Casting Time: 1 actionRange: 20-foot radiusDuration: Concentration, up to 1 minute
Components: V,S,M
View Anger of the Sky-Keeper Details
Anger of the Sky-Keeper
Casting Time: 1 action
Range: 20-foot radius
Duration: Concentration, up to 1 minute
Classes favored soul inscriptor sorcerer wizard
Groups sky-keeper's arcana
Description The area surrounding you begins to haze and crackle with red lightning. This effect spreads around you in a 20-foot radius sphere, and follows you when you move. All creatures within this space are heavily obscured, but you gain blindsight out to the edges of the effect. All ranged attacks made against you are made with disadvantage.
You can use a bonus action on your turn to evoke one of the following effects:•
Storm Surge. All creatures (except you) within the spell’s range are assailed by crimson lightning and must make a Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Lightning Spear. Lightning gathers together in your hand, and you can hurl it at a creature who is within twice the spell’s range from the center. You make a ranged spell attack against the target, who takes 3d10 lightning damage on a hit. If the creature is within the spell’s range, you have advantage on the attack roll. At Higher Levels . When you cast this spell at 6th level or higher, you can choose one of the following effects for each slot level above 5th:
The spell’s range increases by 10 feet. The damage for storm surge and lightning spear increases by 1d6 and 1d10, respectively. The number of creatures you can target with the Lightning Spear increases by one.• Casting Time: 1 actionRange: TouchDuration: Concentration, up to 10 minutes
Components: V,S,M,M (a bit of fur wrapped in a cloth)
View Animal Commune Details
Animal Commune
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
Components V,S,M,M (a bit of fur wrapped in a cloth)
Description You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are in line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
At Higher Levels . When you cast this spell at 2nd level or higher, you may choose one of the following effects for each slot level above 1st:
The beast gains 5 temporary hit points. (2 slot levels) You may target an additional beast within range. The spell’s duration increases each time you select this option, in order of increasing to 1 hour, 8 hours, Casting Time: 1 actionRange: 120 feetDuration: Concentration, up to 10 minutes
Components: V,S,Ritual
View Antigravity Zone Details
Antigravity Zone
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 10 minutes
Classes inscriptor bard petal knight sorcerer warlock wizard
Description Choose a point you can see within range. From that point expands a 15-foot radius sphere that remains for the spell’s duration. The area within this sphere is treated as a zero-gravity environment or a low-gravity environment (you choose when casting the spell).
At Higher Levels . When you cast this spell at 2nd level or higher, you can choose one of the following for each slot level above 1st:
The radius of the sphere doubles in order of 30 feet (2nd), 60 feet (3rd), 120 feet (4th), 240 feet (5th), 480 feet (6th), 960 feet (7th), 1920 feet (8th), 3840 feet (9th). The spell’s duration increases in order of 1 hour, 10 hours, 1 day, 30 days, 1 year, permanent. The spell does not require concentration, and you can end it at any time as an action. You can choose one additional point within range to create an additional antigravity bubble, from which another sphere emerges. Each time this effect is used the radius of each individual sphere is halved (rounded up to the nearest increment of 10 feet). Casting Time: 1 actionRange: 30 feetDuration: Concentration, up to 1 minute
Components: V,S
View Arbitrary Adaptation Details
Arbitrary Adaptation
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
Classes inscriptor petal knight druid sorcerer
Description You and up to three other creatures of your choice within the spell’s range gain a +1 bonus to their armor class and saving throws against one creature you designate within 120 feet - the bodies and instincts of the selected creatures specifically adapt to the movements and weaponry of that target. Each creature may choose to use their reaction to end this effect on themselves when the target hits them with a weapon attack or they fail a saving throw against the target. If they do so, they may roll a d20 and replace the attack roll/saving throw’s d20 result with whichever would be more beneficial for them.
At Higher Levels . When you cast this spell at 5th-level or higher, you can pick one of the following effects for each slot level above 4th:
The bonus to the target’s armor class increases by 1. Every two times this option is selected, the bonus to their saving throws increases by 1 as well. You can target one additio Casting Time: 1 actionRange: 10 feetDuration: 1 hour
Components: V,S,M,M (a spell scroll containing a spell of 3rd level or higher, which this spell consumes)
View Arcana Abjurative Details
Arcana Abjurative
Casting Time: 1 action
Range: 10 feet
Duration: 1 hour
Components V,S,M,M (a spell scroll containing a spell of 3rd level or higher, which this spell consumes)
Classes bard inscriptor wizard
Groups sky-keeper's arcana
Description Choose one creature within the spell’s range: for the spell’s duration they have advantage on saving throws against spells and magical effects.
At Higher Levels . When you cast this spell at 4th-level or higher, you can choose one additional creature within range for each slot level above 3rd.
Casting Time: 1 bonus actionRange: SelfDuration: 1 hour
Components: V,S
View Arcane Lucubration Details
Arcane Lucubration
Casting Time: 1 bonus action
Range: Self
Duration: 1 hour
Groups ossenheimer's memoirs
Description You recall information necessary to cast spells you don’t currently have access to. Choose two spells you are capable of preparing over a long rest but you don’t currently have prepared. For the spell’s duration, you can cast those spells as if you had prepared them.
At Higher Levels . When you cast this spell at 3rd level or higher, you can choose one additional spell to prepare for each slot level above 2nd.
Casting Time: 1 actionRange: 50 feetDuration: 1 round
Components: V,S,M,M (a small bag of charcoal dust and a single match)
View Archfiend Step Details
Archfiend Step
Casting Time: 1 action
Range: 50 feet
Duration: 1 round
Components V,S,M,M (a small bag of charcoal dust and a single match)
Classes inscriptor warlock sorcerer
Groups chromatic convocation
Description You erupt into chromatic energy and teleport up to an unoccupied space adjacent to a creature within range, then make a melee spell attack against that target. On a hit, the creature takes 10d12 chromatic energy damage. Your body then sheds this energy and becomes ethereal to regular weaponry until the start of your next turn, rendering you immune to piercing, slashing and bludgeoning damage that isn’t eidolic. During this time, you have disadvantage on attack rolls.
Casting Time: 1 actionRange: 30 feetDuration: Concentration, up to 1 day
Components: V,S,M,M (a small silver locket)
View Arphris' Fixed Gaze Details
Arphris' Fixed Gaze
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 day
Components V,S,M,M (a small silver locket)
Classes inscriptor petal knight warlock cleric ranger
Description You become fixated on any creatures you choose within range as long as you can see them. Until the spell ends, you always know the direction of and distance to those creatures, and if they are within 120 feet you can sense their exact location. Those creatures cannot benefit from the effects of invisibility or hiding against you.
If you choose only one target, in addition to this spell’s usual effects they must make a Charisma saving throw. On a failure, they become cursed by your adoration for the spell’s duration. Until the spell ends, all attack rolls and saving throws you make against them have advantage, and no effects or conditions can give you disadvantage on those rolls.
Casting Time: 1 actionRange: SelfDuration: Concentration, up to 1 hour
Components: V,S
View Artemina's Hunting Bow Details
Artemina's Hunting Bow
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Classes inscriptor warlock sorcerer druid
Description You conjure into existence a longbow made of twisting vines and branches functioning as a magical longbow that only you can use for the spell’s duration. As an action on your turn (and once when you conjure the bow), you can draw the bowstring and conjure three mithril arrows, each of which you can fire at a creature within 600 feet as a ranged spell attack. On a hit, each arrow deals 4d10 piercing damage and 4d10 poison damage.
The first time a creature is hit by one of these arrows on their turn, they must make a Dexterity saving throw. On a failure, vines erupt from the arrow and bind them in place, and the target is restrained until the spell ends. If a creature is Huge or larger, it must be hit by two arrows on the same turn before it must make the Strength save.
Creatures restrained this way may attempt to escape as an action, making a Strength check against your spell DC.
Casting Time: 1 bonus actionRange: SelfDuration: Concentration, up to 1 minute
Components: S
View Ash Coat Details
Ash Coat
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
Description You trace a pattern of ashen Elvish characters into your skin, from which a layer of ash erupts and remains for the spell’s duration. While the ash is present, the first melee attack you make that hits a creature each turn ignites, dealing 1d6 fire damage in addition to its usual damage.
The spell’s damage increases to 1d8 when you reach 5th-level, to 1d10 at 11th-level, then to 1d12 at 17th-level.
Casting Time: 1 bonus actionRange: SelfDuration: 1 minute
Components: S,V
View Aura of Returning Glory Details
Aura of Returning Glory
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute
Classes petal knight paladin
Description You surround yourself in a shimmering aura of bravery, which appears as a swirling crimson fire. While you have this aura you gain the following benefits:
At the start of each of your turns, as long as you are conscious, you gain temporary hit points equal to half the damage you’ve taken since your previous turn started (rounded down). If this would be none, you gain 2d10 temporary hit points instead.
You automatically succeed saving throws made to resist being frightened, charmed or stunned.
When you take damage, you can choose to use your reaction to end this spell and be immune to the triggering instance of damage instead.
Casting Time: 1 actionRange: SelfDuration: Concentration, up to 8 hours
Components: S,V,M,M (a finely cut obsidian gemstone with Draconic sigils carved into it, worth at least 500 gp, which the spell consumes)
View Avernate Focus Details
Avernate Focus
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours
Components S,V,M,M (a finely cut obsidian gemstone with Draconic sigils carved into it, worth at least 500 gp, which the spell consumes)
Classes cleric sorcerer wizard
Groups chromatic convocation
Description You strengthen your magic against effects that would dispel or counteract it. For the purposes of effects that consider the level your spells are cast at (such as dispel magic, counterspell, etc.,), your spells are treated as if they were cast at the same level as this spell plus two (maximum 9th), unless it is already higher. This does not interact with the “at higher levels” effects of spells.
If you have an arcane focus that is not an artifact or legendary item, this spell puts undue stress on it. If you lose concentration on this spell due to damage or external effects, roll 1d100. On a result of 51 or higher the backlash from the spell destroys that spell focus.
Casting Time: 1 actionRange: SelfDuration: Instantaneous
Components: S
View Bestial Ravage Details
Bestial Ravage
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Description You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time: 1 actionRange: TouchDuration: Concentration, up to 1 hour
Components: S,V
View Bestow Expertise Details
Bestow Expertise
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Classes bard inscriptor petal knight sorcerer wizard
Description Your magic deepens a creature’s understanding of their own talent. You touch one willing creature and give them Expertise in one skill of your choice, which they must already be proficient in.
Casting Time: 1 actionRange: 120 feetDuration: Concentration, up to 1 minute
Components: S,V
View Binding Madness Details
Binding Madness
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
Classes bard sorcerer warlock wizard
Description One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on their head, and a madness glows in their eyes.
On each of its turns, the charmed target must use their action before moving to make a melee attack against a creature other than themself that you mentally choose.
The target can act normally on their turn if you choose no creature or if none are within their reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of their turns. On a success, the spell ends.
At Higher Levels . If you cast this spell at 3rd level or higher, you can choose one of the following effects for each slot level above 2nd:
You may target one additional creature within ran Casting Time: 1 actionRange: TouchDuration: Concentration, up to 1 minute
Components: S,V
View Biting Curse Details
Biting Curse
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Classes bard cleric favored soul wizard
Description You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose one of the following options to dictate the nature of the curse:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of their turns. If they fail, they waste their action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. While the target is cursed, they are blinded to anything 30 feet or further away from themselves regardless of their senses. While cursed, the target receives only half Casting Time: 1 actionRange: Self (30 feet)Duration: Concentration, up to 10 minutes
Components: S,V,M (a paper charm with gold lettering, signifying good luck),M
View Blessed Circle Details
Blessed Circle
Casting Time: 1 action
Range: Self (30 feet)
Duration: Concentration, up to 10 minutes
Components S,V,M (a paper charm with gold lettering, signifying good luck),M
Description A sphere of radiant energy pours from you, extending out 30 feet in every direction. For the spell’s duration, gasses and liquids in the environment that you do not wish to enter this space cannot do so. Breathable gas of moderate temperature passes through, allowing all creatures in this space to breathe safely. If submerged in liquid, you fall until you hit a solid surface.
Elementals, fey, and yokai (except you) are warded from entering this space. When they enter the space for the first time on their turn, target creatures within the space with attacks or spells, or start their turn within it, they must succeed on a Charisma saving throw or be forced to move to the nearest unoccupied space outside, and be unable to target creatures within it with any effects until their next turn. Such creatures unable to move out of its range take 3d10 psychic damage on a failed save.
If you willingly move into a space where the range overlaps with a creature it may affect, and you end your turn there, you
Casting Time: 1 actionRange: Self (10-foot radius)Duration: 1 round
Components: S
View Blood of Cineris Details
Blood of Cineris
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: 1 round
Description You conjure up the burning blood of Cineris Clade, splashing it in a ring around yourself onto all creatures within the spell’s range. Each creature in that area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. Any creature that fails is poisoned until the start of your next turn.
At Higher Levels . When you cast this spell at 2nd-level or higher, you can choose on of the following effects for each slot level above 1st:
The spell’s radius increases by 5 feet. The initial damage increases by 1d6. If cast at 6th-level or higher, any creature that fails is poisoned for 1 minute and takes 1d6 fire damage at the start of each of their turns while poisoned this way. They can attempt a constitution saving throw at the end of each of their turns, ending the effect on a success. Casting Time: 1 bonus actionRange: TouchDuration: 10 minutes
Components: S
View Boomerang Weapon Details
Boomerang Weapon
Casting Time: 1 bonus action
Range: Touch
Duration: 10 minutes
Classes bard favored soul inscriptor paladin petal knight ranger wizard
Description You touch one weapon that has the thrown property, held either by you or a willing creature, and for the spell’s duration that weapon counts as magical. Any time that weapon is used for a thrown weapon attack and misses, either you or the attacker can use their reaction to cause the weapon to swerve in the air and fly at another creature within its normal thrown attack range, in proximity to the initial target. The creature who threw it then rolls another attack roll against the new target. If this attack misses, you or the attacker can use their reaction to use this effect again.
After an attack is made with the weapon, it swerves in the air and returns to the creature that threw it as long as they are still within the item’s long range.
At Higher Levels . When you cast this spell using a spell slot of 4th-level or higher, the normal and long range of the thrown weapon doubles, then doubles again for every two slot levels above 4th.
Casting Time: 1 actionRange: 30 feetDuration: Instantaneous
Components: V,S
View Burdened Blood Details
Burdened Blood
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
Classes petal knight ranger cleric sorcerer warlock
Description One creature you choose is given enhanced fortitude, gaining an amount of temporary hit points equal to 2d6 + your spellcasting ability modifier. These temporary hit points disappear after 1 minute.
Every time this creature makes an attack roll, they can choose to lose 5 of these temporary hit points to give that attack advantage, and/or 5 to negate any disadvantage they would have had.
At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained increases by 1d6 for each slot level above 1st.