Alarm
Alarm
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.
Animate Dead
Animate Dead
You animate a mortal’s remains to become your undead servant.
Antimagic Zone
Antimagic Zone
A permanent, immovable zone of antimagic fills the area, suppressing all magical effects within it. At the Narrator’s discretion, sufficiently powerful artifacts and deities may be able to ignore the zone’s effects. The zone is dispelled only if more than 10 percent of its area overlaps with that of another antimagic zone spell (which is also dispelled).
Arcane Mirror
Arcane Mirror
You choose a mirror you’ve seen on the same plane of existence as you. You create a scrying sensor inside that mirror. You can instead name an area, such as a specific building or city: you create a scrying sensor inside a random mirror within that area. If there is no mirror in the area, the spell fails.
Augury
Augury
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:
Blood-Writ Bargain
Blood-Writ Bargain
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.
Commune
Commune
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.
Commune with Nature
Commune with Nature
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 Region:
Conjure Celestial
Conjure Celestial
You summon a creature from the realms celestial.
Conjure Elemental
Conjure Elemental
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.
Conjure Fey
Conjure Fey
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.
Conjure Guardian
Conjure Guardian
You summon a guardian from base matter.
Contact Other Plane
Contact Other Plane
You consult an otherworldly entity, risking your very mind in the process.
Create Undead
Create Undead
This spell cannot be cast in sunlight.
Creation
Creation
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.
Table: Creation
Dream
Dream
Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.
Find the Path
Find the Path
Range: Same Plane
Find Traps
Find Traps
This spell reveals whether there is at least one trap within range and within line of sight. You don’t learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.
Foresight
Foresight
You impart the ability to see flashes of the immediate future.
Geas
Geas
You give a command to a target which can understand you.
Housekeeping
Housekeeping
When you cast this spell, select a 10-foot square section within range. If it is a hard, treated, or manufactured surface (such as wood, fabric, leather, stone, glass, or metal) it becomes spotlessly clean. Any foreign substances on the surface of the square that you specify such as dirt, blood, toxic chemicals, paint, ink, and so on vanish harmlessly, leaving the surface clean and sanitary. This cleaning makes it impossible to track a creature through the affected areas via mundane means, but the utter cleanliness may itself be suspicious.
Identify
Identify
You learn the target item’s magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.
Alternatively, you learn any spells that are currently affecting a targeted creature.
Illusory Script
Illusory Script
You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message, you can change the handwriting and the language that the message is written in, though you must know the language in question.
If the spell is dispelled, both the message and its illusory mask disappear.
Imprisonment
Imprisonment
You utter the target's name and attempt to bind them for eternity. On a successful save, a target is immune to any future attempts by you to cast this spell on it. On a failed save, choose from one of the forms of bindings below (each lasts until the spell ends).
Instant Summons
Instant Summons
Until the spell ends, a mystical bond connects the target and the precious stone used to cast this spell. Any time after, you may crush the stone and speak the name of the item, summoning it instantly into your hand no matter the physical, metaphysical, or planar distances involved, at which point the spell ends. If another creature is holding the item when the stone is crushed, the item is not summoned to you. Instead, the spell grants you the knowledge of who possesses it and a general idea of the creature’s location.
Laundry Day
Laundry Day
When you cast this spell, choose a pile of laundry that you can see within range, weighing up to 25 pounds and occupying a single 5-foot square, to clean and repair. Threadbare or worn laundry is restored to as new condition, and even extremely damaged laundry (bloodstained, cut to tatters in a combat, etc.) is restored. As long as at least half the material that comprises an article of laundry is present, it can be restored by this spell. This spell leaves no trace that the object was damaged.
Magic Circle
Magic Circle
Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.
Magic Jar
Magic Jar
Your body becomes catatonic as your soul enters the vessel used as a material component. While within this vessel, you’re aware of your surroundings as if you physically occupied the same space. The only action you can take is to project your soul within range, whether to return to your living body (and end the spell) or to possess a humanoid.
Magic Mouth
Magic Mouth
The target is imbued with a spoken message of 25 words or fewer which it speaks when a trigger condition you choose is met. The message may take up to 10 minutes to convey.
When your trigger condition is met, a magical mouth appears on the object and recites the message in the same voice and volume as you used when instructing it. If the object chosen has a mouth (for example, a painted portrait) this is where the mouth appears.
You may choose upon casting whether the message is a single event, or whether it repeats every time the trigger condition is met.
Magnificent Mansion
Magnificent Mansion
Range: Special (300 feet)
Mending
Mending
You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.
Magic items and constructs may be repaired in this way, but their magic is not restored.
You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.
Mindshield
Mindshield
The target has
Phantom Steed
Phantom Steed
You create an illusory Large creature with an appearance determined by you that comes into being with all the necessary equipment needed to use it as a mount. This equipment vanishes when more than 10 feet away from the creature.
You or any creature you allow may ride the steed, which uses the statistics for a riding horse but has a Speed of 100 feet and travels at 10 miles per hour at a steady pace (13 miles per hour at a fast pace).
Reckless March
Reckless March
You suppress exhaustion in your traveling companions. Choose any number of creatures within range when you finish casting this spell.
Regenerate
Regenerate
You touch a creature, causing its body to spontaneously heal itself. The target immediately regains 4d8 + 15 hit points and regains 10 hit points per minute (1 hit point at the start of each of its turns).
If the target is missing any body parts, the lost parts are restored after 2 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself.
Sleeplessness
Sleeplessness
You grant a creature supernatural vigor that keeps it awake.
Spellbound Oath
Spellbound Oath
This spell binds two creatures to an agreement spoken as the part of the casting of the spell in a language that both parties understand.
The agreement must include a promise by both parties to do or refrain from doing something specific. The promises do not need to be the same or equal but mustn’t be obviously harmful to either creature. For example, an archfey may promise to restore the freedom of a loved one in exchange for a mortal becoming their emissary.
Stone Sentinel
Stone Sentinel
You touch a statue and transform it into a
Subliminal Messenger
Subliminal Messenger
The target is imbued with a spoken message of 25 words or fewer, which it speaks when a trigger condition you define is met. The target will forget your message after you say it. When your trigger condition is met, the target recites the message in the same cadence, tone, and volume as you used and the spell ends. The target does not recall the message it recited, nor does it need to understand the language the message is in.
Symbol
Symbol
You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.
Teleportation Circle
Teleportation Circle
You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.
Permanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.
Tiny Hut
Tiny Hut
Area: 10-foot radius hemisphere
Wind Walk
Wind Walk
The targets assume a gaseous form and appear as wisps of cloud.
Wormway
Wormway
Range: Special (150 miles