
SPELL LIST
NOVICE (Cantrip)
Candle Light
Charm
Confidence
Minor Image
Sound
Vicious Mockery
NOVICE (1 magicka)
Bane
Courage
Command Aggression
Direct Will
Disguise Self
Illusory Script
Image
Sleep
Ventriloquism
NOVICE (2 magicka)
Calm
Chameleon
Command Will
Darkness
Detect Thoughts
Enthrall
Frenzy
Mage Light
Message
Mirror Image
Night Eye
Paralyze Humanoid
Pass Without Trace
Phantasmal Force
Silence
Zone of Truth
APPRENTICE (3 magicka)
Blind
Blur
Charm
Daylight
Deafen
Demoralize
Muffle
Fear
Haste
Hypnotic Pattern
Major Image
Rally
Sending (Minor Telepathy)
APPRENTICE (4 magicka)
Compulsion
Confusion
Greater Invisibility
Hallucinatory Terrain
Sunlight
JOURNEYMAN (5 magicka)
Clairvoyance
Dominate Person
Dream
Mislead
Modify Memory
Paralyze Creature
Sanctuary
Seeming
Telepathic Bond
JOURNEYMAN (6 magicka)
Frenzy Rune
Mass Suggestion
Irresistible Dance
Programmed Illusion
EXPERT (7 magicka)
Mirage Arcane
Mute
Project Image
Rune of Fear
Rune of Frenzy
Rune of Hopelessness
Rune of Insanity
Rune of Sleep
Vision of the Tenth Eye
EXPERT (8 magicka)
Bend Will
Dumbfound
Glibness
Feeblemind
Mass Rally
Telepathy
MASTER (9 magicka)
Call to Arms
Harmony
Hysteria
Mayhem
Mass Invisibility
SHADOW MAGIC SPELLS
NOVICE (0 magicka)
Shadow Blind
NOVICE (1 magicka)
Shadow Blade
NOVICE (2 magicka)
Shadow Step
APPRENTICE (3 magicka)
Siphon Life
APPRENTICE (4 magicka)
Agony
JOURNEYMAN (5 magicka)
Shade
JOURNEYMAN (6 magicka)
Rune of Agony
Rune of Death
Shadow Gate
Shadow Key
Path of Darkness
ILLUSION
Illusion is one of the six schools of magic. It is similar to Alteration magic in that it seeks to change the world around the caster so normal physical truths no longer hold, but while Alteration magic is bound by the laws of nature, Illusion magic is not. Its weakness comes from the fact that while Alteration affects the entire world, Illusion magic affects only the caster and the target. Illusion spells can change a target's visibility, produce or remove light, produce or remove noise, charm a creature, induce hatred in it or calm it down, enhance or remove a creature's courage, prevent a creature from seeing or moving, or allow the target to see even in total darkness.
Possibly the most infamous use of Illusion magic came in 3E 389 when Jagar Tharn used it to imprison Uriel Septim VII and assume his shape, enabling him to rule the empire in his stead for a decade.
ILLUSION SPELLS
Governing Attribute: Personality
NOVICE
Cantrip (0)
Candle Light
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: Self
Duration: 30 minutes or until it's dismissed
You create up to four torch sized lights that hover around you, making them appear as torches or lanterns. Each light sheds dim light in a 10 foot radius.
The light follows the target for the duration of the spell. The caster or the target can use a bonus action to dispel the light on command.
Charm
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: self
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Personality checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.
Confidence
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants your target confidence in their abilities. The targets gains advantage on their next attack roll or saving throw, provided that the spell hasn't ended.
Minor Image
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 120 feet
Duration: 1 minute
You create the image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical
Sound
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 120 feet
Duration: 1 minute
You create a sound of your choice at a location within range. The sound can be as loud as a scream or as quiet as a whisper and it can mimic the sound of a voice of a person you have heard, or mechanical or natural sounds that you have heard in the past. The sound can continue for the duration of the spell or you can make discreet sounds at different times until the spell ends.
Vicious Mockery
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 60 feet
Duration: Instant
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Willpower saving throw, or take 1d4 magic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spells damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Novice (1)
Bane
Cost: 1 magicka
Cast Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Personality saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract that number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using 2 or more magicka, you can target one additional creature for each magicka spent, to a maximum of 9 magicka.
Courage
Cost: 1 magicka
Cast Time: 1 action
Range: 30 feet
Duration: Instant
You inspire a willing creature within range with courage. The target is immune to fear for the next 60 seconds. This counts as a ranged spell attack.
At Higher Levels. When cast this spell using 2 magicka or more, you can affect one additional target that is in range for each magicka spent, to a maximum of 9 magicka.
Command Aggression
Cost: 1 Magicka
Cast Time: 1 bonus action
Range: 30 feet
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One
creature that you can see within range must make a Willpower saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Willpower saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Direct Will
Cost: 1 Magicka
Cast Time: 1 action
Range: 60 feet
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Willpower saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no action. A flying creature stays aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using 2 or more magicka, you can affect one additional creature for each magicka spent, to a maximum of 9 magicka. Each creature must be within 30 feet of each other when you target them.
Disguise Self
Cost: 1 magicka
Cast Time: 1 action
Range: Self
Duration: 1 hour
You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone w ho touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence
Illusory Script
Cost: 1 magicka
Cast Time: 1 minute
Range: Touch
Duration: 10 days
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Image
Cost: 1 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Sleep
Cost: 1 magicka
Cast Time: 1 action
Range: 90 feet
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using 2 or more magicka, roll an additional 2d8 for each additional magicka spent, to a maximum of 9.
Ventriloquism
Cost: 1 Magicka
Cast Time: 1 action
Range: 60 feet
Duration: Instant
You throw your voice anywhere within range. You can use your voice to distract or confuse others. Each creature must make an Intelligence saving throw. On a failed save, the creature is fooled by this trick, and is not fooled on a successful save.
You can also use your voice to make an ally appear to goad a creature to fight, if the target is capable of understanding your language. On a failed save, the creature has disadvantage on any attacks against targets other than the suspected taunter. The effect lasts for 1 minute, until a creature other than the suspected taunter attacks the target, or if you end your turn more than 30 feet away from the target.
Novice (2)
Calm
Cost: 2 magicka
Cast Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You attempt to calm a target. Each creature targeted within range must make a Personality saving throw. A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw it becomes indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
At Higher Levels. When cast this spell using 2 magicka or more, you can calm one additional target for each magicka spent, to a maximum of 9 magicka.
Chameleon
Cost: 2 magicka
Cast Time: Instant
Range: Touch
Duration: Concentration, up to 1 hour
A creature you touch is able to blend into their surroundings until the spell ends. Anything the target is wearing or carrying becomes camouflaged as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
While a creature is camouflaged they have advantage when sneaking, and any creature trying to detect them has disadvantage on their rolls.
At Higher Levels. When you cast this spell using 3 or more magicka, you can target one additional creature for each magicka used, to a maximum of 9 magicka.
Command Will
Cost: 2 magicka
Cast Time: 1 action
Range: 30 feet
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Willpower saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it w as asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
Darkness
Cost: 2 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15 foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of Apprentice or lower, the spell that created the light is dispelled.
Detect Thoughts
Cost: 2 magicka
Cast Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts o f the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Personality saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Enthrall
Cost: 2 magicka
Cast Time: 1 action
Range: 60 feet
Duration: 1 minute
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Personality saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Intelligence (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Frenzy
Cost: 2 magicka
Cast Time: 1 action
Range: 30 feet
Duration: 30 seconds
You select a target within range to become enraged. The target must make a Willpower saving throw. On a failed save, the target will attack anything nearby for the duration of the spell. On a successful save, the spell has no effect.
Mage Light
Cost: 2 magicka
Cast Time: 1 action
Range: 120 feet
Duration: 30 minutes or until it's dismissed
You fire a projectile of light towards a target within range. Until the spell ends, the object sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on an Agility saving throw to avoid the spell.
Message
Cost: 2 magicka
Cast Time: 1 action
Range: 30 feet
Duration: 1 hour
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast the spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely aroung corners or through openings.
Mirror Image
Cost: 2 magicka
Cast Time: 1 action
Range: Self
Duration: 1 minute
PHB 260
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Agility modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Night Eye
Cost: 2 magicka
Cast Time: 1 action
Range: 30 feet
Duration: 1 hour
You grant a willing target that is within range the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Paralyze Humanoid
Cost: 2 magicka
Cast Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Willpower saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Willpower saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using 3 or more magicka, you can target one additional humanoid for each additional magicka used, to a maximum of 9 magicka. The humanoids must be within 30 feet of each other when you target them.
Pass Without Trace
Cost: 2 magicka
Cast Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
PHB 264
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Agility (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Phantasmal Force
Cost: 2 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
PHB 264
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall- it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 shadow damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Silence
Cost: 2 magicka
Cast Time: Reaction
Range: 60 feet
Duration: Instant
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere are deafened while entirely inside it. Casting a spell that is impossible there.
Zone of Truth
Cost: 2 magicka
Cast Time: 1 action
Range: 60 feet
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Personality saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
APPRENTICE (3 magicka)
Blind
Cost: 3 magicka
Cast Time: 1 action
Range: 30 feet
Duration: 1 minute
You can magically blind a a target of your choice. Choose a creature that you can see within range to make an willpower saving throw. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a willpower saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using 4 or more magicka, you can blind one additional target for each magicka spent, to a maximum of 9 magicka.
Blur
Cost: 3 magicka
Cast Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Charm
Cost: 3 magicka
Cast Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You attempt to charm a humanoid you can see within range. It must make a Personality saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. You gain +1d6 to Personality checks against the target.
At Higher Levels. When you cast this spell at a higher spell level, your Personality checks increase by 1d8 at Adept, 1d10 at Expert, and 1d12 at Master.
Daylight
Cost: 3 magicka
Cast Time: 1 action
Range: 60 feet
Duration: 1 hour
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell using 3 magicka or less, the spell that created the darkness is dispelled.
Deafen
Cost: 3 magicka
Cast Time: 1 action
Range: 30 feet
Duration: 1 minute
You can magically deafen a a target of your choice. Choose a creature that you can see within range to make an willpower saving throw. If it fails, the target is deafened for the duration. At the end of each of its turns, the target can make a willpower saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using 4 or more magicka, you can deafen one additional target for each magicka spent, to a maximum of 9 magicka.
Demoralize
Cost: 3 magicka
Cast Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You select a target within range to become demoralized. The target must make a Willpower saving throw. On a failed save, the target will flee from combat for the duration of the spell. On a successful save, the spell has no effect.
At Higher Levels. When you cast this spell using 4 or more magicka, you can demoralize one additional target for each additional magicka spent, to a maximum of 9 magicka.
Muffle
Cost: 3 magicka
Cast Time: 1 action
Range: 30 feet
Duration: 1 hour
You muffle the sound of your movements, gaining advantage on all Sneak checks. If you already have advantage, add 1d6 to your sneak checks.
Fear
Cost: 3 magicka
Cast Time: 1 action
Range: Self (30-foot-cone)
Duration: Concentration, up to 1 minute
PHB 239
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Willpower saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Willpower saving throw. On a successful save, the spell ends for that creature.
Haste
Cost: 3 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
PHB 250
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Hypnotic Pattern
Cost: 3 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
PHB 252
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Willpower saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Major Image
Cost: 3 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 10 minutes
PHB 258
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deafen a creature, or a smell that might sicken a creature.
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using 6 magicka, the spell lasts until dispelled, without requiring your concentration.
Rally
Cost: 3 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Instant
You increase the bravery of willing creature that you can see within range. Any creature that is currently feared, or fleeing, gains confidence in themselves, dispelling any magical or non-magical fear effect.
The creature becomes immune to fear for the next hour.
Sending (Minor Telepathy)
Cost: 3 magicka
Cast Time: 1 action
Range: Unlimited
Duration: 1 round
PHB 274
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
APPRENTICE (4 magicka)
Compulsion
Cost: 4 magicka
Cast Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
PHB 224
Creatures of your choice that you can see within range and that can hear you must make a Willpower saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Willpower saving throw to try to end the effect.
A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.
Confusion
Cost: 4 magicka
Cast Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
PHB 224
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Willpower saving throw when you cast this spell or be affected by it.
An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10
Behaviour
1
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6
The creature doesn’t move or take actions this turn.
7-8
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10
The creature can act and move normally.
At the end of its turns, an affected target can make a Willpower saving throw. It it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using 5 or more magicka, the radius of the sphere increases by 5 feet for each additional magicka spent.
Greater Invisibility
Cost: 4 magicka
Cast Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
PHB 246
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
Hallucinatory Terrain
Cost: 4 magicka
Cast Time: 10 minutes
Range: 300 feet
Duration: 24 hours
PHB 249
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Sunlight
Cost: 4 magicka
Cast Time: 1 action
Range: Unlimited
Duration: 30 minutes or until it's dismissed
You create a ball of bright light high up in the sky that mimics the brightness of the natural sun. The ball collapses if the caster leaves it behind. This spell has no effect when cast indoors. The light can be colored as you like.
JOURNEYMAN (5 magicka)
Clairvoyance
Cost:
Cast Time: 1 action
Range: Self
Duration: 1 minute
You use your inner eye to see the faint ethereal pathway that leads you towards your current goal. The pathway wills appear in a direction that will lead you towards the goal you have in mind. It can help find a person you are looking for or the location of an item. You are able to see the pathway through solid objects, up to 120 feet.
If you cast this spell two or more times before finishing a 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.
Dominate Person
Cost: 5 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
PHB 235
You attempt to beguile a humanoid that you can see within range. It must succeed on a Willpower saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target 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 using a 6 or more magicka, the duration is concentration, up to 10 minutes. When you use 7 magicka, the duration is concentration, up to 1 hour. When you use 8 or more magicka, the duration is concentration, up to 8 hours.
Dream
Cost: 5 magicka
Cast Time: 1 minute
Range: Special
Duration: 8 hours
PHB 236
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Willpower saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 shadow damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Mislead
Cost: 5 magicka
Cast Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
PHB 260
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Modify Memory
Cost: 5 magicka
Cast Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
PHB 261
You attempt to reshape another creature’s memories. One creature that you can see must make a Willpower saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none o f the target’s memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory o f the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature’s true memory.
At Higher Levels. If you cast this spell using 6 or more magicka, you can alter the target’s memories o f an event that took place up to 7 days ago (6 magicka), 30 days ago (7 magicka), 1 year ago (8 magicka), or any time in the creature’s past (9 magicka).
Paralyze Creature
Cost: 5 magicka
Cast Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
PHB 251 (Hold Monster)
Choose a creature that you can see within range. The target must succeed on a Willpower saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Willpower saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using 6 or more magicka, you can target on additional creature for each additional magicka spent. The creatures must be within 30 feet of each other when you target them.
Sanctuary
Cost:
Cast Time: Reaction
Range: 60 feet
Duration: Concentration, up to 60 seconds
You cause cause your attackers to doubt their ability to fight you. Attacks against you have disadvantage and any damage that hits you, is reduced by 1d4.
At Higher Levels. The damaged is reduced further at Expert by 1d6, and again at Master by 1d8.
Seeming
Cost: 5 magicka
Cast Time: 1 action
Range: 30 feet
Duration: 8 hours
PHB 274
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Personality saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Telepathic Bond
Cost: 5 magicka
Cast Time: 1 action
Range: 30 feet
Duration: 1 hour
PHB 270 (Rary's Telepathic Bond)
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.
Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
JOURNEYMAN (6 magicka)
Frenzy Rune
Cost: 6 magicka
Cast Time: 1 action
Range: 10 feet
Duration: 1 hour
You place a frenzy rune on a nearby surface that will explode when a creature comes within 10 feet of it.
All creatures within a 20 foot radius of the blast must make an Willpower saving throw. On a failed save, the creature takes 1d10 magic damage and go into a rage, attacking anything nearby for the 30 seconds. On a failed save, you take half as much damage and resist the frenzy effect.
At Higher Levels. When you cast this spell using 6 or more magicka, the spell's damage increases by 1d10 for each additional magicka spent.
Mass Suggestion
Cost: 6 magicka
Cast Time: 1 action
Range: 60 feet
Duration: 24 hours
PHB 258
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Willpower saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it w as asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using 7 magicka, the duration is 10 days. When you use 8 magicka, the duration is 30 days. When you use 9 magicka, the duration is a year and a day.
Irresistible Dance
Cost: 6 magicka
Cast Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
PHB 264
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Agility saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Willpower saving throw to regain control of itself. On a successful save, the spell ends.
Programmed Illusion
Cost: 6 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Until dispelled
PHB 269
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
EXPERT (7 magicka)
Mirage Arcane
Cost: 7 magicka
Cast Time: 10 minutes
Range: Sight
Duration: 10 days
PHB 260
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Mute
Cost: 7 magicka
Cast Time: 1 reaction, which you use when you see a creature within 60 feet of you casting a spell.
Range: 60 feet
Duration: Instant
You attempt to take away the voice of a creature that is within range and is in the process of casting a spell. The target must make a Willpower saving throw. On a failed save, the creature loses it's voice and the spell fails. The creature makes a Willpower saving throw at the start of each of it's turns in an attempt to gain their voice back. A muted creature cannot cast spells. On a successful save, your spell has no effect.
Project Image
Cost: 7 magicka
Cast Time: 1 action
Range: 500 miles
Duration: Concentration, up to 1 day
PHB 270
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Rune of Fear
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Fear. Each target must make a Willpower saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Rune of Frenzy
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Frenzy. Each target must make a Personality saving throw. On a failed save, the target falls into an uncontrollable rage and will attack anyone nearby for the duration of the spell.
Rune of Hopelessness
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Hopelessness. Each target must make a Personality saving throw. On a failed save, the target is overwhelmed with despair and is demoralized for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
Rune of Insanity
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can't understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Rune of Sleep
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Sleep. Each target must make a Willpower saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Vision of the Tenth Eye
Cost: 7 magicka
Cast Time: 1 action
Range: Touch
Duration: 1 hour
PHB 284 (True Seeing)
This spell gives a willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight and is able to notice doors that have been hidden with magic or other magically hidden items, and can see into the Ethereal Plane, all out to a range of 120 feet.
EXPERT (8 magicka)
Bend Will
Cost: 8 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 hour
PHB 235 (Dominate Monster)
You attempt to beguile a creature that you can see within range. It must succeed on a Willpower saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
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 9 magicka, the duration is concentration, up to 8 hours.
Dumbfound
Cost: 8 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Instant
PHB 267 (Power Word Stun)
You attempt to overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
The stunned target must make an Endurance saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Glibness
Cost: 8 magicka
Cast Time: 1 action
Range: Self
Duration: 1 hour
PHB 231
Until the spell ends, when you make a Personality check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Feeblemind
Cost: 8 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Instant
PHB 239
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 shadow damage and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and Personality scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal or wish.
Mass Rally
Cost: 8 magicka
Cast Time: 1 action
Range: Self (60-foot radius)
Duration: Instant
You increase the bravery of all willing creatures that you can see within range of the spell, centered on yourself. Any creature that is currently feared, or fleeing, gains confidence in themselves, dispelling any magical or non-magical fear effect.
The creature also becomes immune to fear for the next hour and gain temporary hit points equal to ten times your personality modifier. When the spell ends, the remaining hit points from this spell are lost.
Telepathy
Cost: 8 magicka
Cast Time: 1 action
Range: Unlimited
Duration: 24 hours
PHB 281
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
MASTER (9 magicka)
Call to Arms
Cost: 9 magicka
Cast Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
You inspire all friendly creatures within range of the spell, centered on you, increasing your allies combat skills and fortitude in the heat of battle.
Each affected creature gains advantage on their melee and ranged attacks and also gains 20 temporary hit points for the duration of the spell.
Harmony
Cost: 9 magicka
Cast Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
You attempt to calm any target of your choice within range of the spell, centered on yourself.
Each creature you choose must make a Personality saving throw. A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw it becomes indifferent about any other creatures of your choice that it is currently hostile toward.
While affected by the spell, the creature is no longer hostile, nor is it necessarily friendly. The caster and their allies can try to reason with the creature if they wish, but they may not be willing to listen or respond.
This indifference ends if the target is attacked or harmed by a spell. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Hysteria
Cost: 9 magicka
Cast Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
You attempt to demoralize all targets within range of the spell, centered on yourself. Each creature within range must make a Willpower saving throw. On a failed save, the target will flee from combat for the duration of the spell. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. On a successful save, the spell has no effect.
Mayhem
Cost: 9 magicka
Cast Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
You attempt to enrage all targets within range of the spell, centered on yourself. Each creature within range must make a Willpower saving throw. On a failed save, the target falls into an uncontrollable rage and will attack anything nearby for the duration of the spell. On a successful save, the spell has no effect.
Once the spell ends, the creatures are aware that it was affected by a spell, and they will know it was you if they had seen you cast it.
Mass Invisibility
Cost: 9 magicka
Cast Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 10 minutes
Up to 10 willing creatures of your choice within range of the spell becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks, casts a spell, or uses an object.
SHADOW MAGIC SPELLS
Governing Attribute: Personality
NOVICE (0 magicka)
Shadow Blind
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 60 feet
Duration: Instant
You attempt to create a cloud of black shadows that covers the eyes of a creature that you can see within range. The target must make a Personality saving through. On a failed save, the creature sees as if it were in darkness for 30 seconds. The spell can't be dispelled, although effects such as darkvision can see through the shadows as if the creature was in darkness. Wind of moderate or greater speed (at least 10 miles per hour) disperses it. On a successful save, the spell fails.
NOVICE (1 magicka)
Shadow Blade
Cost: 1 magicka
Cast Time: 1 action
Range: Touch
Duration: Instant
You produce a shadowy black dagger in your hand. Make a melee spell attack against a creature within 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 spent, to a maximum of 9 magicka.
NOVICE (2 magicka)
Shadow Step
Cost: 2 magicka
Cast Time: 1 action
Range: 20 feet
Duration: Instant
You disappear into a cloud of black smoke and reappear in a location within range. If you move within 5 feet of a target, you may use your sneak attack against the target as part of this spell, if all conditions of sneak attack are met.
APPRENTICE (3 magicka)
Siphon Life
Cost: 3 magicka
Cast Time: 1 action
Range: 20 feet
Duration: Instant
A shadowy line extends from your hand towards a creature within range that you attempt to siphon life from. 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. Half of the damage is returned to you 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.
APPRENTICE (4 magicka)
Agony
Cost: 4 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
PHB 265 (Phantasmal Killer)
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature, causing torment and suffering. The target must make a Willpower saving throw. On a failed save, the target becomes frightened in place for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Willpower saving throw or take 4d10 shadow damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using 5 or more magicka, the damage increases by 1d10 for each additional magicka spent.
JOURNEYMAN (5 magicka)
Shade
Cost: 5 magicka (3 magicka)
Cast Time: 1 action
Range: Self
Duration: 1 minute
Your shadow breaks free from you. The shade lasts for the duration, or until you dismiss it with an action.
You can use your action to control your shade and you can use a bonus action to move your shade up to 30 feet in any direction that a shadow can be cast, but it must remain within 120 feet of you.
For the duration, you can use your shade to use an object, such as pick a lock or grab an item. The shade can also cast spells as if it were you, but you must use your owns senses and skills.
JOURNEYMAN (6 magicka)
Rune of Agony
Cost: 6 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Pain. Each target must make an Endurance saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Rune of Death
Cost: 6 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death. Each target must make an Endurance saving throw, taking 8d10 shadow damage on a failed save, or half as much damage on a successful save.
Shadow Gate
Cost: 6 magicka
Cast Time: 1 action
Range: 60 feet
Duration: 1 hour
You create a shadowy door 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 demiplane 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 demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
When a Shadow Gate is created, a matching Shadow Key is also created at the same time. The key can be kept on the person of the caster, or it can be magically placed in a location the caster has seen on any plane of existence the caster chooses. The key can be summoned at any time by the caster by using the Shadow Key spell.
A Shadow Gate is automatically locked and can't be opened by mundane or magical means. The gate can only be opened with the Shadow Key that was created at the same time that the Shadow Gate was created.
Shadow Key
Cost: 6 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Special
You summon a Shadow Key of a previously created Shadow Gate of your choice. When summoned, the key dissipates into black smoke from it's current location and appears in the casters hand. You can choose to end the spell at any time, returning the key to it's original location.
Path of Darkness
Cost: 6 magicka
Cast Time: 1 action
Range: Self (120-foot line)
Duration: Concentration, up to 1 minute
A corridor of shadows appears in front of you in a 5-foot wide line. The path can twist and wind in any direction on a surface that you can see up to 120 feet long.
When the path appears, any creature of your choice within the area must make an Agility saving throw. On a failed save, a creature takes 10d6 shadow damage, or half as much on a failed save.
A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.
While you are standing in a Path of Darkness that you have cast, your are able to move twice as fast while within the path.