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CONJURATION

 

Calling forth creatures from other worlds and creating weapons with magicka are two of the most beneficial tools a caster can utilize. Because of this, casters of all types make use of the school of Conjuration. Dedicated casters, players who enjoy having creatures to draw enemy fire, and heavy fighters who employ the freedom of movement that conjured armor provides, all benefit from Conjuration. Mages specializing in Conjuration are referred to as Conjurers.

 

Conjuration connects the caster's mind with that of the summoned thing. It is a tenuous link, meant only to lure, hold, and dismiss; but in the hands of a Master, it can be much stronger. The Psijics and Dwemer can (in the Dwemer's case, could) connect with the minds of others, and converse miles apart - a skill that is sometimes called telepathy.

 

Necromancy, a sub-specialization of Conjuration, focuses exclusively on reanimating the corpses of the dead humans and animals. The practice is generally considered unethical by the Mages Guild, although the practice was only officially made illegal when Hannibal Traven became Arch-Mage in Cyrodiil.

 

CONJURATION SPELLS

 

Governing Attribute: Intellect

 

NOVICE

 

Cantrip (0)

 

Conjure Predator

Class Restriction: Hunter Ranger only

Cost: Varies

Cast Time: 1 action

Range: 5 feet

Duration: Concentration, or until dismissed.

 

You summon a daedra that takes the form of a predatory beast of your choice, listed below, to fight by your side. The daedric beast appears in an unoccupied space that you can see within 5 feet of you, and disappears if the daedra drops to 0 hit points, or if you use an action to dismiss it.

    The summoned creature is friendly to you and your companions. Roll initiative for the summoned daedra, which has its own turn. The daedra obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    Refer to the beastiary for the stat block of the daedra.

    At Higher Levels. When you reach 7th level, your summoned creature can be summoned within 30 feet of you in an unoccupied space that you can see, and increases to 60 feet at 15th level.

 

Magicka Cost (CR), Name

Novice.

0 (CR 1/8) Blood Hawk, Mastiff, Poisonous Snake

1 (CR ¼) Constrictor Snake, Giant Badger, Giant Wolf Spider, Panther, Wolf

2 (CR ½) Black Bear, Crocodile

 

Apprentice.

3 (CR 1) Brown Bear, Dire Wolf, Giant Hyena,

Giant Spider, Lion, Tiger

4 (CR 2) Giant Constrictor Snake, Polar Bear,

Sabercat

 

Journeyman.

5 (CR 3) Frost Wolf, Giant Scorpion

 

Daedric Shards

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: 5 feet

Duration: Instant

 

You create a momentary circle of shards of daedric metal that sweep around you. Each creature within range, other than you, must succeed on an Agility saving throw or take 1d6 slashing damage.

    At higher level. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

Produce Flame

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: Self

Duration: 10 minutes

 

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 damage.

    This spell's damage increases by 1d8 when you reach 5th level (2d8). 11th level (3d8), and 17th level (4d8).

 

Spectral Arrow

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: 60 feet

Duration: Instant

 

You fire a spectral arrow at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage.

    The spells damage increases by 1d10 at Apprentice level (2d10), Adept (3d10), and Expert (4d10)

 

Novice (1 Magicka)

 

Arms of Molag Bal

Cost: 1 Magicka

Casting Time: 1 action

Range: Self (10-foot radius)

Duration: Instant

 

You invoke the power of Molag Bal, the god of schemes. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

    At Higher Levels. When you cast this spell using 2 or more magicka, the damage increases by 1d6 for each magicka spent, to a maximum of 9 magicka.

 

Bound Armor

Cost: 1 magicka

Cast Time: 1 bonus action

Range: Self

Duration: Until dismissed or another armor is summoned or donned.

 

You summon magical armor from the planes of Oblivion. The armor can only be summoned if you are not currently wearing armor. The armor provides +1 AC + your intelligence modifier.

Bound armor does not cause any disadvantages to stealth or speed.

    At Higher Levels. When you cast this spell using 3 magicka, your armor increases by +2 AC + your intelligence modifier, +3 AC + your intelligence modifer with 5 magicka, +4 AC + your intelligence modifer with 7 magicka, +5 AC + your intelligence modifer with 9 magicka,

 

Bound Weapon

Cost: 1 magicka

Cast Time: 1 bonus action

Range: Self

Duration: Until dismissed or another weapon is summoned.

 

You summon a magical weapon of your choice from the planes of oblivion in one or both of your free hands. This weapon has the same properties of a steel weapon. When you make a melee or ranged attack with the weapon you choose, you use your Intelligence modifier instead of Strength or Agility.

    At higher levels. When you cast this spell using 3 magicka, the weapon has a +1 bonus to attack rolls and damage rolls. When you use 5 magicka, the weapon has a +2 bonus. When you use 7 magicka, the weapon has a +3 bonus.

 

Conjure Atronach

Class Restriction: Conjuration Mage only

Cost: Varies

Cast Time: 1 action

Range: 30 feet

Duration: Instant

 

You summon an atronach of your choice, listed below, to fight by your side. The atronach appears in an unoccupied space that you can see within 30 feet of you, and disappears if the atronach drops to 0 hit points, or if you use an action to dismiss it.

    The summoned creature is friendly to you and your companions. Roll initiative for the summoned atronach, which has its own turn. The atronach obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Refer to the beastiary for the stat block of the atronach.

 

Name Magicka Cost

Novice 1 (CR ¼)

Weaker Earth Atronach

Weaker Flame Atronach

Weaker Water Atronach

Apprentice 4 (CR 2)

Weaker Stone Atronach

Weaker Storm Atronach

Earth Atronach

Flame Atronach

Water Atronach

Journeyman 5 (CR 4)

Weaker Air Atronach

Weaker Cold-Flame Atronach

Weaker Flesh Atronach

Weaker Iron Atronach

Stone Atronach

Storm Atronach

Weaker Frost Atronach

Greater Earth Atronach

Greater Flame Atronach

Greater Water Atronach

Expert 7

Air Atronach

Cold-Flame Atronach

Flesh Atronach

Frost Atronach

Iron Atronach

Greater Stone Atronach

Greater Storm Atronach

Master 9

Greater Air Atronach

Greater Cold-Flame Atronach

Greater Flesh Atronach

Greater Frost Atronach

Greater Iron Atronach

 

Conjure Daedra

Class Restriction: Sorcerer only

Cost: Varies

Cast Time: 1 action

Range: 5 feet

Duration: Instant

 

You summon a daedra of your choice, listed below, to fight by your side. The daedra appears in an unoccupied space that you can see within 5 feet of you, and disappears if the daedra drops to 0 hit points, or if you use an action to dismiss it.

    The summoned creature is friendly to you and your companions. Roll initiative for the summoned daedra, which has its own turn. The daedra obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    Refer to the beastiary for the stat block of the daedra.

    At Higher Levels. When you reach 7th level, your summoned creature can be summoned within 30 feet of you in an unoccupied space that you can see, and increases to 60 feet at 15th level.

 

Name Magicka Cost

Novice.

Daedrat 0 (cantrip) (CR 1/8)

Banekin 1 (CR 1/4)

Scamp 2 (CR 1/2)

At Higher Levels. When summoning a Novice daedra at 5th level, you can summon 2 creatures which have their own turns, 3 creatures at 11th level, and 4 at 17th level. The cost of the spell increases by 1 magicka for each additional creature summoned.

 

Apprentice.

Fiendroth 3 (CR 1)

Winged Twilight 3 (CR 1)

Clannfear 4 (CR 2)

At Higher Levels. When summoning an Apprentice daedra at 11th level, you can summon 2 creatures which have their own turns, and 3 creatures at 17th level. The cost of the spell increases by 2 magicka for each additional creature summoned.

 

Journeyman.

Golden Saint / Aureal 5

Seducer / Mazken 5

Auroran 5

Spider Daedra 6

Ogrim 6

Hunger 6

At Higher Levels. When summoning a Journeyman daedra at 17th level, you can summon 2 creatures which have their own turns. The cost of the spell increases by 4 magicka for each additional creature summoned.

 

Conjure Familiar

Cost: 1 magicka

Cast Time: 1 action

Range: 30 feet

Duration: 30 minutes

 

You conjure a familiar spirit that takes an animal form you choose: bat, cat, crab, frog, hawk, lizard, owl, snake, fish, rat, raven, sea horse, skeever, or spider. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a daedra instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits o f any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into oblivion where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

 

Conjure Guardian Beast

Class Restriction: Warden Ranger only

Cost: Daily Power

Cast Time: 1 action

Range: 5 feet

Duration: Up to 24 hours.

 

Once each day, you can summon a spectral guardian beast as your companion. The guardian takes the form of a beast listed below, but it appears as a translucent spectral image, giving off dim light in a 5 foot radius. The guardian appears in an unoccupied space that you can see within 5 feet of you, and disappears if the guardian drops to 0 hit points, or if you use an action to dismiss it.

    The manifested creature gains a bonus to attack rolls and saving throws equal to your Willpower modifier. It uses the hit points in the animal’s stat block or half your hit point maximum, whichever is higher. The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act.

    The type of guardian beast that you can summon is determined by your current maximum spell casting level.

Novice. wolf, skeever, mudcrab, fox

Apprentice. sabre cat, bear, lion, tiger

Journeyman. troll, mammoth

    You can choose a guardian from a beast that is not listed at your DM's discretion.

 

Daedric Curse

Cost: 1 magicka

Cast Time: 1 bonus action

Range: 90 feet

Duration: Concentration, up to 1 hour

PHB 251 (Hex)

 

You place a curse on a creature you can see within range. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack.

    If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of your to curse a new creature within range.

    A remove curse spell cast on the target ends this spell early.

    At Higher Levels. When you cast this spell using 3 magicka, you can maintain your concentration on the spell for up to 8 hours. When you use 5 magicka, you can maintain your concentration on the spell for up to 24 hours.

 

Daedric Protection

Cost: 1 magicka

Cast Time: 1 action

Range: Self

Duration: 1 hour

PHB 215 (Armor of Agathys)

 

A protective daedric energy surrounds you, covering yourself and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 shadow damage.

At Higher Levels. When you cast this spell using 2 or more magicka, both the temporary hit points and the shadow damage increase by 5 for each additional magicka spent.

 

Oil Slick

Cost: 1 magicka

Cast Time: 1 action

Range: 60 feet

Duration: 1 minute

PHB 246 (Grease)

 

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on an Agility saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on an Agility saving throw or fall prone.

 

Sheogorath's Hideous Laughter

Cost: 1 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

PHB 280 (Tasha's hideous Laughter)

 

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Willpower saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

    At the end of each of it's turns, and each time it takes damage, the target can make another Willpower saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

 

Unseen Servant

Cost: 1 magicka

Cast Time: 1 action

Range: 60 feet

Duration: 1 hour

 

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

 

Novice (2 Magicka)

 

Conjure Steed

Cost: 2 magicka

Cast Time: 10 minutes

Range: 30 feet

Duration: Instant

 

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a guar. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a daedra instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

    Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

    While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

 

Continual Flame

Cost: 2 magicka

Cast Time: 1 action

Range: Touch

Duration: Until Dispelled

 

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

 

Bound Flaming Weapon

Cost: 2 magicka

Cast Time: 1 bonus action

Range: Self

Duration: Concentration, up to 10 minutes

PHB 242 (Flame Blade)

 

You evoke a fiery weapon of your choice in your free hand. The blade lasts for the duration. If you let go of the weapon, it disappears, but you can evoke the weapon again as a bonus action.

    You can use your action to make a melee spell attack with the fiery weapon. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

    At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d6 for every two additional magicka spent.

 

Grasp

Cost: 2 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

 

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium daedric hand made rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

    As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

    To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

    As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

 

Mephala's Web

Cost: 2 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

 

You conjure a mass of thick, sticky webbing at a point of your choice within range.
    The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
    Each creature that starts its turn in the webs or that enters them during its turn must make a Agility saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
    The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

 

 

APPRENTICE (3 magicka)

 

Apocrypha

Cost: 3 magicka

Cast Time: 1 action

Range: Self (60-foot cone)

Duration: Instant

PHB 251 (Hunger of Hadar)

 

You open a gateway to the dark and shifting plane of oblivion known as Apocrypha. A 20-foot-radius sphere of blackness appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

    The void creates a waist high swamp of toxic green liquid, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 poison damage. Any creature that ends its turn in the area must succeed on an Agility saving throw or take 2d6 bludgeoning damage as greasy, black tentacles appear out of the black void and bash against anything within.

 

Ashpit

Cost: 3 magicka

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

 

You create a 20-foot radius sphere of black, suffocating ash centered on a point within range. The ash cloud spreads around corners, and its are is heavily obscured. The ash cloud lingers in the air for the duration.

    Each creature that is completely within the cloud at the start of its turn must make an Endurance saving throw. On a failed save, the creature spends its action that turn choking on the ash and is blinded while in the area. Creatures that don't need to breathe are not affected by the choking ash, and creatures that don't rely on sight cannot be blinded.

    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

 

Conjure Barrage

Cost: 3 magicka

Cast Time: 1 action

Range: Self (60-foot cone)

Duration: Instant

 

You throw a non-magical weapon or fire a piece of non-magical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on an Agility saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

 

Conjured Ward

Cost: 3 magicka

Cast Time: 1 minute

Range: Self

Duration: 1 hour

 

You conjure three daedric globes of energy that orbit around you. You can use your action to dismiss the globes.

    Each time a creature targets you with an attack during the the spell's duration, roll a d20 to determine whether the attack instead hits one of your globes instead of you.

    If you have three globes, you must roll a 6 or higher to change the attack's target to a globe. With two globes, you must roll an 8 or higher. With one globe, you must roll an 11 or higher.

    Each globe has 10 hit points. When a globe reaches 0 hit points, the globe dissipates into a black cloud. You take any of the remaining damage, if any, from the attack if the globe is destroyed.

    At Higher Levels. When you cast this spell using 4 or more magicka, the hit points of each globe increases by 5 for each additional magicka spent.

 

Phantom Steed

Cost: 3 magicka

Cast Time: 1 minute

Range: 30 feet

Duration: 1 hour

PHB 261

 

A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

    For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

 

Turn Undead

Cost: 3 magicka

Casting Time: 1 action

Range: 30 feet

Duration: 30 Seconds

 

An undead creature that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is turned for for the duration of the spell or until it takes any damage.

    A turned creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    At Higher Levels. When you cast this spell with 4 or more magicka, you can turn one additional creature for each magicka used.

 

 

APPRENTICE (4 magicka)

 

Apocrypha's Black Tentacles

Cost: 4 magicka

Cast Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

PHB 238 (Evard's Black Tentacles)

 

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

    When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on an Agility saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

    A creature restrained by the tentacles can use its action to make a Strength or Agility check (its choice) against your spell save DC. On a success, it frees itself.

 

Banishment

Cost: 4 magicka

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

PHB 214 (Arcane Eye)

 

You attempt to send one creature that you can see within range to a plane of oblivion. The target must succeed on a Willpower saving throw or be banished.

    If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

    At Higher Levels. When you cast this spell using 5 or more magicka, you can target one additional creature for each magicka spent, to a maximum of 9 magicka.

 

Eye of Hermaeus Mora

Cost: 4 magicka

Casting Time: 1 action

Range: 30 feet

Duration: 30 Seconds

PHB 214 (Arcane Eye)

 

You create an invisible, magical eye within range that hovers in the air for the duration.

    You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

    As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier b locks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

 

Daedric Guardian

Cost: 4 magicka

Casting Time: 1 action

Range: 30 feet

Duration: 30 Seconds

PHB 246 (Guardian of Faith)

 

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of their prince.

    Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on an Agility saving throw. The creature takes 20 elemental damage of your choice on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

 

Dimension Door

Cost: 4 magicka

Casting Time: 1 action

Range: 500 feet

Duration: Instantaneous

PHB 233

 

You teleport yourself from your current location to any spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”

    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be withing 5 feet of you when you cast this spell.

    If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

(Added July 16, 2016)

 

Repulse

Cost: 4 magicka

Casting Time: 1 action

Range: 30 feet

Duration: 30 Seconds

 

You conjure visions of Namira in an attempt to fear a creature that you can see, within range. The creature must make a Willpower saving throw. If the creature fails its saving throw, it is feared for 1 minute or until it takes any damage.

    A feared creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    At Higher Levels. When you cast this spell with 4 or more magicka, you can fear one additional creature for each magicka used.

 

Sunder Binding

Cost: 4 magicka

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

 

You attempt to sever the bind between a master that you can see within range and it's summoned creature. The master must make a Willpower saving throw. On a failed save, the summoned creature becomes unbound. On a successful save, the spell fails and can't be cast again on the same creature for 8 hours.

    An unbound creature no longer can be controlled by their master and becomes hostile to it's master and the master's companions, and it may attack. Depending on how you and your companions have treated the creature, it may or may not be friendly to you.

    The unbound creature can't be dismissed and disappears 1 hour after it has been summoned.

 

Vile's Faithful Hound

Cost: 4 magicka

Cast Time: 1 action

Range: 30 feet

Duration: 8 hours

PHB 261 (Mordenkainen’s Faithful Hound)

 

You conjure a daedric watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

    The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

    At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

 

 

JOURNEYMAN (5 magicka)

 

Command Daedra

Cost: 5 magicka

Cast Time: 1 minute

Range: 60 feet

Duration: Concentration, up to 24 hours

PHB 265 (Planar Binding)

 

With this spell, you attempt to bind a daedric creature to your service. The creature must be within range for the entire casting of the spell, you can't have another creature currently bound to you, and the creature can't be bound to anyone else. At the completion of the casting, the target must make a Willpower saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

    A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

    At Higher Levels. When you cast this spell using additional magicka, the duration increases to 10 days with 6 magicka, to 30 days with 7 magicka, to 180 days with 8 magicka, and to a year and a day with 9 magicka.

 

Commune

Cost: 5 magicka

Cast Time: 1 minute

Range: Self

Duration: 1 minute

PHB 222

 

You contact a Daedric Prince and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

    Daedra beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the prince's knowledge. In a case where a one-word answer could be misleading or contrary to the prince's interests, the DM might offer a short phrase as an answer instead.

    If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

 

Conjure Volley

Cost: 5 magicka

Cast Time: 1 action

Range: 150 feet

Duration: Instant

PHB 226

 

You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make an Agility saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

 

Daedric Mines

Cost: 5 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Until dispelled or triggered

 

You summon up to 3 daedric mine and place it on a surface (such as a wall, or floor, or table) within range. The mine itself is 1 foot in diameter. Each mine must be placed more than 10 feet away from another mine.

    The mine is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

The mine is triggered when a creature comes within 5 feet of the mine, setting off an explosion in a 20 foot radius sphere centered on the mine. The sphere spreads around corners. Each creature in the area must make an Agility saving throw. A creature takes 4d6 bludgeoning damage and 4d6 fire damage on a failed saving throw, and half as much damage on a successful one.

    At Higher Levels. When you cast this spell using 5 or more magicka, the damage of the mine increases by 1d6 bludgeoning and 1d6 fire damage for each additional magicka used, to a maximum of 9 magicka.

 

Encase

Cost: 5 magicka

Cast Time: 1 action

Range: 60 feet

Duration: 30 minutes

 

You attempt to envelop a creature completely in dark magic. The target must make a Willpower saving throw to resist the spell. On a successful save, the creature isn't affected. On a failed saving throw they are immobilized and can't speak, hear, move, or make any actions. The creature restrained by this spell takes 6d6 shadow damage and must make another Willpower saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. The successes don't need to be consecutive.

    If the immobilized creature takes any damage from another spell or attack, the spell ends. A dispel magic spell can also reverse the effects.

 

Teleportation Circle

Cost: 5 magicka

Cast Time: 1 action

Range: 10 feet

Duration: 1 round

 

As you cast the spell, you draw a 10foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

    Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

    You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

 

 

JOURNEYMAN (6 magicka)

 

Arcane Gate

Cost: 6 magicka

Cast Time: 1 action

Range: 500 feet

Duration: Concentration, up to 10 minutes

PHB 214

 

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

   The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

 

Hircine's Ally

Class Restriction: Hunter Ranger

Cost: 6 magicka

Cast Time: 10 minutes

Range: 60 feet

Duration: Instant

PHB 265 (Planar Ally)

 

You beseech Hircine for aid. He sends a were-creature that is loyal to it to aid you, making the creature appear in an unoccupied space within range.

    When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

    Payment can take a variety of forms. You may require a donation to Hircine or a sacrifice of a great beast. Some creatures might exchange their service for a quest undertaken by you.

    As a rule of thumb, a task that can be measured in minutes requires a payment worth 400 gp per minute. A task measured in hours requires 4,000 gp per hour. And a task measured in days (up to 10 days) requires 40,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived.   Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

    After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to Hircine's plane of Oblivion, the Hunting Grounds, after reporting back to you, if appropriate to the task and if possible.     If you are unable to agree on a price for the creature’s service, the creature immediately returns to the Hunting Grounds. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

 

EXPERT (7 magicka)

 

Conjure Unstable Daedra

Class Restriction: Sorcerer only

Cost: Varies

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour.

 

You summon an unstable daedra of your choice, listed below, to fight by your side. The daedra appears in an unoccupied space that you can see within range, and disappears if the daedra drops to 0 hit points, or if you use an action to dismiss it.

    The summoned creature is friendly to you and your companions for the duration. Roll initiative for the summoned daedra, which has its own turn. The daedra obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    If your concentration is broken, you lose control of the daedra, it becomes hostile to you and your companions, and it might attack. An uncontrolled daedra can't be dismissed by you, and it dissapears 1 hour after you summoned it.

    Refer to the beastiary for the stat block of the daedra.

 

Name Magicka Cost

Expert

Dremora 7

Churl, Caitiff, Kynval, Feydnaz, Kyngald and Narkynaz

Daedroth 8

Seeker 8

 

Master

Xivilai 9

Dremora 9

Kynreeve, Kynmarcher, Markynaz, and Valkynaz

 

Flaming Familiar

Cost: 7 magicka

Casting Time: 1 action

Range: Self (60-foot line)

Duration: Instant

 

You summon a flaming familiar that takes the form of a small to medium size daedric creature of your choice. The familiar immediately runs forward, from the space it is summoned, in a 60 foot line. When it reaches 60 feet, or runs into a solid surface, such as a wall or another creature, the familiar erupts in a ball of flame. Each creature within a 20-foot radius, must make an Agility saving throw. On a failed save, a creature takes 10d6 fire damage, or half as much on a failed one.

    At Higher Levels. When you cast this spell using 8 or more magikca, the fire damage increases by 1d6 for each additonal magicka spent.

 

Plane Shift

Cost: 7 magicka

Cast Time: 1 action

Range: Touch

Duration: Instant

PHB 266

 

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the Deadlands, or the Hollow City in Coldharbour, and you appear in or near that destination. If you are trying to reach the Hollow City, for example, you might arrive in Mages Guildhall, or the Moonless Walk, at the DM’s discretion.

    Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

    You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Willpower saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

 

Rune of Encase

Cost: 7 magicka

Cast Time: 1 action

Range: Touch

Duration: 30 minutes

 

When you cast this spell, you place a rune, either on a nearby surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the rune. If you choose a surface, the rune can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in it's place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

    The rune is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

    You decide what triggers the rune when you cast the spell. For runes inscribed on a surface, the most typical triggers include touching or standing on the rune, removing another object covering the rune, approaching within a certain distance of the rune, or manipulating the object on which the rune is inscribed. For runes inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a rune is triggered, this spell ends.

    You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect daedra or dunmer). You can also set conditions for creatures that don’t trigger the rune, such as those who say a certain password.

    When triggered, the rune will explode, enveloping the creature completely in dark magic. The target must make a Willpower saving throw to resist the spell. On a successful save, the creature isn't affected. On a failed saving throw they are immobilized and can't speak, hear, move, or make any actions.     The creature restrained by this spell takes 10d6 shadow damage and must make another Willpower saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. The successes don't need to be consecutive.

    If the immobilized creature takes any damage from another spell or attack, the spell ends. A dispel magic spell can also reverse the effects.

 

 

EXPERT (8 magicka)

 

Daedric Gate

Cost: 8 magicka

Cast Time: 1 action

Range: 60 feet

Duration: 1 hour

PHB 231

 

You create a black gate on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a plane of oblivion that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the plane remain trapped there, as the door also disappears from the other side.

   Each time you cast this spell, you can create a new location, or have the black gate connect to a plane of oblivion you created with a previous casting of this spell. Additionally, if you know the nature and contents of a daedric gate created by a casting of this spell by another creature, you can have the shadowy door connect to its plane of oblivion instead.

 

Command Daedra

Cost: 8 magicka

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

PHB 235 Dominate

 

You attempt to take control over a friendly or hostile daedra that you can see within range. The daedra that you target must make a Willpower saving or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

   While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

    You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

    Each time the target takes damage, it makes a new Willpower saving throw against the spell. If the saving throw succeeds, the spell ends.

    At Higher Levels. When you cast this spell with a 9th-level spell, the duration is concentration, up to 8 hours.

 

Maze

Cost: 8 magicka

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

 

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

 

Peryite's Flight

Cost: 8 magicka

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 18 seconds

 

You conjure a gateway to Peryite's plane of oblivion high in the sky above you. The gate appears as a 120-foot radius verdant cloud. No creatures or objects from your current realm can enter the gateway, but creatures or objects can pass through into yours.

    Three slender green dragons fly around the cloud. As an action each round, each dragon breathes a ball of pestilence towards a creature of your choice. A targeted creature must make an Agility saving throw. The target takes 6d6 disease damage on a failed save, and half as much on a successful one.

    You can choose to target three different creatures each round, or the same creature.

 

 

MASTER (9 magicka)

 

Oblivion Gate

Cost: 9 magicka

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minutes

 

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of oblivion. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

    When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

 

Rune Prison

Cost: 9 magicka

Cast Time: 1 action

Range: Touch

Duration: 30 minutes

 

When you cast this spell, you place a rune, either on a nearby surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the rune. If you choose a surface, the rune can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in it's place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

    The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

    You decide what triggers the rune when you cast the spell. For runes inscribed on a surface, the most typical triggers include touching or standing on the rune, removing another object covering the rune, approaching within a certain distance of the rune, or manipulating the object on which the rune is inscribed. For runes inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a rune is triggered, this spell ends.

    You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect daedra or dunmer). You can also set conditions for creatures that don’t trigger the rune, such as those who say a certain password.

    When triggered, the rune will explode, creating a magical restraint to hold a creature that you can see within range. The target must succeed on a Willpower saving throw or heavy daedric chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. If it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Detection spells can’t locate or perceive the target.

    Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

    A dispel magic spell can end the spell only if it is cast using 9 magicka, targeting either the prison or the special component used to create it.


 

Restoration

SPELL LIST

 

NOVICE (Cantrip)

Conjure Predator

Daedric Shards

Produce Flame

Spectral Arrow

 

NOVICE (1 Magicka)

Arms of Molag Bal

Bound Armor

Bound Weapon

Conjure Atronach

Conjure Daedra

Conjure Familiar

Conjure Guardian Beast

Daedric Curse

Daedric Protection

Oil Slick

Sheogorath's Hideous Laughter

Unseen Servant

 

NOVICE (2 Magicka)

Conjure Steed

Continual Flame

Bound Flaming Weapon

Grasp

Mephala's Web

 

APPRENTICE (3 Magicka)

Apocrypha

Ashpit

Conjure Barrage

Conjured Ward

Phantom Steed

Turn Undead

 

APPRENTICE (4 Magicka)

Apocrypha's Black Tentacles

Banishment

Eye of Hermaeus Mora

Daedric Guardian

Repulse

Sunder Binding

Vile's Faithful Hound

 

JOURNEYMAN (5 Magicka)

Command Daedra

Commune

Conjure Volley

Daedric Mines

Encase

Teleportation Circle

 

JOURNEYMAN (6 Magicka)

Arcane Gate

Hircine's Ally

 

EXPERT (7 Magicka)

Conjure Unstable Daedra

Flaming Familiar

Plane Shift

Rune of Encase

 

EXPERT (8 Magicka)

Daedric Gate

Command Daedra

Maze

Peryite's Flight

 

MASTER (9 Magicka)

Oblivion Gate

Rune Prison

 

 

NECROMANCY 

NOVICE (Cantrip)

Chill Touch

 

NOVICE (1 Magicka)

Mark of Power

Raise Animal

Sap Health

 

NOVICE (2 Magicka)

Conjure Spirit

Pestilence

 

APPRENTICE (3 Magicka)

Animate Dead

Feign Death

Funnel Health

Speak with Dead

 

APPRENTICE (4 Magicka)

Death's Caress

 

JOURNEYMAN (5 Magicka)

Contagion

Corpse Explode

Wall of Bones

 

JOURNEYMAN (6 Magicka)

Circle of Death

Command Undead

Create Undead

Eyebite

Harm

Magic Jar

 

EXPERT (7 Magicka)

Conjure Unstable Spirit

Finger of Death

Plague

 

EXPERT (8 Magicka)

Clone

Graveyard

 

MASTER (9 Magicka)

Death Rattle

Cantrip
1
2
3
4
5
6
7
8
9
N0

NECROMANCY SPELLS

 

NOVICE

 

Cantrip (0 Magicka)

 

Chill Touch

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: 120 feet

Duration: 1 round

 

You summon a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 shadow damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

    If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

    The spell's damage increases by 1d8 when you reach 5th level (2d8), 11 level (3d8), and 17th level (4d8).

 

Novice (1 Magicka)

 

Mark of Power

Cost: 1 magicka

Cast Time: 1 bonus action

Range: 90 feet

Duration: Concentration, up to 1 hour

PHB 251 (Hunter's Mark)

 

You choose a creature you can see within range and mystically mark it with a curse. Until the spell ends, you deal an extra 1d6 disease damage to the target whenever you hit it with an attack.

    If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

    A remove curse spell cast on the target ends this spell early.

    At Higher Levels. When you cast this spell using 3 magicka, you can maintain your concentration on the spell for up to 8 hours. When you use 5 magicka, you can maintain your concentration on the spell for up to 24 hours.

 

Raise Animal

Cost: 1 Magicka

Cast Time: 1 action

Range: 5 feet

Components: V, S,

Duration: Instant

 

You summon an undead animal to fight by your side for the duration of the spell. There must be a suitable body nearby for this spell to be effective. Refer to the beastiary for the stat block of the creature and add undead features.

    The summoned undead is friendly to you and your companions. Roll initiative for the summoned undead, which has its own turn. The undead animal obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    If the spell ends or the summoned animal dies, it's body disintegrates into dust and cannot be summoned again.

 

Sap Health

Cost: 1 magicka

Cast Time: 1 action

Range: touch

Duration: Instant

 

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 shadow damage.

    At Higher Levels. When you cast this spell using 2 or more magicka, the damage increases by 1d10 for each magicka used, to a maximum of 9 magicka.

 

NOVICE (2 Magicka)

 

Conjure Spirit

Cost: Varies

Cast Time: 1 action

Range: 5 feet

Duration: Concentration, up to 1 hour

 

You attempt to summon a spirit from the Ethereal plane to fight by your side for the duration of the spell. The spirit appears in an unoccupied space that you can see within 30 feet of you, and disappears if the spirit drops to 0 hit points, or if you use an action to dismiss it.

    The summoned creature is friendly to you and your companions. Roll initiative for the summoned spirit, which has its own turn. The spirit obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    Refer to the beastiary for the stat block of the Spirit.

 

Name Magicka Cost

Novice. 1 (CR ¼)

Ghost

Apprentice. 4 (CR 2)

Wraith

Journeyman. 5 (CR 4)

Gloom Wrath

 

Pestilence

Cost: 2 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Instant

 

You spread your pestilence to a creature of your choice that you can see within range. The target must make an Endurance saving throw. On a failed save, the creature takes 4d12 disease damage, or half as much on a successful one.

    At Higher Levels. When you cast this spell using 3 or more magicka, the damage increases by 1d12 for each magicka spent.

 

 

APPRENTICE (3 Magicka)

 

Animate Dead

Cost: 3 magicka

Cast Time: 1 action

Range: 5 feet

Duration: Instant

PHB 212

 

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

    On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

    The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

    At higher level. When you cast this spell using 4 or more magicka, you animate or reassert control over two additional undead creatures for each additional magicka spent. Each of the creatures must come from a different corpse or pile of bones.

 

Feign Death

Cost: 3 magicka

Cast Time: 1 action

Range: Touch

Duration: 1 hour

PHB 240

 

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

    For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

 

Funnel Health

Cost: 3 magicka

Cast Time: 1 action

Range: Touch

Duration: Instant

 

You extend your hand and touch a creature within range to attempt to siphon life from their being. The creature must make a Willpower saving throw. On a failed save, the target takes 3d10 shadow damage, and half as much on a successful one. As well as dealing damage, you also absorb half of the damage dealt as hit points.

    At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d10 for each magicka spent.

 

Speak with Dead

Cost: 3 magicka

Cast Time: 1 action

Range: 10 feet

Duration: 10 minutes

 

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

    Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

 

 

APPRENTICE (4 Magicka)

 

Death's Caress

Cost: 4 magicka

Cast Time: 1 action

Range: Touch

Duration: Instant

 

Shadowy tendrils reach out from your hand, draining their vitality and with a slow acting disease. The target must make an Endurance saving throw. The target takes 8d8 disease damage and becomes diseased on a failed save, or half as much damage on a successful one and suffers no other effects. This spell has no effect on undead or constructs.

    A diseased target must make an Endurance saving throw at the start of their turn. The target takes 8d8 disease damage and remains diseased on a failed save, or half as much damage on a successful one and is no longer diseased.

    At Higher Levels. When you cast this spell using 5 or more magicka, the damage increases by 1d8 for each additional magicka spent.

 

 

JOURNEYMAN (5 Magicka)

 

Contagion

Cost: 5 magicka

Cast Time: 1 action

Range: Touch

Duration: 7 days

PHB 227

 

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

    At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

    Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

    Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Ataxia. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

    Blood Rot. The creature’s flesh decays. The creature has disadvantage on Personality checks and vulnerability to all damage.

    Chrondiasis. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Rockjoint. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

    Wither. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

 

Corpse Explode

Cost: 5 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Instant

 

You cause a powerful explosion from the lingering energies found within a recently deceased corpse. Each creature within a 10 foot radius must make an Agility saving throw. A creature takes 4d6 physical damage and 4d6 fire damage on a failed save, or half as much damage on a successful one.

    At higher levels. When you cast this spell at a higher level, the fire or physical damage (your choice) is increased by 2d6 for each level above Adept.

 

Wall of Bones

Cost: 5 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

PHB 287

 

A magical wall of bones springs forth from the earth at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Agility saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

    The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing ground. Thus you can use this spell to bridge a chasm or create a ramp.

    If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of bone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

    If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

 

 

JOURNEYMAN (6 Magicka)

 

Circle of Death

Cost: 6 magicka

Casting Time: 1 action

Range: 150 feet

Duration: 1 minute

 

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make an Endurance saving throw. A target takes 8d6 disease damage on a failed save, or half as much damage on a successful one.

    At Higher Levels. When you cast this spell using 7 or more magicka, the damage increases by 2d6 for each additional magicka spent.

 

Command Undead

Cost: 6 magicka

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

PHB 235 Dominate

 

You attempt to take control over a friendly or hostile undead creature that you can see within range. The undead creature that you target must make a Willpower saving or be charmed by you for the duration. If you or your allies are fighting it, it has advantage on the saving throw.

    While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

    You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

    Each time the target takes damage, it makes a new Willpower saving throw against the spell. If the saving throw succeeds, the spell ends.

    At Higher Levels. When you cast this spell with a 9th-level spell, the duration is concentration, up to 8 hours.

 

Create Undead

Cost: 6 magicka

Casting Time: 1 minute

Range: 10 feet

Duration: Instant

PHB 229

 

Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

    As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

    The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

    At Higher Levels. When you cast this spell using 7 or more magicka, you can animate or reassert control over four ghouls. When you cast this spell using 8 magicka, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using 9 magicka, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

 

Eyebite

Cost: 6 magicka

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

PHB 238

 

For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Willpower saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

    Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

    Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

    Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Willpower saving throw. If it succeeds, the effect ends.

 

Harm

Cost: 6 magicka

Casting Time: 1 action

Range: 60 feet

Duration: Instant

PHB 249

 

You unleash a virulent disease on a creature that you can see within range. The target must make an Endurance saving throw. On a failed save, it takes 14d6 disease damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the disease damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

 

Magic Jar

Cost: 6 magicka

Casting Time: 1 Minute

Range: Self

Duration: Until Dispelled

PHB 257

 

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

    You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be possessed). The target must make a Personality saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

    Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Willpower, and Personality scores. You retain the benefit of your own class feature. If the target has any class levels, you can’t use any of its class features.

    Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.

    While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

    If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

    When the spell ends, the container is destroyed

 

 

EXPERT (7 Magicka)

 

Conjure Unstable Spirit

Cost: Varies

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour.

 

You summon an unstable spirit from the Ethereal Plane to fight by your side. The spirit appears in an unoccupied space that you can see within range, and disappears if the spirit drops to 0 hit points, or if you use an action to dismiss it.

    The summoned creature is friendly to you and your companions for the duration. Roll initiative for the summoned spirit, which has its own turn. The spirit obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    If your concentration is broken, you lose control of the spirit, it becomes hostile to you and your companions, and it might attack. An uncontrolled spirit can't be dismissed by you, and it dissapears 1 hour after you summoned it.

    Refer to the beastiary for the stat block of the spirit.

 

Name Magicka Cost

Expert. 7

Lich

Master

Ancient Lich. 9

 

Finger of Death

Cost: 7 magicka

Cast Time: 1 action

Range: 90 feet

Duration: Instant

PHB 240

 

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 shadow damage on a failed save, or half as much damage on a successful one.

    A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

 

Plague

Cost: 7 magicka

Cast Time: 1 action

Range: 90 feet

Duration: Instant

 

You attempt to infect a creature that you can see within range. The target must make an Endurance saving throw. On a failed save, the creature takes 7d12 disease damage and becomes infected with your plague. The creature takes half as much on a successful one and is not infected.

    An infected creature must make an Endurance saving throw at the start of each of its turns. On a failed save, the target takes 7d12 disease damage and has a chance to spread the plague to one other creature within 5 feet of it. That creature must make an Endurance saving throw, as though the spell had been cast on it. If another creature is not within 5 feet, the disease can't be spread that turn. On a successful save, the creature takes half damage, does not spread the disease, and is no longer infected.

    At Higher Levels. When you cast this spell using 8 or more magicka, the damage increases by 1d12 for each magicka spent.

 

 

EXPERT (8 Magicka)

 

Clone

Cost: 8 magicka

Cast Time: 1 hour

Range: Touch

Duration: Instant

PHB 222

 

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
    At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

 

Graveyard

Cost: 8 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute.

 

Skeletal arms burst from the earth attempting to grab and bash all creatures in a 20-foot-radius, centered on a solid surface of your choice within range. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 10d6 bludgeoning damage and is becomes restrained until the start of it's next turn. On a successful save, the creature takes half damage, but suffers no other effect.

    A creature takes the same damage when it enters the cloud for the first time on a turn or end its turn there.

The area within the graveyard is considered difficult terrain.

 

 

MASTER (9 Magicka)

 

Death Rattle

Cost: 9 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Instant

 

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

N1
N2
N3
N4
N5
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