms celestial.
This creature uses the statistics of a celestial creature (detailed below) with certain traits determined by your choice of its type: an angel of battle, angel of protection, or angel of vengeance.
The creature is friendly to you and your companions and takes its turn immediately after yours.
It obeys your verbal commands. Without such commands, the creature only defends itself.
The creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the celestial creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.
**Using a Higher-Level Spell Slot.** For each slot level above 7th the celestial creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.

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# Conjure Elemental
- **Level**: 5 Conjuration
- **Classes**: Druid, Wizard
- **Casting Time**: 1 minute
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.
The creature is friendly to you and your companions and takes its turn immediately after yours.
It obeys your verbal commands. Without such commands, the creature only defends itself.
The creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the elemental creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.
**Using a Higher-Level Spell Slot.** For each slot level above 5th the elemental creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.

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# Conjure Fey
- **Level**: 6 Conjuration
- **Classes**: Druid, Warlock
- **Casting Time**: 1 minute
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
You summon a creature from The Dreaming.
This creature uses the statistics of a fey creature (detailed below) with certain traits determined by your choice of its type: hag, hound, or redcap.
The creature is friendly to you and your companions and takes its turn immediately after yours.
It obeys your verbal commands. Without such commands, the creature only defends itself.
The summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the summoned creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.
**Using a Higher-Level Spell Slot.** For each slot level above 6th the fey creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.

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# Conjure Minor Elementals
- **Level**: 4 Conjuration
- **Classes**: Druid, Wizard
- **Casting Time**: 1 minute
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
You summon up to 3 creatures from the Elemental Planes. These creatures use the statistics of a minor elemental (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor elemental's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.
The summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple minor elementals using this spell, you must give them all the same command.
Without such commands, a minor elemental only defends itself.
The summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.
**Using a Higher-Level Spell Slot.** Use the higher spell slot level wherever the spell's level appears in the stat block.

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# Conjure Woodland Beings
- **Level**: 4 Conjuration
- **Classes**: Druid
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 hour
- **Source**: Level Up Advanced 5e
You summon up to 3 creatures from The Dreaming. These creatures use the statistics of a woodland being (detailed below) with certain traits determined by your choice of its type: blink dog, satyr, or sprite. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor woodland being's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.
The summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple woodland beings using this spell, you must give them all the same command.
Without such commands, a summoned creature only defends itself.
The summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.
**Using a Higher-Level Spell Slot.** Use the higher spell slot level wherever the spell's level appears in the stat block.

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# Contact Other Plane
- **Level**: 5 Divination
- **Classes**: Warlock, Wizard
- **Casting Time**: 1 minute
- **Range**: self
- **Components**: V
- **Duration**: 1 minute
- **Source**: Level Up Advanced 5e
You consult an otherworldly entity, risking your very mind in the process. Make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and suffer four levels of strife until you finish a long rest. A _greater restoration_ spell ends this effect.
On a successful save, you can ask the entity up to 5 questions before the spell ends. When possible the entity responds with one-word answers: yes, no, maybe, never, irrelevant, or unclear. At the Narrator's discretion, it may instead provide a brief but truthful answer when necessary.

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# Contagion
- **Level**: 5 Necromancy
- **Classes**: Cleric, Druid
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S
- **Duration**: 7 days
- **Source**: Level Up Advanced 5e
Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.
The target must make a Constitution saving throw at the end of each of its turns. After three failed saves, the disease lasts for the duration and the creature stops making saves, or after three successful saves, the creature recovers and the spell ends. A greater restoration spell or similar effect also ends the disease.
* **Blinding Sickness:** The target's eyes turn milky white. It is blinded and has disadvantage on Wisdom checks and saving throws.
* **Filth Fever:** The target is wracked by fever. It has disadvantage when using Strength for an ability check, attack roll, or saving throw.
* **Flesh Rot:** The target's flesh rots. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage.
* **Mindfire:** The target hallucinates. During combat it is confused, and it has disadvantage when using Intelligence for an ability check or saving throw.
* **Rattling Cough:** The target becomes discombobulated as it hacks with body-wracking coughs. It is rattled and has disadvantage when using Dexterity for an ability check, attack roll, or saving throw.
* **Slimy Doom:** The target bleeds uncontrollably. It has disadvantage when using Constitution for an ability check or saving throw. Whenever it takes damage, the target is stunned until the end of its next turn.

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# Contingency
- **Level**: 6 Evocation
- **Classes**: Wizard
- **Casting Time**: 10 minutes
- **Range**: self
- **Components**: V, S, M
- **Duration**: 10 days
- **Source**: Level Up Advanced 5e
As part of this spell, cast a spell of 5th-level or lower that has a casting time of 1 action, expending spell slots for both. The second spell must target you, and doesn't target others even if it normally would.
Describe the circumstances under which the second spell should be cast. It is automatically triggered the first time these circumstances are met. This spell ends when the second spell is triggered, when you cast _contingency_ again, or if the material component for it is not on your person. For example, when you cast _contingency_ with _blur_ as a second spell you might make the trigger be when you see a creature target you with a weapon attack, or you might make it be when you make a weapon attack against a creature, or you could choose for it to be when you see an ally make a weapon attack against a creature.

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# Continual Flame
- **Level**: 2 Evocation
- **Classes**: Artificer, Cleric, Wizard
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S, M
- **Duration**: Permanent
- **Source**: Level Up Advanced 5e
A magical torch-like flame springs forth from the target. The flame creates no heat, doesn't consume oxygen, and can't be extinguished, but it can be covered.

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# Control Water
- **Level**: 4 Transmutation
- **Classes**: Cleric, Druid, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
Water inside the area is yours to command. On the round you cast it, and as an action on subsequent turns until the spell ends, you can choose one of the following effects. When you choose a different effect, the current one ends.
* **Flood:** The standing water level rises by up to 20 feet. The flood water spills onto land if the area includes a shore, but when the area is in a large body of water you instead create a 20-foottall wave. The wave travels across the area and crashes down, carrying Huge or smaller vehicles to the other side, each of which has a 25% chance of capsizing. The wave repeats on the start of your next turn while this effect continues.
* **Part Water:** You create a 20-foot wide trench spanning the area with walls of water to either side. When this effect ends, the trench slowly refills over the course of the next round.
Redirect Flow: Flowing water in the area moves in a direction you choose, including up. Once the water moves beyond the spell's area, it resumes its regular flow based on the terrain.
* **Whirlpool:** If the affected body of water is at least 50 feet square and 25 feet deep, a whirlpool forms within the area in a 50-foot wide cone that is 25 feet long. Creatures and objects that are in the area and within 25 feet of the whirlpool make an Athletics check against your spell save DC or are pulled 10 feet toward it. Once within the whirlpool, checks made to swim out of it have disadvantage. When a creature first enters the whirlpool on a turn or starts its turn there, it makes a Strength saving throw or takes 2d8 bludgeoning damage and is pulled into the center of the whirlpool. On a successful save, the creature takes half damage and isn't pulled.

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# Control Weather
- **Level**: 8 Transmutation
- **Classes**: Cleric, Druid, Wizard
- **Casting Time**: 10 minutes
- **Range**: self
- **Components**: V, S, M
- **Duration**: Concentration, up to 8 hours
- **Source**: Level Up Advanced 5e
You must be outdoors to cast this spell, and it ends early if you don't have a clear path to the sky.
Until the spell ends, you change the weather conditions in the area from what is normal for the current climate and season. Choose to increase or decrease each weather condition (precipitation, temperature, and wind) up or down by one stage on the following tables. Whenever you change the wind, you can also change its direction. The new conditions take effect after 1d4 × 10 minutes, at which point you can change the conditions again. The weather gradually returns to normal when the spell ends.

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# Corpse Explosion
- **Level**: 1 Evocation
- **Classes**: Cleric, Druid, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
A corpse explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a Constitution saving throw. A creature takes 3d6 thunder damage and is poisoned for 1 minute on a failed save, or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.
**Using a Higher-Level Spell Slot.** You target an additional corpse for every 2 slot levels above 1st.

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# Counterspell
- **Level**: 3 Abjuration
- **Classes**: Sorcerer, Warlock, Wizard
- **Casting Time**: 1 reaction
- **Range**: 60 feet
- **Components**: S
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower, its spell fails and has no effect.
If it is casting a spell of 3rd-level or higher, make an ability check using your spellcasting ability (DC 10 + the spell's level). On a success, the creature's spell fails and has no effect, but the creature can use its reaction to reshape the fraying magic and cast another spell with the same casting time as the original spell.
This new spell must be cast at a spell slot level equal to or less than half the original spell slot.
**Using a Higher-Level Spell Slot.** The interrupted spell has no effect if its level is less than the level of the spell slot used to cast this spell, or if both spells use the same level spell slot an opposed spellcasting ability check is made.

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# Create Food and Water
- **Level**: 3 Conjuration
- **Classes**: Artificer, Cleric, Herald
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland, and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.
**Using a Higher-Level Spell Slot.** You create an additional 2 Supply for each slot level above 3rd.

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# Create or Destroy Water
- **Level**: 1 Transmutation
- **Classes**: Cleric, Herald
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
Choose one of the following.
* **Create Water:** You fill the target with up to 10 gallons of nonpotable water or 1 Supply of clean water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.
* **Destroy Water:** You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.
**Using a Higher-Level Spell Slot.** For each slot level above 1st, you either create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet.

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# Create Undead
- **Level**: 6 Necromancy
- **Classes**: Cleric, Warlock, Wizard
- **Casting Time**: 1 minute
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.
While it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.
The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one.
**Using a Higher-Level Spell Slot.** You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).

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# Creation
- **Level**: 5 Illusion
- **Classes**: Artificer, Sorcerer, Wizard
- **Casting Time**: 1 minute
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Special
- **Source**: Level Up Advanced 5e
You weave raw magic into a mundane physical object no larger than a 5-foot cube. The object must be of a form and material you have seen before. Using the object as a material component for another spell causes that spell to fail.
The spell's duration is determined by the object's material. An object composed of multiple materials uses the shortest duration.
**Using a Higher-Level Spell Slot.** The size of the cube increases by 5 feet for each slot level above 5th.

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# Crushing Haymaker
- **Level**: 3 Evocation
- **Classes**: Artificer, Cleric, Herald, Sorcerer, Warlock
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S, M
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
Your fist reverberates with destructive energy, and woe betide whatever it strikes. As part of casting the spell, make a melee spell attack against a creature or object within 5 feet. If you hit, the target of your attack takes 7d6 thunder damage, and must make a Constitution saving throw or be knocked prone and stunned until the end of its next turn. This spell's damage is doubled against objects and structures.
**Using a Higher-Level Spell Slot.** The spell deals an extra 1d6 of thunder damage for each slot level above 3rd.

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# Cure Wounds
- **Level**: 1 Evocation
- **Classes**: Artificer, Bard, Cleric, Druid, Herald
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
The target regains hit points equal to 1d8 + your spellcasting ability modifier.
**Using a Higher-Level Spell Slot.** The hit points regained increase by 1d8 for each slot level above 1st.

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# Dancing Lights
- **Level**: Cantrip Evocation
- **Classes**: Artificer, Bard, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.
You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell's range.

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# Darklight
- **Level**: 3 Evocation
- **Classes**: Druid, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S, M
- **Duration**: 8 hours
- **Source**: Level Up Advanced 5e
You create an enchanted flame that surrounds your hand and produces no heat, but sheds bright light in a 20-foot radius around you and dim light for an additional 20 feet. Only you and up to 6 creatures of your choice can see this light.

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# Darkness
- **Level**: 2 Evocation
- **Classes**: Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, M
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
Magical darkness heavily obscures darkvision and blocks nonmagical light in the area. The darkness spreads around corners. If any of the area overlaps with magical light created by a spell of 2nd-level or lower, the spell that created the light is dispelled.
When cast on an object that is in your possession or unattended, the darkness emanates from it and moves with it. Completely covering the object with something that is not transparent blocks the darkness.

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# Darkvision
- **Level**: 2 Transmutation
- **Classes**: Artificer, Druid, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S, M
- **Duration**: 8 hours
- **Source**: Level Up Advanced 5e
The target gains darkvision out to a range of 60 feet.
**Using a Higher-Level Spell Slot.** The range of the target's darkvision increases to 120 feet. In addition, for each slot level above 3rd you may choose an additional target.

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# Daylight
- **Level**: 3 Evocation
- **Classes**: Cleric, Druid, Herald, Sorcerer
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: 1 hour
- **Source**: Level Up Advanced 5e
Magical light fills the area. The area is brightly lit and sheds dim light for an additional 60 feet. If any of the area overlaps with magical darkness created by a spell of 3rd-level or lower, the spell that created the darkness is dispelled.
When cast on an object that is in your possession or unattended, the light shines from it and moves with it. Completely covering the object with something that is not transparent blocks the light.

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# Deadweight
- **Level**: 2 Transmutation
- **Classes**: Artificer, Druid, Herald, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
The target object's weight is greatly increased. Any creature holding the object must succeed on a Strength saving throw or drop it. A creature which doesn't drop the object has disadvantage on attack rolls until the start of your next turn as it figures out the object's new balance.
Creatures that attempt to push, drag, or lift the object must succeed on a Strength check against your spell save DC to do so.

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# Death Ward
- **Level**: 4 Abjuration
- **Classes**: Cleric, Herald
- **Casting Time**: 1 action
- **Range**: touch
- **Components**: V, S
- **Duration**: 8 hours
- **Source**: Level Up Advanced 5e
The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.

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# Delayed Blast Fireball
- **Level**: 7 Evocation
- **Classes**: Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
A glowing bead of yellow light flies from your finger and lingers at a point at the center of the area until you end the spell—either because your concentration is broken or because you choose to end it—and the bead detonates. Each creature in the area takes 12d6 fire damage. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If touched before the spell ends, the creature touching the bead makes a Dexterity saving throw or the bead detonates. On a successful save, the creature can use an action to throw the bead up to 40 feet, moving the area with it. If the bead strikes a creature or solid object, the bead detonates.
The fire spreads around corners, and it damages and ignites any flammable unattended objects in the area.
**Using a Higher-Level Spell Slot.** The damage increases by 1d6 for each slot level above 7th.

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# Demiplane
- **Level**: 8 Conjuration
- **Classes**: Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: S
- **Duration**: 1 hour
- **Source**: Level Up Advanced 5e
You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty, 30-foot-cube chamber made of wood or stone. When the spell ends, the door disappears from both sides, trapping any creatures or objects inside the demiplane.
Each time you cast this spell, you can either create a new demiplane, conjure the door to a demiplane you have previously created, or make a door leading to a demiplane whose nature or contents you are familiar with.

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# Detect Evil and Good
- **Level**: 1 Divination
- **Classes**: Cleric, Herald
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature's presence, as well as where the creature is located.
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.

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# Detect Magic
- **Level**: 1 Divination
- **Classes**: Artificer, Bard, Cleric, Druid, Herald, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
**Using a Higher-Level Spell Slot.** When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours.

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# Detect Poison and Disease
- **Level**: 1 Divination
- **Classes**: Artificer, Cleric, Druid, Herald
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 10 minutes
- **Source**: Level Up Advanced 5e
On the round you cast it, and as an action on subsequent turns until the spell ends, you can attempt to sense the presence of poisons, poisonous creatures, and disease by making a Perception check. On a success you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check, but the Narrator may use DC 15 for uncommon afflictions, DC 20 for rare afflictions, or DC 25 for afflictions that are truly unique. On a failed check, this casting of the spell cannot sense that specific poison or disease.
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.

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# Detect Thoughts
- **Level**: 2 Divination
- **Classes**: Bard, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 30 feet
- **Components**: V, S, M
- **Duration**: Concentration, up to 1 minute
- **Source**: Level Up Advanced 5e
On the round you cast it, and as an action on subsequent turns until the spell ends, you can probe a creature's mind to read its thoughts by focusing on one creature you can see within range. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don't speak any languages are unaffected. On a failed save, you learn the creature's surface thoughts —what is most on its mind in that moment. On a successful save, you fail to read the creature's thoughts and can't attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature's thoughts and what it is thinking about may change based on questions verbally directed at it.
Once you have read a creature's surface thoughts, you can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, you fail to read the creature's deeper thoughts and the spell ends. On a failure, you gain insight into the creature's motivations, emotional state, and something that looms large in its mind.
The creature then becomes aware you are probing its mind and can use an action to make an Intelligence check contested by your Intelligence check, ending the spell if it succeeds.
Additionally, you can use an action to scan for thinking creatures within range that you can't see.
Once you detect the presence of a thinking creature, so long as it remains within range you can attempt to read its thoughts as described above (even if you can't see it).
The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead.
**Using a Higher-Level Spell Slot.** When using a 5th-level spell slot, increase the spell's range to 1 mile. When using a 7th-level spell slot, increase the range to 10 miles.
When using a 9th-level spell slot, increase the range to 1, 000 miles.

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# Dimension Door
- **Level**: 4 Conjuration
- **Classes**: Artificer, Bard, Sorcerer, Warlock, Wizard
- **Casting Time**: 1 action
- **Range**: 500 feet
- **Components**: V
- **Duration**: Instantaneous
- **Source**: Level Up Advanced 5e
You teleport to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.
You can bring along objects if their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn't carrying gear beyond its carrying capacity and is within 5 feet.
If you would arrive in an occupied space the spell fails, and you and any creature with you each take 4d6 force damage.

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# Disguise Self
- **Level**: 1 Illusion
- **Classes**: Artificer, Bard, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: self
- **Components**: V, S
- **Duration**: 1 hour
- **Source**: Level Up Advanced 5e
Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot disguise yourself as a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to appear as a quadruped.
The disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.
**Using a Higher-Level Spell Slot.** When using a 3rd-level spell slot or higher, this spell functions identically to the seeming spell, except the spell's duration is 10 minutes.

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