Spell Descriptions
Ascend
2nd-Level Transmutation
Casting Time: 1 action
Range: Self
Components: S, M (a stick pointing upwards)
You travel through a flat surface within 30 feet directly above you, exiting at the next hollow area available to you.
Bird’s Eyes
2nd-level Enchantment
Casting Time:1 action
Range:30 feet
Components:S, M (a pear)
Duration:Concentration, up to 10 minutes
You dominate the mind of a single tiny bird within 30 feet of you, letting you perceive through its senses and take its movement and actions for the duration of the spell. While active you do not perceive through your own senses and cannot move or take any actions yourself. This spell ends early if either you or the bird takes damage.
Blizzard
8th-level Conjuration
Casting Time:1 action
Range:150 feet
Components:V, S, M (a shard of red ice)
Duration:Concentration, up to 1 minute
A powerful hailstorm falls upon a 60-foot radius area you can see. Each creature within the zone when this spell is cast must make a Constitution saving throw. A creature takes 8d8 cold damage and becomes trapped in a block of ice on a failed save. Creatures trapped in this way are considered stunned and make a Constitution saving throw at the end of each of their turns to end this effect. After the initial freezing effect the ground and sky within the area become heavily obscured with hail, dealing 2d6 cold damage to creatures that enter the zone or start their turn there. In addition, any flames and magical flames made with 7th-level spells or lower in the area are immediately put out.
At Higher Levels: When you cast this spell using a 9th level spell the initial damage increases by 1d6.
Blood Moon
9th-level Necromancy
Casting Time: 1 hour
Range: 10 miles
Components: V, S, M (a vial of a greater demon’s blood worth at least 25,000 rupees, which the spell consumes)
While casting this spell, the moon becomes blood red in the sky for all creatures within range. Once casting is complete, any number of creatures of your choice within range that have died within the last 10 days are revived, returning to life with 1 hit point if their soul is willing and able to rejoin their body.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creatures at the time they died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life.
This spell closes all mortal wounds and restores missing body parts as though they weren’t lost. Coming back from the dead is an ordeal. Each creature revived in this way takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time they finish a long rest, the penalty is reduced by 1 until it disappears.
Chime
2st-level Abjuration
Casting Time:1 action
Range:500 feet
Components:V
Duration:Instantaneous
A single chime rings out within range, causing all creatures within range to immediately awaken from sleep and magical sleep.
Conjure Puppet
1st-level Conjuration
Casting Time:1 action
Range:60 feet
Components:V, S, M (a piece of string)
Duration:Concentration, up to 10 minutes
You summon a wooden puppet within range that lasts until it is destroyed, moves more than 300 ft. away from you, or the spell ends. On your turn you telepathically command the puppet to move and take actions.
At Higher Levels: When you cast this spell using a spell slot 2nd level or higher, you summon a puppet for each level of the spell slot expended, commanding all of them at once telepathically.
Conjure Weapon
1st-level Conjuration
Casting Time:1 action
Range:Self
Components:S
Duration:8 hours
You conjure a simple or martial melee weapon for yourself to use. You are considered proficient in this weapon and you use your spellcasting ability modifier for attack and damage rolls. This weapon immediately disappears when not stored on your person or carried by you.
Courageous Continue
5th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S, M (a small reflective disk worth 1,000 rupees)
Duration:Up to 2 hours
You mark the current point in time as a saved state that you can return to if things go wrong. At any time within the duration of the spell you may immediately use your reaction to go back to the saved point in time as though nothing after it happened (even if killed).
Cryonis
Transmutation Cantrip
Casting Time:1 action
Range:60 feet
Components:S, M (a small hammer)
Duration:Up to 1 hour
Choose an area of water within range that has at least a 5 foot by 5 foot surface. A 5 foot by 5 foot pillar of ice erupts from this water and lasts until you dismiss it. This surface is not slippery, is easily climbable, and is 10 feet high. Another action destroys this pillar. You may have 3 pillars active at once and this pillar automatically shatters after an hour.
Cyclone
2nd-level Evocation
Casting Time:1 action
Range:120 feet
Components:V, M (a vial of ocean water)
Duration:Instantaneous
A small tornado erupts underneath a single object, vehicle, or creature you can see that is of Huge size or smaller, launching them upwards 30 feet then letting them glide gently in a direction of your choice towards the ground, moving up to 1 foot horizontally for every foot moved vertically and taking no falling damage. If this creature is unwilling, they may make a Strength saving throw to not move.
If this spell is cast on a vehicle on a body of water the vehicle becomes suspended in the air and gets transported safely to the shoreline of any body of land within 25 miles of where the spell was cast.
Daruk’s Protection
3rd-level Abjuration
Casting Time:1 reaction, which you take when you are targeted by an attack or forced to make a saving throw.
Range:Self
Components:S
Duration:Instantaneous
The triggering attack automatically becomes a miss or the saving throw automatically succeeds. You suffer no effects (including damage) from what triggered this spell, even if you would normally do so. After you benefit from this spell you must take a Long Rest to benefit from it again.
Detect Terrain
1st-level Divination
Casting Time: 1 minute
Range: 5 miles
Components: S, M (a piece of paper)
Duration:Instantaneous
A topographical map of the terrain within range is conjured onto the piece of paper along with the names of nearby landmarks and icons denoting any man made structures that may be found there.
Diminish
2nd-level Transmutation
Casting Time:1 action
Range:30 feet
Components:V, S, M (a tree stump for the caster to stand upon)
Duration:8 hours
Up to 10 willing creatures within range shrink, becoming Tiny in size for the duration or until dispelled. While tiny, a creature deals half damage with weapon attacks and can only make melee attacks against creatures within the same space as themselves.
Din’s Fire
1st-level Evocation
Casting Time:1 action
Range:Self (30 feet)
Components:V, S
Duration:Instantaneous
All enemies within a 30-foot radius sphere centered on yourself must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much on a successful one. The fire spreads around corners and ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every 2 slot levels above 1st (rounded down).
Dominate Construct
4th-level Enchantment
Casting Time:1 action
Range:60 feet
Components:V S
Duration:Concentration, up to 1 minute.
You enchant a statue or Construct within range. If animate it must succeed on a Wisdom saving throw or be Charmed by you for the Duration, even if it could not normally be charmed. If you or Creatures that are friendly to you are Fighting it, it has advantage on the saving throw.
While the target is Charmed, it gains a movement speed of 10 feet if it didn’t originally have a movement speed and you have a Telepathic link with it as long as the two of you are on the same plane of existence. You can use this Telepathic link to issue commands to the creature while you are conscious (no Action required), which it does its best to obey. You can specify a simple and general course of Action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your Action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a Reaction, but this requires you to use your own Reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell using a 5th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 6th-level spell slot, the Duration is Concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the Duration is Concentration, up to 8 hours.
Double Time
2nd-level Transmutation
Casting Time:1 reaction, which you take when another creature uses their reaction
Range:30 feet
Components:S
Duration:Instantaneous
You alter the fabric of time for the targeted creature, allowing the creature an additional reaction this round.
Duel of Power
5th-level Enchantment
Casting Time:1 action
Range:30 feet
Components:S
Duration:Until dispelled
You compel a single Humanoid creature into a duel that cannot be interfered with by other creatures. At the beginning of the duel both you and the creature are immediately restored to full hit points, become hostile towards one another, and become dispelled of any effects caused by other creatures (excluding curses). Until either you or the creature are reduced to 0 hit points or fewer neither of you may move more than 30 feet away from one another or be influenced by outside creatures for any means.
Earthwake
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a scroll with earthen dyes)
Duration: Instantaneous
You cause a focused tremor to appear below a single creature within range. Make a spell attack roll against that target. On a hit they take 1d8 bludgeoning damage. The area underneath the target becomes difficult terrain until the end of your next turn regardless of whether the attack hit or missed.
At higher levels the spell’s damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Emit Gloom
8th-level Necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a drop of your own blood)
Duration: Concentration, until dispelled
A duplicate of yourself appears in a location you can see and is able to move, speak, and take actions and use features as normal. This duplicate is equipped with mundane items instead of any magical equipment you wear or carry, cannot cast spells other than cantrips, any damage it deals is necrotic damage, and creatures damaged by it have their maximum hit points reduced by an amount equal to the damage it dealt until they spend 10 minutes in direct sunlight. A creature can make a DC 20 religion or insight check to tell that this duplicate is an imposter made from gloom. When dispelled you gain any memories that the duplicate may have.
Empty Double
Necromancy Cantrip
Casting Time:1 action
Range:Self
Components:V
Duration:10 minutes
You create a hollow duplicate of your body then immediately move to an unoccupied area adjacent to it. This duplicate cannot take any actions and stays in the exact position and location you were in at the time of casting this spell, using your statistics as appropriate. The duplicate remains for 10 minutes, until it takes any damage, or until you use a bonus action to dismiss it.
Farore’s Wind
1st-level Conjuration
Casting Time:1 action
Range:Self
Components:V, S
Duration:Until dispelled
While indoors you create a sphere of glowing magical energy. This energy moves directly above the doorway you went through to enter your current room and remains there until dispelled. As an action you may use this ability to teleport you and up to 5 other willing creatures within the same room as yourself to the magical energy, at which point the effect of this ability ends. This also ends if you go outside or to another plane for any reason.
Form to Fairy
3rd-level Transmutation
Casting Time:1 action
Range:Touch
Components:S, M (fairy dust)
Duration:Concentration, up to 10 minutes
You touch a willing creature. That creature transforms into a Tiny fairy with a fly speed equal to their walking speed for the duration of this skill. While tiny, a creature deals half damage with weapon attacks and can only make melee attacks against creatures within the same space as themselves.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Gloom Revival
9th-level Necromancy
Casting Time:1 reaction, which you take when you are reduced to 0 or fewer hit points.
Range:Self
Duration:Instantaneous
You immediately return to full hit points and become cloaked in gloom. For the next 10 minutes, you become immune to Necrotic damage and vulnerable to radiant damage, all damage you deal is Necrotic damage, and damage you deal reduces a creature’s maximum hit points by an amount equal to the damage dealt until a creature hit by this damage spends 10 minutes in direct sunlight.
A creature can only be affected by Gloom Revival a single time per long rest.
Guiding Light
2nd-level Divination
Casting Time:1 action
Range:Self
Components:V, S, M (a small flute)
Duration:Concentration, up to 10 minutes
A beam of light erupts outward from you, pointing the way to the nearest magic item or nearest object worth at least 100 rupees that isn’t being worn or held and isn’t part of a vehicle or structure. The beam continues to move with you, always pointing to that specific object.
This spell’s light does not pass through any thickness of lead, even a thin sheet.
Invert Time
1st-level Transmutation
Casting Time:1 bonus action
Range:Self
Components:S
Duration:1 round
One spell you currently have with an active zone or target has its duration increased by 1 round.
Investiture of Autumn
4th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes
Until the spell ends, the power of autumn infuses your body, granting you the following benefits:
Investiture of Spring
4th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes
Until the spell ends, the power of spring infuses your body, granting you the following benefits:
Investiture of Summer
4th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes
Until the spell ends, the power of summer infuses your body, granting you the following benefits:
Investiture of Winter
4th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes
Until the spell ends, the power of winter infuses your body, granting you the following benefits:
Iridescent Path
2nd-level Conjuration (ritual)
Casting Time:1 action
Range:300 feet
Components:S, M (a small iridescent medallion)
Duration:Until dispelled
You conjure a magical rainbow-colored bridge, stairway, or ramp at a point within range that fits within a 30 foot cube. This structure lasts until this spell is used again or you dismiss it with a bonus action.
At Higher Levels: The conjured structure has its maximum size increased by 10 feet for each spell level beyond 2nd used to cast this spell.
Magnesis
Transmutation Cantrip
Casting Time:1 action
Range:30 feet
Components:V, S, M (a small magnet)
Duration:Instantaneous
You may manipulate a metal object within range, moving it to another area within this spell’s range. As part of this movement you may use this spell to make an attack roll using the object as an improvised weapon, using your spellcasting modifier for the attack roll. If the metal object is being worn or carried you may instead lock it in place, preventing the creature carrying it from moving the object until the end of your next turn unless it makes a successful Strength saving throw.
Mineru’s Possession
6th-level Enchantment (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, M (a single construct)
Duration:Instantaneous
You permanently transfer your soul into a nonfunctional construct or magical item within range, overriding it and making it functional as your body. In this new body you lose any features granted by your original species and gain all features that the construct would be able to do, retaining your original hit points, class features and level, background, mental ability scores, personality, and the like but nothing else (including movement and speech). You no longer age, breathe, or eat, however you do still need to take a long rest by spending at least 4 hours to recharge yourself. Your original body disappears when your soul transfers in this way and you die if this new construct is ever destroyed.
Mipha’s Grace
6th-level Abjuration
Casting Time:1 reaction, which you take when you are reduced to 0 or fewer hit points.
Range:Self
Duration:Instantaneous
After being reduced to 0 or fewer hit points you immediately regain 50 hit points and gain temporary hit points equal to your spellcasting ability score.
Nayru’s Love
1st-level Abjuration
Casting Time:1 bonus action
Range:Self
Components:V, S
Duration:10 minutes
You have resistance to all damage. Once you have taken damage, this spell immediately ends at the start of your next turn.
Orient Object
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components:S, M (a small compass)
Duration: Instantaneous
You alter the rotation of a single unattended object within range that is no larger than a 10 foot cube, manipulating how it’s tilted and what part of it is facing upwards. Rotating an object in this way does not deal damage to creatures or the object, though the object may immediately fall over if not balanced properly.
Owl Flight
1st-level Transmutation (ritual)
Casting Time:1 minute
Range:30 feet
Components:V, S, M (the feather of an owl)
Duration:Instantaneous
Each willing creature within the range of this spell is immediately wrapped up in a cocoon of feathers and transported to any magical owl statue you have activated on your current plane of existence. If none of these statues exist on your plane you instead transport all willing creatures within range to a town or city of your choice that you have visited before on your current plane of existence.
Rauru’s Light
9th-level Evocation
Casting Time: 1 action
Range: Self (300 foot line)
Components:S, M (a ring made of Zoanite)
Duration: Instantaneous
You channel purging light into a 300-foot long and 25-foot wide line that extends out from your hands. Each creature of your choosing within the light makes a Dexterity saving throw, taking 30d8 radiant damage on a failed save or half as much on a successful one. Creatures destroyed by this light are vaporized completely, only being able to be returned to life through a True Resurrection or Wish spell.
Recall
1st-Level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S, M (an Hourglass)
Duration: Instantaneous
One object within range goes backwards in time to its state at the start of the previous round, regardless of what creatures do to interact with it. Creatures who are standing in the path of the object may make Dexterity saving throws to avoid being hit by the object, moving into the nearest unoccupied space adjacent to where they were when need be. The damage dealt by this object moving is based on the type of object and how it’s moving, similarly to an improvised weapon of the same type.
Reflect
5th-level Abjuration
Casting Time:1 reaction, which you take when you a creature within 60 feet of you targets you with a spell or includes you in a spell’s area
Range:60 feet
Components:V, S
Duration:Instantaneous
You attempt to reflect the spell back at the original caster. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell is reflected. The spell now targets the caster if it’s a spell that targets, has an area centered on the caster if it originally was ranged with an area, or is shot outwards from you with the caster at the center of it if it originally started in an area adjacent to the caster.
Remote Bomb
Conjuration Cantrip
Casting Time:1 action
Range:Self
Components:S, M (a bomb bag)
Duration:Concentration, up to 10 minutes
This cantrip creates either a spherical or cubic shaped remote bomb in your hands, which you may either hold or immediately throw up to 15 feet away from you. On any of your turns, you may use your bonus action to cause this bomb to explode, causing each creature within 10 feet of the bomb to make a Dexterity saving throw. On a failed save, they take 1d6 fire damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Return Beast Spirit
5th-level Necromancy
Casting Time:1 hour
Range:10 feet
Components:V, S, M (a trained musical frog worth at least 1,000 rupees)
Duration:Instantaneous
You return the spirit of a dead beast, magical beast, or monstrosity within range to return it to life with 1 hit point regardless of if the creature is willing, provided that it has been dead no longer than 200 years. If the soul is not at liberty to rejoin the body, the spell fails.
The spell also neutralizes any poisons and cures any nonmagical diseases that affected the creature at the time it died. The spell doesn’t, however, cure any magical diseases, curses, or similar effects; if these aren’t first removed prior to casting this spell, they take effect when the creature returns to life. The spell cannot return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking the body parts or organs integral to its survival the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Revali’s Gale
2nd-level Conjuration
Casting Time:1 action
Range:Self (5 foot radius)
Components:S, V, M (a Rito feather)
Duration:1 round
Each creature within range is pushed 50 feet directly upwards into the air. An unwilling creature may make a Strength saving throw to ignore this effect. This updraft remains until the end of your next turn, allowing those pushed upwards to remain there for the duration and allowing others that enter the area to be pushed upwards as well.
Riju’s Charge
3rd-level Conjuration
Casting Time: 1 bonus action
Range: Self (30 foot radius)
Components:S, V, M (a gold bracelet)
Duration: 1 minute
The air in a 30-foot radius sphere around you becomes supercharged with static, making the next ranged attack roll that hits an enemy within the area explode with lightning, dealing an additional 3d10 lightning damage to that target and all enemies within 10 feet of them. Each round the radius of this spell increases by an additional 30 feet and once damage is dealt by this spell it immediately ends.
Seed Shot
Conjuration Cantrip
Casting Time:1 action
Range:60 feet
Components:S
Duration:Instantaneous
You create a small seed that propels itself towards your target. On a hit, the target takes 1d8 bludgeoning damage. If you choose to, you may use Dexterity as your spellcasting ability score for this spell in place of your normal spellcasting ability.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sidon’s Bubble
3rd-level Conjuration
Casting Time: 1 bonus action
Range:Self
Components:V, M (a polished piece of silver)
Duration:1 round
A bubble of water surrounds you, making you immune to the next attack or spell that deals damage to you before the end of your next turn. If you take the attack action with this bubble still intact you may use your attack action on all creatures within a 15-foot cone of you, dealing slashing damage instead of the usual damage type and ending this spell.
Snapshot
Illusion Cantrip
Casting Time:1 action
Range:Self
Components:S, M (a piece of paper)
Duration:Instantaneous
Swirling colors appear on the paper you use to cast this spell, displaying an image of what you were viewing when you first cast this spell. You may also use a bonus action to dismiss an image created in this way.
Spell Spell
6th-level Transmutation
Casting Time:1 action
Range:120 feet
Components:V, S, M (jelly from a Bot)
Duration:Concentration, up to 1 hour
You transform all enemies you can see within range into Bots, though they can succeed on a Wisdom saving throw to resist the transformation. A shapechanger can automatically choose to succeed on the save. The target’s game statistics, including mental ability scores, are replaced by the statistics of the Bot, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form and the target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Spirit Tracks
3rd-level Conjuration
Casting Time:1 minute
Range:500 feet
Components:V, S, M (a blueprint for the structure being created)
Duration:Instantaneous
You conjure materials and create a road or train tracks at an unoccupied point within range that is no larger than a 50-foot cube in dimensions. This structure is made of magical materials and any material that is removed from the structure immediately disappears.
At Higher Levels: The structure’s maximum dimensions increase by 25-feet in all directions for each spell level beyond 3rd.
Spirit Vessel
6th-level Necromancy (ritual)
Casting Time:1 action
Range:Touch
Components:V, S, M (a teardrop from a Twili)
Duration:Concentration, up to 10 minutes
You touch a willing creature to have them enter the Ethereal Plane. While in the ethereal plane the creature can see up to 60 feet into the Material Plane and creatures in the Material Plane can see the creature as a ghost, however creatures can’t affect or be affected by anything on the other plane. During this time the creature can move through other creatures and objects as if they were difficult terrain, taking 1d10 force damage if they end their turn inside an object or creature.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Stasis
1st-level Transmutation
Casting Time:1 action
Range:60 feet
Components:V, S, M (a piece of a metal chain)
Duration:Concentration, up to 1 minute
One inanimate object that is moving within range immediately stops moving for the duration of this skill. It retains its original momentum when it begins moving again, however you can apply force on it while it is stopped to change and increase this momentum.
At Higher Levels. When you cast this spell with a 5th level spell slot or higher it can target animate objects or creatures as though the Hold Monster spell was used on them.
Stormy Night
3rd-level Conjuration
Casting Time:10 minutes
Range:Self (5 mile radius)
Components:V, S, M (rain from a natural storm)
Duration:Concentration, up to 8 hours.
The weather around you becomes incredibly stormy, complete with strong winds, heavy rain, thunder, and lightning (even indoors). When you end your concentration on this spell, the weather quickly clears up, returning to normal after 1d4 + 10 minutes.
Summon Scarecrow
Conjuration Cantrip
Casting Time:1 action
Range:120 feet
Components:V, M (a piece of straw)
Duration:Until dispelled
A living, Medium-sized, immobile scarecrow is summoned within range. The scarecrow has 25 hit points, 10 in all ability scores, and 10 AC. The scarecrow cannot move (except to dance in place) or take actions, nor is it considered hostile towards any creatures. You may have a single scarecrow summoned at a time in this way and may dismiss the scarecrow with a bonus action.
Summon Soldier
1st-level Conjuration
Casting Time:1 action
Range:90 feet
Components:V, S, M (a shard of iron)
Duration:Concentration, up to 1 hour
You call forth a soldier made of iron, paint, or shadows to do your bidding. It manifests in an unoccupied space that you can see within range.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to protect you from harm. When dismissed, the soldier’s equipment fully disappears along with it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, use the higher level where the spell’s level appears in the stat block.
Sunrise/Sunset
1st-level Transmutation
Casting Time:1 minute
Range:Self (10 foot radius)
Components:V, S
Duration:Instantaneous
You and up to 10 willing creatures you can see are suspended in time and warped into the future, remaining motionless and unable to be interacted with until the next sunrise or sunset. Creatures in combat with you or in combat with creatures being warped by you may also choose to be warped into the future in this way.
Time Block
1st-level Conjuration (ritual)
Casting Time:1 action
Range:60 feet
Components:V
Duration:Concentration, up to 1 hour
A perfect 10-foot cube appears at an unoccupied point within range of your choosing. This cube cannot be damaged by any means and is frozen in time, unable to be moved in any way (including by gravity).
Time Jump
9th-level Transmutation
Casting Time:1 minute
Range:Self
Components:V, M (a golden sundial worth 500 rupees, which the spell consumes)
Duration:Concentration, up to 1 hour
When cast, you pick a specific time period in the past. While concentrating on this spell you may use your action to move from that time period to the present and vice-versa. Altering things in the past can change the present, so it is best to be cautious when using this spell.
Time Portal
7th-level Conjuration
Casting Time:1 minute
Range:10 feet
Components:V, M (a golden sundial worth 500 rupees, which the spell consumes)
Duration:Until dispelled
As you cast the spell, you draw a 10-foot-diameter circle in the air that links your location to a time period in the past. A shimmering portal opens within the circle and remains open until dispelled. Any creature that enters the portal instantly appears in the same location in the new period of time.
The same location in the past maintains its own portal as well in the same location, allowing travel to the present from the location. Altering things in the past can change the present, so it is best to be cautious when using this spell.
Time Sync
3rd-level Abjuration (ritual)
Casting Time:1 action
Range:120 feet
Components:V, S
Duration:Instantaneous
A creature that is not within its normal time period is immediately banished to the time period it’s from. If that creature is unwilling it may make a Wisdom saving throw to ignore this effect.
Tulin’s Gust
1st-Level Evocation
Casting Time:1 bonus action
Range:Self (30 feet)
Components:V, S, M (a feather)
Duration:Instantaneous
A gust of wind appears behind you, pushing you and all creatures within a 30 foot long and 5 foot wide line from you 15 feet away from your original position. A creature may make a Strength saving throw to ignore this movement. In addition, the gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.
Urbosa’s Fury
3rd-level Evocation
Casting Time:1 action
Range:Self (20 foot radius)
Components:V, S
Duration:Instantaneous
Each enemy within range of this spell must make a Constitution saving throw. On a failed save they take 6d6 lightning damage and cannot take reactions until the end of your next turn, or half damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Vehicle Sigil
2nd-level Conjuration (ritual)
Casting Time:1 action
Range:Touch
Components:S, M (paint made from a luminous stone)
Duration:Until dispelled
When you cast this spell as a ritual you draw a sigil on a vehicle you are currently in the driver’s position of, marking it as your own.
From then on when you cast this spell you summon that specific vehicle, moving it and objects (not creatures) within it to an unoccupied area within 50 feet of you. If there is not enough space to summon the vehicle it cannot be summoned in this way. When you draw a new sigil fot this spell the previous one vanishes.
Wind Compass
1st-level Transmutation (ritual)
Casting Time:1 action
Range:Self (5 mile radius)
Components:V, S, M (a twig from a tall tree)
Duration:Concentration, up to 8 hours
You immediately alter the direction of the wind within the area for the duration of this skill, however this does not change its intensity or anything else in regards to the weather. You must be outdoors to cast this spell and moving indoors or underground ends the spell early.
Wisdom’s Will
5th-level Enchantment
Casting Time:8 hours
Range:Touch
Components:V, S, M (A timeshift stone worth at least 1,000 gp, which the spell consumes)
Duration:Instantaneous
After spending the casting time tracing magical pathways within a timeshift stone, you touch a Huge or smaller statue or similar construct, granting it life and giving it the ability to move, think, and speak as though it were a living creature. Your GM chooses statistics appropriate for the creature and the construct obeys your commands until you or your companions do anything harmful to it.
Yunobo’s Cannonball
2nd-Level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration: Instantaneous
You transform into a living cannonball, immediately moving up to your speed in a single direction or until you hit a creature or object. When hitting a creature or object you explode, forcing all creatures within 10 feet of where you stopped to make a Dexterity saving throw, taking 3d6 fire damage on a failed save or half as much damage on a successful one. This spell deals double damage to constructs and objects and your movement from this spell does not provoke opportunity attacks.
2nd-Level Transmutation
Casting Time: 1 action
Range: Self
Components: S, M (a stick pointing upwards)
You travel through a flat surface within 30 feet directly above you, exiting at the next hollow area available to you.
Bird’s Eyes
2nd-level Enchantment
Casting Time:1 action
Range:30 feet
Components:S, M (a pear)
Duration:Concentration, up to 10 minutes
You dominate the mind of a single tiny bird within 30 feet of you, letting you perceive through its senses and take its movement and actions for the duration of the spell. While active you do not perceive through your own senses and cannot move or take any actions yourself. This spell ends early if either you or the bird takes damage.
Blizzard
8th-level Conjuration
Casting Time:1 action
Range:150 feet
Components:V, S, M (a shard of red ice)
Duration:Concentration, up to 1 minute
A powerful hailstorm falls upon a 60-foot radius area you can see. Each creature within the zone when this spell is cast must make a Constitution saving throw. A creature takes 8d8 cold damage and becomes trapped in a block of ice on a failed save. Creatures trapped in this way are considered stunned and make a Constitution saving throw at the end of each of their turns to end this effect. After the initial freezing effect the ground and sky within the area become heavily obscured with hail, dealing 2d6 cold damage to creatures that enter the zone or start their turn there. In addition, any flames and magical flames made with 7th-level spells or lower in the area are immediately put out.
At Higher Levels: When you cast this spell using a 9th level spell the initial damage increases by 1d6.
Blood Moon
9th-level Necromancy
Casting Time: 1 hour
Range: 10 miles
Components: V, S, M (a vial of a greater demon’s blood worth at least 25,000 rupees, which the spell consumes)
While casting this spell, the moon becomes blood red in the sky for all creatures within range. Once casting is complete, any number of creatures of your choice within range that have died within the last 10 days are revived, returning to life with 1 hit point if their soul is willing and able to rejoin their body.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creatures at the time they died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life.
This spell closes all mortal wounds and restores missing body parts as though they weren’t lost. Coming back from the dead is an ordeal. Each creature revived in this way takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time they finish a long rest, the penalty is reduced by 1 until it disappears.
Chime
2st-level Abjuration
Casting Time:1 action
Range:500 feet
Components:V
Duration:Instantaneous
A single chime rings out within range, causing all creatures within range to immediately awaken from sleep and magical sleep.
Conjure Puppet
1st-level Conjuration
Casting Time:1 action
Range:60 feet
Components:V, S, M (a piece of string)
Duration:Concentration, up to 10 minutes
You summon a wooden puppet within range that lasts until it is destroyed, moves more than 300 ft. away from you, or the spell ends. On your turn you telepathically command the puppet to move and take actions.
At Higher Levels: When you cast this spell using a spell slot 2nd level or higher, you summon a puppet for each level of the spell slot expended, commanding all of them at once telepathically.
Conjure Weapon
1st-level Conjuration
Casting Time:1 action
Range:Self
Components:S
Duration:8 hours
You conjure a simple or martial melee weapon for yourself to use. You are considered proficient in this weapon and you use your spellcasting ability modifier for attack and damage rolls. This weapon immediately disappears when not stored on your person or carried by you.
Courageous Continue
5th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S, M (a small reflective disk worth 1,000 rupees)
Duration:Up to 2 hours
You mark the current point in time as a saved state that you can return to if things go wrong. At any time within the duration of the spell you may immediately use your reaction to go back to the saved point in time as though nothing after it happened (even if killed).
Cryonis
Transmutation Cantrip
Casting Time:1 action
Range:60 feet
Components:S, M (a small hammer)
Duration:Up to 1 hour
Choose an area of water within range that has at least a 5 foot by 5 foot surface. A 5 foot by 5 foot pillar of ice erupts from this water and lasts until you dismiss it. This surface is not slippery, is easily climbable, and is 10 feet high. Another action destroys this pillar. You may have 3 pillars active at once and this pillar automatically shatters after an hour.
Cyclone
2nd-level Evocation
Casting Time:1 action
Range:120 feet
Components:V, M (a vial of ocean water)
Duration:Instantaneous
A small tornado erupts underneath a single object, vehicle, or creature you can see that is of Huge size or smaller, launching them upwards 30 feet then letting them glide gently in a direction of your choice towards the ground, moving up to 1 foot horizontally for every foot moved vertically and taking no falling damage. If this creature is unwilling, they may make a Strength saving throw to not move.
If this spell is cast on a vehicle on a body of water the vehicle becomes suspended in the air and gets transported safely to the shoreline of any body of land within 25 miles of where the spell was cast.
Daruk’s Protection
3rd-level Abjuration
Casting Time:1 reaction, which you take when you are targeted by an attack or forced to make a saving throw.
Range:Self
Components:S
Duration:Instantaneous
The triggering attack automatically becomes a miss or the saving throw automatically succeeds. You suffer no effects (including damage) from what triggered this spell, even if you would normally do so. After you benefit from this spell you must take a Long Rest to benefit from it again.
Detect Terrain
1st-level Divination
Casting Time: 1 minute
Range: 5 miles
Components: S, M (a piece of paper)
Duration:Instantaneous
A topographical map of the terrain within range is conjured onto the piece of paper along with the names of nearby landmarks and icons denoting any man made structures that may be found there.
Diminish
2nd-level Transmutation
Casting Time:1 action
Range:30 feet
Components:V, S, M (a tree stump for the caster to stand upon)
Duration:8 hours
Up to 10 willing creatures within range shrink, becoming Tiny in size for the duration or until dispelled. While tiny, a creature deals half damage with weapon attacks and can only make melee attacks against creatures within the same space as themselves.
Din’s Fire
1st-level Evocation
Casting Time:1 action
Range:Self (30 feet)
Components:V, S
Duration:Instantaneous
All enemies within a 30-foot radius sphere centered on yourself must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much on a successful one. The fire spreads around corners and ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every 2 slot levels above 1st (rounded down).
Dominate Construct
4th-level Enchantment
Casting Time:1 action
Range:60 feet
Components:V S
Duration:Concentration, up to 1 minute.
You enchant a statue or Construct within range. If animate it must succeed on a Wisdom saving throw or be Charmed by you for the Duration, even if it could not normally be charmed. If you or Creatures that are friendly to you are Fighting it, it has advantage on the saving throw.
While the target is Charmed, it gains a movement speed of 10 feet if it didn’t originally have a movement speed and you have a Telepathic link with it as long as the two of you are on the same plane of existence. You can use this Telepathic link to issue commands to the creature while you are conscious (no Action required), which it does its best to obey. You can specify a simple and general course of Action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your Action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a Reaction, but this requires you to use your own Reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell using a 5th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 6th-level spell slot, the Duration is Concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the Duration is Concentration, up to 8 hours.
Double Time
2nd-level Transmutation
Casting Time:1 reaction, which you take when another creature uses their reaction
Range:30 feet
Components:S
Duration:Instantaneous
You alter the fabric of time for the targeted creature, allowing the creature an additional reaction this round.
Duel of Power
5th-level Enchantment
Casting Time:1 action
Range:30 feet
Components:S
Duration:Until dispelled
You compel a single Humanoid creature into a duel that cannot be interfered with by other creatures. At the beginning of the duel both you and the creature are immediately restored to full hit points, become hostile towards one another, and become dispelled of any effects caused by other creatures (excluding curses). Until either you or the creature are reduced to 0 hit points or fewer neither of you may move more than 30 feet away from one another or be influenced by outside creatures for any means.
Earthwake
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a scroll with earthen dyes)
Duration: Instantaneous
You cause a focused tremor to appear below a single creature within range. Make a spell attack roll against that target. On a hit they take 1d8 bludgeoning damage. The area underneath the target becomes difficult terrain until the end of your next turn regardless of whether the attack hit or missed.
At higher levels the spell’s damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Emit Gloom
8th-level Necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a drop of your own blood)
Duration: Concentration, until dispelled
A duplicate of yourself appears in a location you can see and is able to move, speak, and take actions and use features as normal. This duplicate is equipped with mundane items instead of any magical equipment you wear or carry, cannot cast spells other than cantrips, any damage it deals is necrotic damage, and creatures damaged by it have their maximum hit points reduced by an amount equal to the damage it dealt until they spend 10 minutes in direct sunlight. A creature can make a DC 20 religion or insight check to tell that this duplicate is an imposter made from gloom. When dispelled you gain any memories that the duplicate may have.
Empty Double
Necromancy Cantrip
Casting Time:1 action
Range:Self
Components:V
Duration:10 minutes
You create a hollow duplicate of your body then immediately move to an unoccupied area adjacent to it. This duplicate cannot take any actions and stays in the exact position and location you were in at the time of casting this spell, using your statistics as appropriate. The duplicate remains for 10 minutes, until it takes any damage, or until you use a bonus action to dismiss it.
Farore’s Wind
1st-level Conjuration
Casting Time:1 action
Range:Self
Components:V, S
Duration:Until dispelled
While indoors you create a sphere of glowing magical energy. This energy moves directly above the doorway you went through to enter your current room and remains there until dispelled. As an action you may use this ability to teleport you and up to 5 other willing creatures within the same room as yourself to the magical energy, at which point the effect of this ability ends. This also ends if you go outside or to another plane for any reason.
Form to Fairy
3rd-level Transmutation
Casting Time:1 action
Range:Touch
Components:S, M (fairy dust)
Duration:Concentration, up to 10 minutes
You touch a willing creature. That creature transforms into a Tiny fairy with a fly speed equal to their walking speed for the duration of this skill. While tiny, a creature deals half damage with weapon attacks and can only make melee attacks against creatures within the same space as themselves.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Gloom Revival
9th-level Necromancy
Casting Time:1 reaction, which you take when you are reduced to 0 or fewer hit points.
Range:Self
Duration:Instantaneous
You immediately return to full hit points and become cloaked in gloom. For the next 10 minutes, you become immune to Necrotic damage and vulnerable to radiant damage, all damage you deal is Necrotic damage, and damage you deal reduces a creature’s maximum hit points by an amount equal to the damage dealt until a creature hit by this damage spends 10 minutes in direct sunlight.
A creature can only be affected by Gloom Revival a single time per long rest.
Guiding Light
2nd-level Divination
Casting Time:1 action
Range:Self
Components:V, S, M (a small flute)
Duration:Concentration, up to 10 minutes
A beam of light erupts outward from you, pointing the way to the nearest magic item or nearest object worth at least 100 rupees that isn’t being worn or held and isn’t part of a vehicle or structure. The beam continues to move with you, always pointing to that specific object.
This spell’s light does not pass through any thickness of lead, even a thin sheet.
Invert Time
1st-level Transmutation
Casting Time:1 bonus action
Range:Self
Components:S
Duration:1 round
One spell you currently have with an active zone or target has its duration increased by 1 round.
Investiture of Autumn
4th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes
Until the spell ends, the power of autumn infuses your body, granting you the following benefits:
- Plants within 30 feet of you immediately grow fruit if able and mushrooms within the same range double in size.
- Holes less than 10 feet in diameter are covered with autumn leaves while you are within 30 feet of them, allowing for brief crossing. Any creature standing on the leaves at the end of their turn falls to the bottom of the hole.
- As an action you can attempt to beguile a creature you can see. That creature makes a Wisdom saving throw, becoming Charmed by you until the end of the spell or until you or your companions damage it. A creature who saves against this effect or who you or your companions dealt damage to is immune to this spell for 24 hours.
Investiture of Spring
4th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes
Until the spell ends, the power of spring infuses your body, granting you the following benefits:
- Pools of water flood within 30 feet of you, increasing outwards 5 feet in all directions.
- Flowers bloom within 30 feet of you, granting advantage on Charisma (Persuasion) and Wisdom (Animal Handling) checks against creatures within range that have a sense of smell.
- As a bonus action you can restore a number of hit points to an ally within 30 feet of you equal to your proficiency bonus.
Investiture of Summer
4th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes
Until the spell ends, the power of summer infuses your body, granting you the following benefits:
- Pools of water partially dry up within 30 feet of you, decreasing inwards 5 feet in all directions.
- Cliff faces and other vertical walls within 30 feet of you become filled with vines, allowing creatures to climb them.
- As a bonus action you can burst with heat, dealing fire damage to a single enemy within 30 feet of you equal to your proficiency bonus.
Investiture of Winter
4th-level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes
Until the spell ends, the power of winter infuses your body, granting you the following benefits:
- Pools of water freeze over within 30 feet of you, becoming solid surfaces.
- A layer of snow covers the ground within 30 feet of you, granting advantage on Dexterity (Stealth) checks made to move silently. This snow cover also causes plantlife to become dormant and leafless nearby.
- As an action you can attempt to terrify a creature you can see. That creature makes a Wisdom saving throw, becoming Frightened by you until the end of the spell or until they successfully save against this effect at the end of one of their turns. A creature who saves against this effect is immune to this spell for 24 hours.
Iridescent Path
2nd-level Conjuration (ritual)
Casting Time:1 action
Range:300 feet
Components:S, M (a small iridescent medallion)
Duration:Until dispelled
You conjure a magical rainbow-colored bridge, stairway, or ramp at a point within range that fits within a 30 foot cube. This structure lasts until this spell is used again or you dismiss it with a bonus action.
At Higher Levels: The conjured structure has its maximum size increased by 10 feet for each spell level beyond 2nd used to cast this spell.
Magnesis
Transmutation Cantrip
Casting Time:1 action
Range:30 feet
Components:V, S, M (a small magnet)
Duration:Instantaneous
You may manipulate a metal object within range, moving it to another area within this spell’s range. As part of this movement you may use this spell to make an attack roll using the object as an improvised weapon, using your spellcasting modifier for the attack roll. If the metal object is being worn or carried you may instead lock it in place, preventing the creature carrying it from moving the object until the end of your next turn unless it makes a successful Strength saving throw.
Mineru’s Possession
6th-level Enchantment (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, M (a single construct)
Duration:Instantaneous
You permanently transfer your soul into a nonfunctional construct or magical item within range, overriding it and making it functional as your body. In this new body you lose any features granted by your original species and gain all features that the construct would be able to do, retaining your original hit points, class features and level, background, mental ability scores, personality, and the like but nothing else (including movement and speech). You no longer age, breathe, or eat, however you do still need to take a long rest by spending at least 4 hours to recharge yourself. Your original body disappears when your soul transfers in this way and you die if this new construct is ever destroyed.
Mipha’s Grace
6th-level Abjuration
Casting Time:1 reaction, which you take when you are reduced to 0 or fewer hit points.
Range:Self
Duration:Instantaneous
After being reduced to 0 or fewer hit points you immediately regain 50 hit points and gain temporary hit points equal to your spellcasting ability score.
Nayru’s Love
1st-level Abjuration
Casting Time:1 bonus action
Range:Self
Components:V, S
Duration:10 minutes
You have resistance to all damage. Once you have taken damage, this spell immediately ends at the start of your next turn.
Orient Object
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components:S, M (a small compass)
Duration: Instantaneous
You alter the rotation of a single unattended object within range that is no larger than a 10 foot cube, manipulating how it’s tilted and what part of it is facing upwards. Rotating an object in this way does not deal damage to creatures or the object, though the object may immediately fall over if not balanced properly.
Owl Flight
1st-level Transmutation (ritual)
Casting Time:1 minute
Range:30 feet
Components:V, S, M (the feather of an owl)
Duration:Instantaneous
Each willing creature within the range of this spell is immediately wrapped up in a cocoon of feathers and transported to any magical owl statue you have activated on your current plane of existence. If none of these statues exist on your plane you instead transport all willing creatures within range to a town or city of your choice that you have visited before on your current plane of existence.
Rauru’s Light
9th-level Evocation
Casting Time: 1 action
Range: Self (300 foot line)
Components:S, M (a ring made of Zoanite)
Duration: Instantaneous
You channel purging light into a 300-foot long and 25-foot wide line that extends out from your hands. Each creature of your choosing within the light makes a Dexterity saving throw, taking 30d8 radiant damage on a failed save or half as much on a successful one. Creatures destroyed by this light are vaporized completely, only being able to be returned to life through a True Resurrection or Wish spell.
Recall
1st-Level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S, M (an Hourglass)
Duration: Instantaneous
One object within range goes backwards in time to its state at the start of the previous round, regardless of what creatures do to interact with it. Creatures who are standing in the path of the object may make Dexterity saving throws to avoid being hit by the object, moving into the nearest unoccupied space adjacent to where they were when need be. The damage dealt by this object moving is based on the type of object and how it’s moving, similarly to an improvised weapon of the same type.
Reflect
5th-level Abjuration
Casting Time:1 reaction, which you take when you a creature within 60 feet of you targets you with a spell or includes you in a spell’s area
Range:60 feet
Components:V, S
Duration:Instantaneous
You attempt to reflect the spell back at the original caster. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell is reflected. The spell now targets the caster if it’s a spell that targets, has an area centered on the caster if it originally was ranged with an area, or is shot outwards from you with the caster at the center of it if it originally started in an area adjacent to the caster.
Remote Bomb
Conjuration Cantrip
Casting Time:1 action
Range:Self
Components:S, M (a bomb bag)
Duration:Concentration, up to 10 minutes
This cantrip creates either a spherical or cubic shaped remote bomb in your hands, which you may either hold or immediately throw up to 15 feet away from you. On any of your turns, you may use your bonus action to cause this bomb to explode, causing each creature within 10 feet of the bomb to make a Dexterity saving throw. On a failed save, they take 1d6 fire damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Return Beast Spirit
5th-level Necromancy
Casting Time:1 hour
Range:10 feet
Components:V, S, M (a trained musical frog worth at least 1,000 rupees)
Duration:Instantaneous
You return the spirit of a dead beast, magical beast, or monstrosity within range to return it to life with 1 hit point regardless of if the creature is willing, provided that it has been dead no longer than 200 years. If the soul is not at liberty to rejoin the body, the spell fails.
The spell also neutralizes any poisons and cures any nonmagical diseases that affected the creature at the time it died. The spell doesn’t, however, cure any magical diseases, curses, or similar effects; if these aren’t first removed prior to casting this spell, they take effect when the creature returns to life. The spell cannot return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking the body parts or organs integral to its survival the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Revali’s Gale
2nd-level Conjuration
Casting Time:1 action
Range:Self (5 foot radius)
Components:S, V, M (a Rito feather)
Duration:1 round
Each creature within range is pushed 50 feet directly upwards into the air. An unwilling creature may make a Strength saving throw to ignore this effect. This updraft remains until the end of your next turn, allowing those pushed upwards to remain there for the duration and allowing others that enter the area to be pushed upwards as well.
Riju’s Charge
3rd-level Conjuration
Casting Time: 1 bonus action
Range: Self (30 foot radius)
Components:S, V, M (a gold bracelet)
Duration: 1 minute
The air in a 30-foot radius sphere around you becomes supercharged with static, making the next ranged attack roll that hits an enemy within the area explode with lightning, dealing an additional 3d10 lightning damage to that target and all enemies within 10 feet of them. Each round the radius of this spell increases by an additional 30 feet and once damage is dealt by this spell it immediately ends.
Seed Shot
Conjuration Cantrip
Casting Time:1 action
Range:60 feet
Components:S
Duration:Instantaneous
You create a small seed that propels itself towards your target. On a hit, the target takes 1d8 bludgeoning damage. If you choose to, you may use Dexterity as your spellcasting ability score for this spell in place of your normal spellcasting ability.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sidon’s Bubble
3rd-level Conjuration
Casting Time: 1 bonus action
Range:Self
Components:V, M (a polished piece of silver)
Duration:1 round
A bubble of water surrounds you, making you immune to the next attack or spell that deals damage to you before the end of your next turn. If you take the attack action with this bubble still intact you may use your attack action on all creatures within a 15-foot cone of you, dealing slashing damage instead of the usual damage type and ending this spell.
Snapshot
Illusion Cantrip
Casting Time:1 action
Range:Self
Components:S, M (a piece of paper)
Duration:Instantaneous
Swirling colors appear on the paper you use to cast this spell, displaying an image of what you were viewing when you first cast this spell. You may also use a bonus action to dismiss an image created in this way.
Spell Spell
6th-level Transmutation
Casting Time:1 action
Range:120 feet
Components:V, S, M (jelly from a Bot)
Duration:Concentration, up to 1 hour
You transform all enemies you can see within range into Bots, though they can succeed on a Wisdom saving throw to resist the transformation. A shapechanger can automatically choose to succeed on the save. The target’s game statistics, including mental ability scores, are replaced by the statistics of the Bot, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form and the target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Spirit Tracks
3rd-level Conjuration
Casting Time:1 minute
Range:500 feet
Components:V, S, M (a blueprint for the structure being created)
Duration:Instantaneous
You conjure materials and create a road or train tracks at an unoccupied point within range that is no larger than a 50-foot cube in dimensions. This structure is made of magical materials and any material that is removed from the structure immediately disappears.
At Higher Levels: The structure’s maximum dimensions increase by 25-feet in all directions for each spell level beyond 3rd.
Spirit Vessel
6th-level Necromancy (ritual)
Casting Time:1 action
Range:Touch
Components:V, S, M (a teardrop from a Twili)
Duration:Concentration, up to 10 minutes
You touch a willing creature to have them enter the Ethereal Plane. While in the ethereal plane the creature can see up to 60 feet into the Material Plane and creatures in the Material Plane can see the creature as a ghost, however creatures can’t affect or be affected by anything on the other plane. During this time the creature can move through other creatures and objects as if they were difficult terrain, taking 1d10 force damage if they end their turn inside an object or creature.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Stasis
1st-level Transmutation
Casting Time:1 action
Range:60 feet
Components:V, S, M (a piece of a metal chain)
Duration:Concentration, up to 1 minute
One inanimate object that is moving within range immediately stops moving for the duration of this skill. It retains its original momentum when it begins moving again, however you can apply force on it while it is stopped to change and increase this momentum.
At Higher Levels. When you cast this spell with a 5th level spell slot or higher it can target animate objects or creatures as though the Hold Monster spell was used on them.
Stormy Night
3rd-level Conjuration
Casting Time:10 minutes
Range:Self (5 mile radius)
Components:V, S, M (rain from a natural storm)
Duration:Concentration, up to 8 hours.
The weather around you becomes incredibly stormy, complete with strong winds, heavy rain, thunder, and lightning (even indoors). When you end your concentration on this spell, the weather quickly clears up, returning to normal after 1d4 + 10 minutes.
Summon Scarecrow
Conjuration Cantrip
Casting Time:1 action
Range:120 feet
Components:V, M (a piece of straw)
Duration:Until dispelled
A living, Medium-sized, immobile scarecrow is summoned within range. The scarecrow has 25 hit points, 10 in all ability scores, and 10 AC. The scarecrow cannot move (except to dance in place) or take actions, nor is it considered hostile towards any creatures. You may have a single scarecrow summoned at a time in this way and may dismiss the scarecrow with a bonus action.
Summon Soldier
1st-level Conjuration
Casting Time:1 action
Range:90 feet
Components:V, S, M (a shard of iron)
Duration:Concentration, up to 1 hour
You call forth a soldier made of iron, paint, or shadows to do your bidding. It manifests in an unoccupied space that you can see within range.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to protect you from harm. When dismissed, the soldier’s equipment fully disappears along with it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, use the higher level where the spell’s level appears in the stat block.
Sunrise/Sunset
1st-level Transmutation
Casting Time:1 minute
Range:Self (10 foot radius)
Components:V, S
Duration:Instantaneous
You and up to 10 willing creatures you can see are suspended in time and warped into the future, remaining motionless and unable to be interacted with until the next sunrise or sunset. Creatures in combat with you or in combat with creatures being warped by you may also choose to be warped into the future in this way.
Time Block
1st-level Conjuration (ritual)
Casting Time:1 action
Range:60 feet
Components:V
Duration:Concentration, up to 1 hour
A perfect 10-foot cube appears at an unoccupied point within range of your choosing. This cube cannot be damaged by any means and is frozen in time, unable to be moved in any way (including by gravity).
Time Jump
9th-level Transmutation
Casting Time:1 minute
Range:Self
Components:V, M (a golden sundial worth 500 rupees, which the spell consumes)
Duration:Concentration, up to 1 hour
When cast, you pick a specific time period in the past. While concentrating on this spell you may use your action to move from that time period to the present and vice-versa. Altering things in the past can change the present, so it is best to be cautious when using this spell.
Time Portal
7th-level Conjuration
Casting Time:1 minute
Range:10 feet
Components:V, M (a golden sundial worth 500 rupees, which the spell consumes)
Duration:Until dispelled
As you cast the spell, you draw a 10-foot-diameter circle in the air that links your location to a time period in the past. A shimmering portal opens within the circle and remains open until dispelled. Any creature that enters the portal instantly appears in the same location in the new period of time.
The same location in the past maintains its own portal as well in the same location, allowing travel to the present from the location. Altering things in the past can change the present, so it is best to be cautious when using this spell.
Time Sync
3rd-level Abjuration (ritual)
Casting Time:1 action
Range:120 feet
Components:V, S
Duration:Instantaneous
A creature that is not within its normal time period is immediately banished to the time period it’s from. If that creature is unwilling it may make a Wisdom saving throw to ignore this effect.
Tulin’s Gust
1st-Level Evocation
Casting Time:1 bonus action
Range:Self (30 feet)
Components:V, S, M (a feather)
Duration:Instantaneous
A gust of wind appears behind you, pushing you and all creatures within a 30 foot long and 5 foot wide line from you 15 feet away from your original position. A creature may make a Strength saving throw to ignore this movement. In addition, the gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.
Urbosa’s Fury
3rd-level Evocation
Casting Time:1 action
Range:Self (20 foot radius)
Components:V, S
Duration:Instantaneous
Each enemy within range of this spell must make a Constitution saving throw. On a failed save they take 6d6 lightning damage and cannot take reactions until the end of your next turn, or half damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Vehicle Sigil
2nd-level Conjuration (ritual)
Casting Time:1 action
Range:Touch
Components:S, M (paint made from a luminous stone)
Duration:Until dispelled
When you cast this spell as a ritual you draw a sigil on a vehicle you are currently in the driver’s position of, marking it as your own.
From then on when you cast this spell you summon that specific vehicle, moving it and objects (not creatures) within it to an unoccupied area within 50 feet of you. If there is not enough space to summon the vehicle it cannot be summoned in this way. When you draw a new sigil fot this spell the previous one vanishes.
Wind Compass
1st-level Transmutation (ritual)
Casting Time:1 action
Range:Self (5 mile radius)
Components:V, S, M (a twig from a tall tree)
Duration:Concentration, up to 8 hours
You immediately alter the direction of the wind within the area for the duration of this skill, however this does not change its intensity or anything else in regards to the weather. You must be outdoors to cast this spell and moving indoors or underground ends the spell early.
Wisdom’s Will
5th-level Enchantment
Casting Time:8 hours
Range:Touch
Components:V, S, M (A timeshift stone worth at least 1,000 gp, which the spell consumes)
Duration:Instantaneous
After spending the casting time tracing magical pathways within a timeshift stone, you touch a Huge or smaller statue or similar construct, granting it life and giving it the ability to move, think, and speak as though it were a living creature. Your GM chooses statistics appropriate for the creature and the construct obeys your commands until you or your companions do anything harmful to it.
Yunobo’s Cannonball
2nd-Level Transmutation
Casting Time:1 action
Range:Self
Components:V, S
Duration: Instantaneous
You transform into a living cannonball, immediately moving up to your speed in a single direction or until you hit a creature or object. When hitting a creature or object you explode, forcing all creatures within 10 feet of where you stopped to make a Dexterity saving throw, taking 3d6 fire damage on a failed save or half as much damage on a successful one. This spell deals double damage to constructs and objects and your movement from this spell does not provoke opportunity attacks.