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Restoration

SPELL LIST

 

NOVICE (Cantrip)

Detect Weather

Prestidigitation

Thaumaturgy

Wizard Rend

 

Novice (1)

Absorb Speed

Alarm

Comprehend Languages

Dispel Magic

Detect Life

Detect Key

Detect Magic

Detect Poison and Disease

Identify

Wizard's Fire

 

Novice (2)

Detect Traps

Levitate

Locate Object

Magic Lock

Magic Mouth

Magic Open

Fenrik's Door Jam

See Invisibility

 

APPRENTICE (3 magicka)

Absorb Health

Clairvoyance

Counterspell

Dispel Other

Detect Undead

Hypnotic Pattern

Nondetection

Sending

Shalidor's Tiny Hut

Soul Trap

Stinking Cloud

Tongues

 

APPRENTICE (4 magicka)

Locate Creature

Polymorph

Bolt Streak

 

JOURNEYMAN (5 magicka)

Absorb Attribute

Animate Objects

Bigby's Hand

Contact Other Plane

Creation

Legend Lore

Passwall

Scrying

Teleportation Circle

 

JOURNEYMAN (6 magicka)

Arcane Gate

Clairvoyance

Contingency

Disintegrate

Forbiddance

Galeiron's Instant Summons

Guards and Wards

Magic Sight

Mark / Recall

Spell Absorption

True Seeing

Wind Walk

 

EXPERT (7 magicka)

Absorb Magicka

Etherealness

Forecage

Plane Shift

Rune of Daze

Shalidor's Magnificent Mansion

Sequester

Simulacrum

Teleport

 

EXPERT (8 magicka)

Antimagic Field

Demiplane

Maze

Mind Blank

Telepathy

 

MASTER (9 magicka)

Astral Projection

Foresight

Imprisonment

Shapechange

Shalidor's Mirror

True Polymorph

Wish

MYSTICISM

 

Mysticism is one of the six colleges of magic, and the one least understood by the magical community. The art has been described as allowing a mage to alter the nature of magic itself and involving the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. Mysticism was first developed by the Psijic Order, long before there was a name for it.

 

MYSTICISM SPELLS

Governing Attribute: Willpower

 

NOVICE

 

Cantrip (0)

 

Detect Weather

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: 30 feet

Duration: Instantaneous

 

You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

 

Prestidigitation

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: 60 feet

Duration: Instant

 

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.

 

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

  • You instantaneously light or snuff out a candle, a torch, or a small campfire.

  • You instantaneously clean or soil an object no larger than 1 cubic foot.

  • You chill,warm, or flavour up to 1 cubic foot of non-living material for 1 hour.

  • You make a colour, a small mark, or a symbol appear on an object or a surface for 1 hour.

  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

 

Thaumaturgy

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: 30 feet

Duration: Up to 1 minute

 

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

 

  • Your voice booms up to three times as loud as normal for 1 minute.

  • You cause flames to flicker, brighten, dim, or change color for 1 minute.

  • You cause harmless tremors in the ground for 1 minute.

  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

  • You instantaneously cause an unblocked door or window to fly open or slam shut.

  • You alter the appearance of your eyes for 1 minute.

 

If you cast this spell multiple times, you can have up to three of its 1 minute effects active at a time, and you can dismiss such an effect as an action.

 

Wizard Rend

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: 60 feet

Duration: Instant

 

You send a flash of light towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 magic damage.

The spell creates more than one flash of light when you reach higher levels: two flashes at 5th level, three flashes at 11th level, and four beams at 17th level. You can direct your attacks at the same target or at different ones. Make a separate attack roll for each attack.

 

Novice (1)

 

Absorb Speed

Cost: 1 magicka

Cast Time: 1 action

Range: 30 feet

Duration: 60 seconds

 

You attempt to absorb speed from your target. The target will make a Willpower saving throw. On a failed save, you temporarily lower the targets speed by 10 feet, and raise your speed by the same amount. When the spell expires, both attributes return to their previous values. The effects are not cumulative.

At Higher Levels. When cast this spell using 2 or more magicka, you absorb 5 additional feet for each magicka spent, to a maximum of 5 magicka.

 

Alarm

Cost: 1 magicka

Cast Time: 1 minute

Range: 30 feet

Duration: 8 hours

 

You set a magical alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

 

Comprehend Languages

Cost: 1 magicka

Cast Time: 1 action

Range: Self

Duration: 1 hour

 

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page o f text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

 

Dispel Magic

Cost:

Cast Time: 1 action

Range: 30 feet

Duration: Instant

 

You attempt to cancel all temporary magic effects on yourself (effects from abilities, potions, Constant Effect items, and diseases are all unaffected). Roll a Willpower check. On a successful roll, the effect is dispelled. This can be used to remove negative effects from yourself. Note that it will remove both good and bad effects.

At Higher Levels. When you cast this spell at higher levels, you increase your chance at dispelling magic effects.

 

Detect Life

Cost:

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

 

For the duration, you sense the presence of life within 30 feet of you. If you sense life in this way, you can use your action to see a faint aura around any visible creature in the area that bears life.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

At Higher Levels. When cast at Adept level, you can detect life for 60 feet, and 120 feet at Master.

 

Detect Key

Cost: 1 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

 

For the duration, you sense the presence of a key within 30 feet of you. If you sense a key in this way, you can use your action to see a faint aura around any visible keys in the area.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Detect Magic

Cost: 1 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

 

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn what school of magic it is from.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Detect Poison and Disease

Cost: 1 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

 

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot o f stone, 1 inch o f common metal, a thin sheet o f lead, or 3 feet o f wood or dirt.

 

Identify

Cost: 1 magicka

Cast Time: 1 minute

Range: Touch

Duration: Instantaneous

 

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they

are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

 

Wizard's Fire

Cost: 1 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

 

You send a beam of crackling green fire toward a creature within range, forming a sustained flame between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 magic damage, and on each of your turns for the duration, you can use your action to deal 1d12 magic damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At Higher Levels. When you cast this spell using 2 or more magicka, the initial damage increases by 1d12 for each magicka spent, up to a maximum of 9 magicka.

 

Novice (2)

 

Detect Traps

Cost: 2 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Instant

 

You sense the presence o f any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

 

Levitate

Cost: 2 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

 

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Endurance saving throw is unaffected.

The target can move only by pushing or pulling against an object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

 

Locate Object

Cost: 2 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

 

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

 

Magic Lock

Cost: 2 magicka

Cast Time: 1 action

Range: Touch

Duration: Until Dispelled

 

You touch a closed door, window, gate, chest, or other lockable object, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

 

Magic Mouth

Cost: 2 magicka

Cast Time: 1 minute

Range: 30 feet

Duration: Until Dispelled

 

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth o f a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance 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 o f the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet o f the object or when a silver bell rings within 30 feet o f it.

 

Magic Open

Cost: 2 magicka

Cast Time: 1 action

Range: 5 feet

Duration: Instant

 

Opens a lock that has a magical or physical lock level equal to the spell level or lower.

 

Fenrik's Door Jam

Cost: 2 magicka

Cast Time: 1 action

Range: 5 feet

Duration: Instant

 

Seals a lockable item with a magical lock equal to the spell level cast on it. For example, casting Lock at the Apprentice spell level on a chest will place an Apprentice difficulty lock on the chest. Locks that are magically locked can only be opened by magical means.

 

See Invisibility

Cost: 2 magicka

Cast Time: 1 action

Range: Self

Duration: 1 hour

 

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

APPRENTICE (3 magicka)

 

Absorb Health

Cost: 3 magicka

Cast Time: 1 action

Range: Touch

Duration: 60 seconds

 

You attempt to absorb health from your target. The target will make an Endurance saving throw. On a failed save, you temporarily lower the targets health by 1d6 hit points, and temporarily raise your own health by the same amount. When the spell expires, both hit points return to their previous values. The effects are not cumulative.

At Higher Levels. When you cast this spell using 4 or more magicka, you absorb and additional 1d6 health for each magicka spent, up to a maximum of 9 magicka.

 

Clairvoyance

Cost: 3 magicka

Cast Time: 10 minutes

Range: 1 mile

Duration: Concentration, up to 10 minutes

 

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Counterspell

Cost: 3 magicka

Cast Time: 1 Reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: 60 feet

Duration: Instant

 

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell using 3 magicka or less, its spell fails and has no effect. If it is casting a spell using 4 magicka or more, make a Willpower check. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Level. When you cast this spell using 4 or more magicka, the interrupted spell has no effect if its magicka cost is less than or equal to the magicka spent.

 

Dispel Other

Cost: 3 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Instant

 

You attempt to cancel all temporary magic effects on the target (effects from abilities, potions, items, and diseases are all unaffected). This can be used either to remove an enemy's defenses, or to remove negative effects from your allies. The target must make a Willpower saving throw. On a failed save, all magical effects are dispelled. A willing target can choose to fail the saving throw.

At Higher Levels. When you cast this spell at higher levels, you increase your chance at dispelling magic effects by +1 for each magicka spent, up to a maximum of 9 magicka.

 

Detect Undead

Cost: 3 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

 

For the duration, you sense the presence of undead within 30 feet of you. If you sense undead in this way, you can use your action to see a faint aura around any visible creature in the area.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Hypnotic Pattern

Cost: 3 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

 

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 Personality 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.

 

Nondetection

Cost: 3 magicka

Cast Time: 1 action

Range: Touch

Duration: 8 hours

 

For the duration, you hide a target that you touch from detection magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any detection magic or perceived through magical scrying sensors.

 

Sending

Cost: 3 magicka

Cast Time: 1 action

Range: Unlimited

Duration: 1 round

 

You send a short message of twenty-five words or less to a creature with 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.

 

Shalidor's Tiny Hut

Cost: 3 magicka

Cast Time: 1 minute

Range: Self

Duration: 8 hours

 

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

 

Soul Trap

Cost: 3 magicka

Cast Time: 1 action

Range: 60 feet

Duration: 30 seconds

 

You cast the spell on a creature whose soul you wish to capture. To successfully capture the soul, you must cast the spell on the creature while it is alive and then kill it while the spell is still active. A creature affected by Soul Trap has a cloud of smoke that will circle the creature until the duration expires. Additionally, you must also have a Soul Gem in your inventory to capture the creature in. The soul will be captured in an empty Soul Gem of your choice that is in your inventory and is large enough for that soul.

Some creatures do not have souls, such as Dwemer Centurions. Attempting to capture a soul from a creature without a soul will cause the spell to fail.

The Soultrap spell is used to gather Souls in order to use for Enchanting and powerful spells like True Ressurection.

 

Stinking Cloud

Cost: 3 magicka

Cast Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

 

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

Each creature that is completely within the cloud at the start of its turn must make an Endurance saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

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.

 

Tongues

Cost: 3 magicka

Cast Time: 1 action

Range: Touch

Duration: 1 hour

 

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

 

APPRENTICE (4 magicka)

 

Locate Creature

Cost: 4 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

 

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being unfer the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

 

Polymorph

Cost: 4 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

 

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Willpower saving throw to avoid the effect. The spell has no effect on a shape changer or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell have no affect on a target that has 0 hit points.

 

Bolt Streak

Cost: 4 magicka

Cast Time: 1 action

Range: 500 feet

Duration: Instant

PHB 233 (Dimension Door)

 

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, 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 within 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 Bludgeoning damage, and the spell fails to teleport you.

 

JOURNEYMAN (5 magicka)

 

Absorb Attribute

Cost: 5 magicka

Cast Time: 1 action

Range: Touch

Duration: Concentration, up to 1 minute

 

You attempt to absorb an attribute of your choice from your target. The target will make a saving throw with the attribute that is intended on being absorbed. On a failed save, you temporarily lower the Attributes of the target, and raise your attribute by the same amount. When the spell expires, both attributes return to their previous values. The effects are not cumulative.

At Higher Levels. When cast this spell using 7 magicka, you can absorb 2 attribute points.

 

Animate Objects

Cost: 5 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

 

Objects come to life at your command. Choose up to ten non-magical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 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.

 

Animated Object Statistics

Size

HP

AC

Hit

Dam

Str

Agi

Tiny

20

18

+8

1d4 + 4

4

18

Small

25

16

+6

1d8 + 2

6

14

Medium

40

13

+5

2d6 + 1

10

12

Large

50

10

+6

2d10 + 2

14

10

Huge

80

10

+8

2d12 + 4

18

6

 

An animated object is a construct with AC, hit points, attacks, Strength, and Agility determined by its size. Its Endurance is 10 and its Intelligence and Willpower are 3, and its Personality is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At higher level. When you cast this spell using 6 or more magicka, you can animate two additional objects for each additional magicka spent, to a maximum of 9 magicka.

 

Bigby's Hand

Cost: 5 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

PHB 218 (Bigby's Hand)

 

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and an Agility of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 bludgeoning damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your Willpower ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your Willpower ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this spell using a 6 or more magicka, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each additional magicka spent, to a maximum of 9 magicka.

 

Contact Other Plane

Cost: 5 magicka

Cast Time: 1 minute

Range: Self

Duration: 1 minute

PHB 226

 

You mentally contact an entity from another plane, such as a Daedric Prince or an Aedroth. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 shadow damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

 

Creation

Cost: 5 magicka

Cast Time: 1 minute

Range: 30 feet

Duration: Special

PHB 229

 

You pull wisps of shadow material from Mundas to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

You must have at least a tiny piece of matter of the same type of item that you plan on creating in your inventory.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

 

Material

Duration

Vegetable matter

1 day

Stone/crystal

12 hours

Precious metals

1 hour

Gems

10 minutes

Adamantine/Mithral

1 minute

 

Using any material created by this spell as another spell’s material component causes that spell to fail.

At Higher Levels. When you cast this spell using a 6 or more magicka, the cube increases by 5 feet for each additional magicka spent, to a maximum of 9 magicka.

 

Legend Lore

Cost: 5 magicka

Cast Time: 10 minutes

Range: Self

Duration: Instant

PHB 254

 

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: A wizard named Sebastian Lort had a daughter who worshiped Hircine. When the daughter became a werewolf it drove Sebastian over the edge. He couldn't stand to see his little girl take on such a bestial form. The wizard wished for the ability to end his daughter's curse. Clavicus gave him the Rueful Axe.

 

Passwall

Cost: 5 magicka

Cast Time: 1 action

Range: 30 feet

Duration: 1 hour

PHB 264

 

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

 

Scrying

Cost: 5 magicka

Cast Time: 10 minutes

Range: Self

Duration: Concentration, up to 10 minutes

PHB 273

 

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

 

Knowledge

Save Modifier

Secondhand (you have heard of the target)

+5

Firsthand (you have met the target)

+0

Familiar (You know the target well)

-5

Connection

Save Modifier

Likeness or picture

-2

Possession or garment

-4

Body part, lock of hair, bit of nail, or the like

-10

 

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

 

Teleportation Circle

Cost: 5 magicka

Cast Time: 1 minute

Range: 10 feet

Duration: 1 round

PHB 282

 

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. 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 Tamriel, 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.

 

Clairvoyance

Cost: 6 magicka

Cast Time: 1 minute

Range: Self

Duration: Concentration, up to 1 day

PHB 240 (Find the Path)

 

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as a frost troll's lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.”

 

Contingency

Cost: 6 magicka

Cast Time: 10 minutes

Range: Self

Duration: 10 days

PHB 227

 

Choose a spell with a cost of 5 magicka or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell called the contingent spell as part of casting contingency, expending magicka for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends.

 

Disintegrate

Cost: 6 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Instant

PHB 233

 

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make an Agility saving throw. On a failed save, the target takes 10d6 + 40 magic damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

At Higher Levels. When you cast this spell using 7 or more magicka, the damage increases by 3d6 for each additional magicka spent..

 

Forbiddance

Cost: 6 magicka

Cast Time: 10 minutes

Range: Touch

Duration: 1 day

PHB 243

 

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of oblivion or aetherius, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: daedra and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 sunlight or shadow damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled.

 

Galeiron's Instant Summons

Cost: 6 magicka

Cast Time: 10 minutes

Range: Self

Duration: 10 days

PHB 235 (Drawmij's Instant Summons)

 

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

 

Guards and Wards

Cost: 6 magicka

Cast Time: 10 minutes

Range: Touch

Duration: 24 hours

PHB 248

 

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and wards creates the following effects within the warded area.

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.

  • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.

  • Place magic mouth in two locations.

  • Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.

  • Place a constant gust of wind in one corridor or room.

  • Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion metal.

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

 

Magic Sight

Cost: 6 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 hour

 

You create 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. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

 

Mark / Recall

Cost: 6 magicka

Cast Time: 1 action

Range: 5 feet

Duration: Instant

 

You and up to five willing creatures within 5 feet of you instantly teleport to a location previously designated by the Mark spell. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your Mark. If you cast this spell without first preparing a marked location, the spell has no effect.

 

Spell Absorption

Cost: 6 magicka

Cast Time: Reaction

Range: Self

Duration: Instant

 

When a hostile magic spell is used on you that causes damage, you can attempt to absorb the spell. You must roll a Willpower check against the casters spell DC. If you are successful, you absorb a portion of the spell. Roll a d20 to determine how much is absorbed. A roll of 10 or less absorbs 25% of the damage, and you gain 25% of the magicka expended by the caster.

A spell that has been cast with surprise can't be absorbed. A roll of 11 to 15 absorbs 50% of the damage, 50% of the magicka. A roll of 16 to 20 absorbs 75% of the damage, 75% of the magicka, and a roll of 21+ absorbs 100% of the damage and magicka expended.

 

True Seeing

Cost: 6 magicka

Cast Time: 1 action

Range: Touch

Duration: 1 hour

 

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

 

Wind Walk

Cost: 6 magicka

Cast Time: 1 minute

Range: 30 feet

Duration: 8 hours

 

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.

While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form.

Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

 

 

EXPERT (7 magicka)

 

Absorb Magicka

Cost: 7 magicka

Cast Time: 1 action

Range: Touch

Duration: 60 seconds

 

You attempt to absorb magicka from your target. The target must make an Intelligence saving throw. On a failed save, you lower the targets magicka by 1d8 points, and raise your own magicka by the same amount. On a successful save, the spell has no effect.

At Higher Levels. When you cast this spell using 8 or more magicka, the amount of magicka absorbed is increased by 1d8 points for each magicka spent, to a maximum of 9 magicka.

 

Etherealness

Cost: 7 magicka

Cast Time: 1 action

Range: Self

Duration: Up to 8 hours

PHB 238

 

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t

see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane

can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take bludgeoning damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or are outside of the mortal realm, such as Oblivion or Aetherius.

At Higher Levels. When you cast this spell using 8 or more magicka, you can target up to three willing creatures (including you) for each magicka spent, to a maximum of 9 magicka. The creatures must be within 10 feet of you when you cast the spell.

 

Forecage

Cost: 7 magicka

Cast Time: 1 action

Range: Self

Duration: 1 hour

PHB 243

 

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Willpower saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by dispel magic.

 

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 Daze

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.

Stunning. Each target must make a Willpower saving throw and becomes stunned for 1 minute on a failed save.

 

Shalidor's Magnificent Mansion

Cost: 7 magicka

Cast Time: 1 minute

Range: 300 feet

Duration: 24 hours

PHB 261 (Mordenkainen's Magnificent Mansion)

 

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

 

Sequester

Cost: 7 magicka

Cast Time: 1 action

Range: Touch

Duration: Until Dispelled

PHB 274

 

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted or perceived through spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when a certain event occurs. This spells also ends if the target takes any damage.

 

Simulacrum

Cost: 7 magicka

Cast Time: 12 hours

Range: Touch

Duration: Until Dispelled

PHB 276

 

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

 

Teleport

Cost: 7 magicka

Cast Time: 1 action

Range: 10 feet

Duration: Instant

PHB 281

 

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

 

Familiarity

Mishap

Similar Area

Off Target

On Target

Permanent Circle

--

--

--

01-100

Associated Object

--

--

--

01-100

Very Familiar

01-05

06-13

14-24

25-100

Seen Casually

01-33

34-43

44-53

54-100

Viewed Once

01-43

44-53

54-73

74-100

Description

01-43

44-53

54-73

74-100

False Destination

01-50

51-100

--

--

 

Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 bludgeoning damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

 

 

EXPERT (8 magicka)

 

Antimagic Field

Cost: 8 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

PHB 213

 

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the mundas. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be supressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.

 

Demiplane

Cost: 8 magicka

Cast Time: 1 action

Range: 60 feet

Duration: 1 hour

PHB 231

 

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.

 

Maze

Cost: 8 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

PHB 258

 

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.

 

Mind Blank

Cost: 8 magicka

Cast Time: 1 action

Range: Touch

Duration: 24 hours

PHB 259

 

Until the spell ends, one willing creature you touch is immune to any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

 

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

 

Astral Projection

Cost: 9 magicka

Cast Time: 1 hour

Range: 10 feet

Duration: Special

PHB 215

 

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut something that can happen only when an effect specifically states that it does your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

 

Foresight

Cost: 9 magicka

Cast Time: 1 minute

Range: Touch

Duration: 8 hours

PHB 244

 

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

 

Imprisonment

Cost: 9 magicka

Cast Time: 1 minute

Range: 30 feet

Duration: Until Dispelled

PHB 252

 

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Willpower saving throw or be bound by the spell; 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. When you cast the spell, you choose one of the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

Chaining. Heavy 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.

The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.

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.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

 

Shapechange

Cost: 9 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

PHB 274

 

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your Intelligence, Willpower, and Personality scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value.

 

Shalidor's Mirror

Cost: 9 magicka

Cast Time: Reaction

Range: Self

Duration: Instant

 

When a magic spell is used on you, you can attempt to reflect the spell back to the caster. You must roll a Willpower check against the casters spellcasting DC. If you are successful, you reflect the spell completely back to the caster. On a failed save, you reflect half damage back to the caster. If the magical spell does not deal damage or has a specific non-damaging effect, the spell reflect fails on a failed save.

If a spell is reflected, the caster will be immediately subjected to its effects, regardless of the means the spell was cast. Reflected spells cannot be dodged or avoided, since they have no projectile or range.

A spell that has been cast with surprise can't be reflected.

 

True Polymorph

Cost: 9 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 hour

 

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Willpower saving throw, and if it succeeds, it isn’t affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. This spell have no affect on a target that has 0 hit points.

 

Wish

Cost: 9 magicka

Cast Time: 1 action

Range: Self

Duration: Instant

 

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

 

• You create one object of up to 100,000 septims in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

• You grant up to ten creatures that you can see resistance to a damage type you choose.

• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.

• You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

 

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 shadow damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

 

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