· 8 years ago · Mar 15, 2018, 05:20 PM
1DANCING LIGHTS
2Becomes DANCING WIGHTS
3You summon up to four illusory wights at any four points within range. You can also combine the four wights into one Huge wight. For the duration, the wights dance alluringly, occasionally making suggestive gestures to creatures that wander too close.
4
5DARKNESS
6Becomes PARKNESS
7Magical parkland radiates from a point you choose within range to cover the terrain in a 15-foot-radius sphere for the duration. The parkland spreads around corners. The area affected by Parkness is filled with vibrant flowers, neatly-trimmed grass and decorative trees, which survive for the duration regardless of the environment. If the point you choose is an object, the parkland emanates from the object, surrounding it in a 15 foot radius and fading away as it leaves the area. When the spell ends, all the vegetation fades.
8
9DARKVISION
10Becomes DORKVISION
11You touch a willing creature. For the duration, that creature is able to see a faint green aura emanating from any nearby creatures with a Charisma score of 6 or less.
12
13DAYLIGHT
14Becomes MAYLIGHT
15Roll a d4. On a roll of a 3 or 4, a 60-foot radius sphere of bright light spreads out from a point you choose within range. On a roll of a 1 or 2, it doesn't.
16
17DEATH WARD
18Becomes DEPTH WARD
19You touch a creature and grant it a measure of protection from sinking.
20The first time a target would find itself sinking in water or another liquid, it doesn't, instead remaining afloat for one round before ending the spell.
21
22DELAYED BLAST FIREBALL
23Becomes DISPLAYED BLAST FIREBALL
24A beam of yellow light flashes from your pointing finger, then coalesces at a chosen point within range before expanding out into a large flashing red target marker with a 20-foot radius. After a brief moment, the point erupts into an explosion of flame that spreads out to fill the target marker. Each creature within the radius must make a Dexterity saving throw. Creatures who can see the marker automatically succeed on this throw. A creature within the radius takes 12d6 damage on a failed save, or half that damage on a successful one.
25
26DEMIPLANE
27Becomes DEMIPLATE
28You create a shadowy form of a broken plate on a flat solid surface that you can see within range. The plate cannot be moved, held, repaired, or targeted by spells and remains fixed in its original position even if the original surface is removed or destroyed. When the spell ends, the plate fades.
29
30DESTRUCTIVE WAVE
31Becomes DESTRUCTIVE RAVE
32You make a bellowing airhorn noise, summoning a horde of revellers and partygoers which ripples outwards from you. Each creature you choose within 30 feet of you must succeed on a Strength saving throw or take 2d10 bludgeoning damage and be knocked prone. Creatures with a Charisma of 8 or less have disadvantage on this roll. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. Once the partygoers clear (within a few seconds), the surrounding area is littered with empty mugs and ale kegs.
33
34DETECT EVIL AND GOOD
35Becomes DETEST EVIL AND GOOD
36For the duration, your alignment becomes Neutral on the Evil-Good axis (You retain the Lawful/Chaotic component of your alignment). Additionally, you are physically nauseated by the sight of non-neutral creatures. For the duration, at the beginning of each of your turns, if you are within 30 feet of a creature that has a non-neutral alignment on the Good/Evil axis, you must spend your movement to move away from the nearest non-neutral creature in the most direct, safe route. If you finish your move within 30 feet of any non-neutral creature, you lose your action for that turn.
37
38DETECT MAGIC
39Becomes DICTATE MAGIC
40For the duration, you can only cast spells by announcing a verbose and technical description of the spells intended effects. All spells you cast have an Verbal component in addition to its normal components, and you cannot benefits from Subtle Spell and Quickened spell metamagic while this effect persists.
41
42DETECT POISON AND DISEASE
43Becomes DETECT POISON AND DECEASE
44For the duration, you can sense the presence and location of poisons and poisonous creatures within 30 feet of you. You also identify the type of poison or poisonous creature in each case. The first time you detect a poison or creature in this way, you immediately drop to 0 hit points.
45
46The spell can penetrate most barriers, but it is blocked by 1 foot of stone, inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
47
48DETECT THOUGHTS
49Becomes DETECT FORTS
50For the duration, you can sense the presence and location of forts, castles, citadels, and military outposts within a range of 5 miles. You also gain information about the approximate population of any detected forts, as well as exhaustive details on their defenses.
51
52DIMENSION DOOR
53Becomes DIMENSION POOR
54You 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.
55
56You 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. Any coins, precious metals, and gemstones belonging to either you or the second creature (if applicable) are left behind at your original location.
57
58If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you. Instead, all your valuables are teleported to the targeted space.
59
60DISGUISE SELF
61Becomes DISGUST SELF
62You make yourself utterly repellant in your own eyes. For the duration, you are acutely aware of - and disgusted by - all your flaws, whether mental or physical. In addition, a lingering foul scent that only you can smell follows you around everywhere you go.
63
64DISINTEGRATE
65Becomes MISINTEGRATE
66A thin blue 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.
67A creature targeted by this spell must make a Charisma saving throw. On a failed save, they lose all their friends, acquaintances, and non-familial connections, and are treated with suspicion and thinly-veiled resentment by their peers until they eventually manage to reintegrate themselves.
68If the target is an object or a force, it becomes permanently unpleasant for people to be around, and is inevitably eventually discarded, destroyed, or disposed of.
69
70DISPEL EVIL AND GOOD
71Becomes DISPEL LEVEL AND GOLD
72Shimmering energy engulfs you, slowly eating away at your experience and money. For the duration of the spell, you lose one character level and d20 gold pieces each round. Once the spell ends, you regain your levels but not your gold.
73
74DISPEL MAGIC
75Becomes MISSPELL MAGIC
76Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends and is immediately converted to the relevant effect caused by the spell's equivalent on the Misspelled Magic list. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10+ the spell's level. On a successful check, the spell ends and is converted to the relevant effect caused by the spell's equivalent on the Misspelled Magic list.
77
78DISSONANT WHISPERS
79Becomes DISSONANT WHISKERS
80Choose one creature within range that can hear. The spell instantly causes the target to rapidly grow a bushy mustache. The mustache whispers discordant tunes to its wearer, tormenting it incessantly. As long as the mustache remains on the target, they cannot benefit from the effects of long rests, and have disadvantage on all Charisma-based rolls. When the creature has 2 minutes or more of free, uninterrupted time, they can attempt a Dexterity shaving throw. On a successful roll, the mustache is removed and its effects fade.
81
82DIVINATION
83Becomes DEFINITION
84Your magic and an offering put you in contact with a god or a god's servants. You ask a single question related to the meaning or connotation of a single word. The DM offers a truthful reply.
85If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random definition. The DM makes this roll in secret.
86
87DIVINE FAVOR
88Becomes DIVINE FLAVOR
89Your prayer empowers you with near-supernatural tastiness. Until the spell ends, any creatures eating all or part of you are pleasantly surprised by how nice you taste.
90
91DIVINE WORD
92Becomes DIVINE WORM
93You utter a divine word, imbued with the power that shaped the worms at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, they turn into a worm as if under the effects of Polymorph. The duration of the effect depends on the creature's hit points:
9450 hit points or fewer: Duration of one minute.
9540 hit points or fewer: Duration of 10 minutes.
9630 hit points or fewer: Duration of 1 hour.
9720 hit points or fewer: Indefinite.
98
99DOMINATE BEAST
100Becomes NOMINATE BEAST
101You subtly suggest to a beast that it is the best candidate for a certain role. Choose a beast you can see within range. It must make a Wisdom saving throw. If it fails on this save, it becomes convinced (as much as its animal brain will let it do so) that it is uniquely suited to a role you nominate. You may choose any role that fits the current in-game circumstances, such as "Mayor", "Healer", or "Villain". For the duration of the spell, it will attempt to fill that role to the best of its ability.
102
103DOMINATE MONSTER
104Becomes NOMINATE MOBSTER
105You subtly convince a monster to start a criminal syndicate. Choose a monster you can see within range. It must make a Wisdom saving throw - if it fails the save, for the duration of the spell, the monster will attempt to create a network of criminal contacts and underlings who work for it performing illegal deeds.When the spell ends, the monster returns to its normal state of activity.
106
107DOMINATE PERSON
108Becomes DOMINATE PARSON
109Choose a target humanoid that you can see within range. The target must make a Wisdom saving throw. If the target creature is a member of the clergy or has access to Cleric spells, they suffer the effects of DOMINATE PERSON. Otherwise, the spell fails.
110
111DRAWMIJ'S INSTANT SUMMONS
112Becomes DRAWMIJ'S INSANE SUMMONS
113You 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, youmust use a different sapphire.
114At any time thereafter, you can use your action to speak the item's name and crush the sapphire. Roll a d20 when you do so, consulting the following table for the result:
1151: A random Gargantuan object appears in your hand, and the spell ends.
1162-4: A random Huge object appears in your hand, and the spell ends.
1175-8: A random Large object appears in your hand, and the spell ends.
1189-12: A random Medium object appears in your hand, and the spell ends.
11913-17: A random Small object appears in your hand, and the spell ends.
12018-20: The original item appears in your hand, and the spell ends.
121If 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 the moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.
122
123DREAM
124Becomes DRAM
125Choose 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 can't have fun, such as paladins, can't be targeted by this spell. The caster (or a willing creature you touch) goes into a trance, lasting up to eight hours, that can be broken willingly by the creature. While the trance persists, the target feels compelled to consume alcoholic beverages. The spell ends if the target passes out from intoxication.
126
127DRUIDCRAFT
128Becomes RUINEDCRAFT
129A random non-natural (i.e manmade) item within 30 feet falls apart into its basic material components.
130
131EARTHQUAKE
132Becomes EARTHQUACK
133You call forth a tremendous cacophony of booming quacks from the earth, as if millions of ducks suddenly cried out in anger. For the duration of the spell, this quacking bursts from the ground in a 100-foot radius centered on the point, damaging creatures in the area and potentially inflicting deafness. When you cast this spell and at the end of each subsequent turn you spend concentrating on it, creatures in the area must make a Constitution saving throw. On a failed save, they take 1d4 thunder damage and become deafened until the end of their next turn, and lose concentration on any spells they are casting.
134
135ELDRITCH BLAST
136Becomes ELDRITCH BLESS
137A beam of crackling energy streaks towards a creature within range. The energy imbues the creature with otherwordly force, causing their next attack to deal an additional 1d6 force damage.
138
139ELEMENTAL WEAPON
140Becomes ELEMENTARY WEAPON
141A nonmagical weapon you touch becomes child-safe. For the duration, it can only deal half its normal damage (rounded down) as bludgeoning damage.
142
143ENHANCE ABILITY
144Becomes ENHANCE HUMILITY
145You touch a creature and remind it to stay humble. For the duration, the creature is unable to brag or boast about its exploits, and must respond to any compliments it receives with "Thanks, but it's nothing really"
146
147ENLARGE/REDUCE
148Becomes ENRAGE/SEDUCE
149You subtly affect the disposition of a creature or object you can see within range. If the target is unwilling, it can make a Wisdom saving throw. On a success, the spell has no effect.
150Enrage: If the target is a creature, it becomes wracked with a terrible anger, so consumed by the thirst to unleash it against someone or something that its attacks become desperate and reckless. For the duration, the creature has disadvantage on attack rolls, but all its hits are counted as criticals. In addition, the creature feels compelled on each of its turns to move towards the closest creature or object with a size of Small or larger and attack it exclusively. It cannot use ranged weapons or spells for the duration.
151If the target is an object, there is no immediate visible affect, but creatures coming into direct contact with the object feel a concentrated surge of furious energy flow through them until they release the object.
152Seduce: If the target is a creature, it becomes charmed by you for the duration, and you have advantage on all social rolls against it.
153If the creature is an object, there is no visible effect, but any creature touching the object feels an intense desire for you until they release the object.
154
155ENSNARING STRIKE
156Becomes ENSNARING STROKE
157The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of prehensile vines appears at the point of impact, gently restraining and stroking the targetted creature until the spell ends. Most of the time, the creature feels incredibly uncomfortable about this. It must make a Strength saving throw or be restrained until the spell fades. On a successful save, they are not restrained but still feel awkward about being gently caressed by vines.
158
159ENTANGLE
160Becomes UNTANGLE
161Ropes, cables, hair, plants, and other stringlike objects begin to untangle and unravel themselves in a 20-foot square starting from a point within range. For the duration, any stringlike object entering the area or ending a turn within the area becomes unravelled, untied, untangled, and unknotted.
162
163ENTHRALL
164Becomes ENTHRILL
165Targetted creatures receive the effects of the ENTHRALL spell as normal, except in addition to the usual effects, affected creatures also squeal in delight whenever they see you.
166
167ETHEREALNESS
168Becomes ETHEREALMESS
169You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. It is absolutely filthy and disorganized, it looks like nobody has bothered to tidy it for at least a decade. Ethereal trash floats all around you, obscuring your vision and impeding your movement. For the duration, or until you use your action to dismiss the spell, you gain the benefits of the Etherealness spell, with the following changes: You can move in any direction on the Plane, but every space on this plane counts as difficult terrain. Additionally, your sight of your original plane is limited to only 30 feet.
170
171EVARD'S BLACK TENTACLES
172Becomes EVARD'S SLACK TENTACLES
173Ebony tentacles fill a 20-foot square on ground that you can see within range. Once they appear, they flop to the ground lifelessly. Nothing else happens.
174
175EXPEDITIOUS RETREAT
176Becomes EXPEDITIOUS RESEAT
177This spell allows you to stand up and sit down at an incredibly pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can sit down or stand up without using your movement.
178
179EYEBITE
180Becomes EYEKITE
181For the spell's duration, a spectral kite floats in the air nearby you, tethered to your eyes by a glowing magical cord. You can choose the shape of the kite, but it cannot measure more than 5 feet in any direction. On each of your turns until the spell ends, you can move the kite up to 60 feet in any direction. If the kite is ever more than 60 feet away from you on the end of your turn, the spell ends.
182
183FABRICATE
184Becomes FABRICOAT
185You cover raw materials in a thin layer of fabric. Choose raw materials that you can see within range. Each separate chunk of material becomes coated in a layer of plain white cloth. This cloth has no openings and no seams, and can be remove by dealing 1 point of slashing damage to the fabric.
186
187FAERIE FIRE
188Becomes DAIRY FIRE
189Each object in a 20-foot cube within range becomes covered in milk. This milk is inexplicably flammable. Any creature in the area when the spell is cast is also covered if it fails a Dexterity saving throw. A creature or object covered in this milk ignites upon being exposed to any kind of fire, taking 1d4 fire damage per turn until the spell fades or a creature uses an action to put out the fire. Creature and objects ignited in this way shed bright light out to a 10-foot radius, and dim light out to another 10 feet past that.
190
191FALSE LIFE
192Becomes FALSE WIFE
193For the duration, an illusory adult female of your chosen race appears, acting as if she were your spouse and feeling genuine affection for you. She cannot interact with creatures or objects, but is capable of producing sound and speech. When the spell ends, the illusion sadly bids you farewell and disappears.
194
195FEAR
196Becomes HEAR
197For the duration, you are immune to being deafened. If you are deafened when you cast this spell, the condition is removed from you.
198
199FEATHER FALL
200Becomes FEATHER FAIL
201Choose up to five creatures within range. For the duration, every time the affected creatures fail an attack roll, ability check, or saving throw, a small cloud of feathers bursts forth from their location.
202
203FEEBLEMIND
204Becomes FEEBLEWIND
205You send a gust of cool wind blowing towards a creature that you can see within range. The wind isn't very strong, and has no effect except for ruffling the creature's hair slightly.
206
207FEIGN DEATH
208Becomes FEIGN DEAF
209You touch a willing creature. For the spell's duration, every creature observing the target (including yourself) believes it to be deaf. This appearance holds up against all inspections and spells. For the duration, creatures will assume the target cannot hear, and will not attempt to use deafening effects on it.
210
211FIND FAMILIAR
212Becomes FIND FAMILY
213You instantly become aware of the precise location of each of your living blood relations. The awareness is momentary and does not persist long enough to track their movements, but you can remember the initial positions accurately even after the effect disappears.
214
215FIND STEED
216Becomes FIND STEAD
217You instantly become aware of the location of the nearest building within one mile of you. You do not receive any information about the nature or condition of the building.
218
219FIND THE PATH
220Becomes FIND THE BATH
221This spell allows you to find the shortest, most direct physical route to the nearest bath, tub, or bathing facility on the same plane of existence. If there are no baths on your current plane of existence, the spell fails.
222For the duration, as long as you are on the same plane of existence as the target bath, you know how far it is and in what direction it lies. While you are travelling 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.
223
224FIND TRAPS
225Becomes FIND TARPS
226You sense the presence of any tarpaulin within range that is within line of sight. A tarp, for the purpose of this spell, is any section of weatherproofed fabric measuring more than 5 feet on each side.
227This spell merely reveals that a tarp is present. You don't learn the location of each tarp, but you do learn the condition that each tarp is in.
228
229FINGER OF DEATH
230Becomes FINDER OF DEATH
231You send diagnostic energy coursing through a creature that you can see within range. If the target creature is dead or undead, a loud ringing chime sounds at the creature's location.
232
233FIREBALL
234Becomes FIREBULL
235A large bull appears at a point you choose within range. It is on fire. The bull has the same stats as an Elk, as per the Monster Manual. On the beginning of each of your turns, the bull takes 1d4 fire damage, then moves its full movement in a straight line in a random direction. If the bull moves into the space of any creature, the creature must succeed on a DC12 Dexterity save or be knocked prone and take 1d4 fire damage. On a successful save, the creature can sidestep into any nearby free space - if no such free space exists, the creature receives the effects as if it had failed the save. If the bull ends its movement within the space of a prone creature, that creature takes 1d6 bludgeoning damage and cannot stand up until the bull has left the space.
236
237FIRE BOLT
238Becomes FIRE BELT
239Your belt unclasps from around your waist and hurtles towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 bludgeoning damage. If you are not wearing a belt, the belt of the nearest belt-wearing creature within range is instead fired at the target, and you make your attack roll with disadvantage. The creature whose belt was fired does not have access to it or anything attached to it until they walk over to recover it.
240
241FIRE SHIELD
242Becomes FINE SHIELD
243You receive a finely-crafted, +1 shield, in pristine condition, for the duration of the spell. The shield acts like an ordinary object and can be used normally or given to others. When the spell ends, the shield vanishes.
244
245FIRE STORM
246Becomes SIRE STORM
247A storm of ennoblement appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Charisma saving throw. A creature can choose to willingly fail this save. On a failed save, it becomes a member of the nobility or upper cast of its race or society. It gains no land or material benefit from this transition, but is still considered a legitimate noble, and is entitled to treatment as such.
248
249FLAME BLADE
250Becomes FLAKE BLADE
251You evoke an enervating, dehydrating magical blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
252You can use your action to make a melee spell attack with the blade. On a hit, the target begins to suffer from severe dandruff.
253
254FLAME STRIKE
255Becomes BLAME STRIKE
256A vertical column of spectral fire roars down from the heavens in a location you specify. All creatures in a 10-foot-radius, 40-foot cylinder centered on a point within range begin to argue among themselves about whose fault that was.
257
258FLAMING SPHERE
259Becomes FLAMING SPEAR
260A 5-foot-long fiery spear appears in an unoccupied space of your choice within range and lasts for the duration. Any creature can pick up this spear and wield it, but takes 1d4 fire damage when they pick it up and at the beginning of each of their turns that it remains in their hands. The spear counts as a normal spear, except all its damage is dealt as fire damage.
261The spear sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When the spell ends, the spear disappears.
262
263FLESH TO STONE
264Becomes FLESH TO STORE
265You attempt to store the flesh of a creature that you can see within range. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, its flesh is stripped from its body and immediately transported to the nearest chest, crate, barrel, bag, or vault that is capable of accepting its volume. On a successful save, the creature isn't affected.
266
267FLY
268Becomes FLEE
269You touch a willing creature. It becomes Frightened of you for the duration.
270
271FOG CLOUD
272Becomes DOG CLOUD
273You create a 20-foot radius sphere of floating dogs centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. Moving through the cloud counts as difficult terrain. The dogs are magically constrained inside the sphere and cannot be removed from it through physical means.
274When the spell ends, the dogs fall to the ground and flee in terror.
275
276FORBIDDANCE
277Becomes FORBID DANCE
278You create a ward against dance that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures cannot dance inside the space.
279In addition, when you cast the spell, each creature that is currently dancing inside the targeted space takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
280When you cast this spell, you can designate a password. A creature that speaks the password is able to dance, but only as long as it repeats the password on each of its turns.
281The spell's area can't overlap with the area of another Forbid Dance spell. If you cast Forbid Dance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
282
283FORCECAGE
284Becomes FORKSAGE
285An immobile, invisible cube of mystical knowledge appears in an area of your choice. The area can be up to 20 feet on each side and lasts for the duration. While a creature remains within the area, it knows everything there is to know about forks and their usage, and is able to determine the material of a fork by looking at it. Additionally, it becomes proficient in the usage of tridents and pitchforks, and any attacks made against them with these weapons are made with disadvantage. These effects fade if a creature leaves the area.
286
287FORESIGHT
288Becomes YORESIGHT
289You touch a willing creature and bestow a limited ability to see into the distant past. For the duration, the creature can choose to forego a roll on any Intelligence(History) check, instead taking an automatic result of 15. This decision must be made before rolling.
290This spell immediately ends if you cast it again before its duration ends.
291
292FREEDOM OF MOVEMENT
293Becomes FREE THEM OF MOVEMENT
294You touch a willing creature. For the duration, the target floats in the air, but their movement speed becomes 0, they become unable to propel themselves through their own means and must be pushed or pulled by others, either physically or through use of spells such as Telekinesis.
295
296FRIENDS
297Becomes FIENDS
298For the duration, a target creature of your choice believe both you and itself to be fiends. If either of you speaks in a language that the target creature can understand, it believes the speech to be Infernal instead of the actual language.