Spells
All D&D spells
Aalldam's Waterspray
NRCToSConverted from: The Great Net Spellbook
Converted from: The Great Net Spellbook
You create a high-pressure line of water, 50 feet long and 10 feet wide, which gushes out from your hands. All creatures within the area must make a Strength saving throw. A creature takes 4d8 bludgeoning damage and is knocked prone on a failed saving throw, or half as much damage and remains standing on a successful one.
This spell can also be used to put out fires in a 20-foot cube centered on your target.
At Higher Levels
When you cast this spell with a 4th-level or higher spell slot, you inflict an additional 1d8 damage for each slot level above 3rd.
Aard
WITCHERHLATarget: Self (20-foot cone).
Target: Self (20-foot cone).
You send out a blast of thunderous force. Each creature in a 20-foot cone must make a Strength saving throw. A creature takes 2d6 thunder damage and is pushed back 15 feet in a line away from the caster on a failed save. On a successful save the targets only take half damage and are not moved.
School of the Griffin bonus: The damage when casting Aard increases by an additional 1d6. Large or smaller creatures that fail the saving throw are also knocked prone.
At Higher Levels
When you cast this spell using a 2nd level spell slot or higher, the damage increases by 1d6 for each slot level above 1st.
Abduct
DarkMatterThis spell teleports a creature within range to your location. An unwilling creature can make a Charisma saving throw to resist this effect. Moreover, you must know the target's precise location when you cast this spell. If the target is more than 100 feet from its supposed location, it has advantage on its saving throw. If it is more than 500 feet away, the spell fails. On a failed save, the target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted.
This spell teleports a creature within range to your location. An unwilling creature can make a Charisma saving throw to resist this effect. Moreover, you must know the target's precise location when you cast this spell. If the target is more than 100 feet from its supposed location, it has advantage on its saving throw. If it is more than 500 feet away, the spell fails. On a failed save, the target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted.
Abduct
ValdaSpire24This spell attempts to teleport a creature within range to your location. You must know the target's precise location when you cast this spell; if it is more than 100 feet from its supposed location, the spell fails. The target must succeed on a Charisma saving throw or be teleported to an unoccupied space you can see within 30 feet of yourself. You can magically bind the target with nearby restraints, such as Manacles, when it is teleported. When the spell ends, you choose whether the target remains in its location or if it is teleported back to the location from which it left.
This spell attempts to teleport a creature within range to your location. You must know the target's precise location when you cast this spell; if it is more than 100 feet from its supposed location, the spell fails. The target must succeed on a Charisma saving throw or be teleported to an unoccupied space you can see within 30 feet of yourself. You can magically bind the target with nearby restraints, such as Manacles, when it is teleported. When the spell ends, you choose whether the target remains in its location or if it is teleported back to the location from which it left.
Abduct
VSSThis spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted.
This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted.
Aberrate
ValdaSpire24This spell causes your anatomy to become fluid. For the duration, any Critical Hit against you becomes a normal hit.
This spell causes your anatomy to become fluid. For the duration, any Critical Hit against you becomes a normal hit.
Immediately after you take damage while this spell is active, you can take a Reaction to gain Resistance to that damage type until this spell ends or until you take this Reaction to gain Resistance to a different damage type. This Resistance doesn't apply to the triggering damage.
Aberrate
VSSThis spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits.
This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits.
Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage.
Abeyed Discharge
UltimateAdventurerYou conjure an eruption of force in the future. Choose a point within range to be the center of the explosion, which can't be detected. When your concentration on this spell ends, a 30-foot-radius sphere centered on the chosen point erupts with power. Each creature in the area must make a Constitution saving throw. A creature takes 5d8 force damage on a failed save, or half as much on a successful one.
You conjure an eruption of force in the future. Choose a point within range to be the center of the explosion, which can't be detected. When your concentration on this spell ends, a 30-foot-radius sphere centered on the chosen point erupts with power. Each creature in the area must make a Constitution saving throw. A creature takes 5d8 force damage on a failed save, or half as much on a successful one.
At Higher Levels
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Abhorrence
KPDMYou temporarily make a creature within range less appealing to others. The target makes a Wisdom saving throw against your spell. On a successful save, the spell is ineffective. On a failed save, the next time the creature makes a Charisma check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
You temporarily make a creature within range less appealing to others. The target makes a Wisdom saving throw against your spell. On a successful save, the spell is ineffective. On a failed save, the next time the creature makes a Charisma check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
Abhorrent Apparition
KPDMYou imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels
If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Abi-Dalzim's Horrid Wilting
Xanathar's Guide to EverythingYou draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
Abi-Dalzim's Horrid Wilting (ERS)
EnhandersRevisedSpellsYou draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
A creature that fails the saving throw undergoes severe hydration; unless it is completely submerged in water it takes 6d8 necrotic damage at the start of each of its turns. At the end of each of its turns, it may repeat the saving throw to end this effect on a success.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
Abi-Dalzim's Horrid Wilting (reckoning)
AbiDalzimsYou draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
As a Reckoning
When you cast this spell as a reckoning, the spell's range increases to "Sight," and its area increases to a 10-mile radius. Any nonmagical plant within the spell's area that withers and dies blights the land around it; no nonmagical plant can grow in its space for 100 years.
In addition to its normal components, casting this spell as a reckoning requires a scythe made of black onyx and a mummy's bones worth at least 10,000 gp, which the spell consumes.
Abi-Dalzim's Horrid Wilting (Revised)
TEB:SRYou draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d10 necrotic damage on a failed save, or half as much damage on a successful one.
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d10 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
Abiding Webs
BoLSYou create a 20-foot cube of sticky webs at a point you can see. Abiding webs works identically to web, except as noted otherwise.
You create a 20-foot cube of sticky webs at a point you can see. Abiding webs works identically to web, except as noted otherwise.
These webs are crawling with tiny, harmless spiders. Damage to the web is repaired by the spiders that live in it, at the rate of one 5-foot cube per round (125 cubic feet; the entire volume of the webs can be sixteen times this size). This repair occurs on initiative count 20. If the webs are completely destroyed, the spell ends. The spiders themselves are immortal and need neither air nor food to survive; the magic of the spell produces more spiders as needed.
Ability Rip
BB1000SYou can rob a creature of one of its inherent aptitudes and give that capability to an ally. Choose one ability score. One creature of your choice within range makes a saving throw with that ability score. On a failure, the target has disadvantage on checks and saving throws with the chosen ability score. In addition, the target has disadvantage on attack rolls using the chosen ability score, and deals only half damage with such attacks if they are weapon attacks.
You can rob a creature of one of its inherent aptitudes and give that capability to an ally. Choose one ability score. One creature of your choice within range makes a saving throw with that ability score. On a failure, the target has disadvantage on checks and saving throws with the chosen ability score. In addition, the target has disadvantage on attack rolls using the chosen ability score, and deals only half damage with such attacks if they are weapon attacks.
When you cast this spell, choose another willing creature within 30 feet. For the duration, that creature gains advantage on all ability checks and saving throws with the ability score you chose. In addition, that creature gains 25 temporary hit points.
At the end of each of the first target's turns, it can make a saving throw against the spell. It makes the saving throw with the ability score you chose, but the disadvantage inflicted by this spell does not affect saving throws against it. On a successful save, the spell ends.
Ability Rip
Elminsters Guide to MagicYou can rob a creature of an inherent ability and give that ability to an ally. Make a melee spell attack against a creature within reach. On a hit, choose one ability score. For the duration, the target has disadvantage on checks and saving throws with the chosen ability score. In addition, the target deals only half damage with weapon attacks (whether they involved the chosen ability score or not), and has disadvantage on attack rolls.
You can rob a creature of an inherent ability and give that ability to an ally. Make a melee spell attack against a creature within reach. On a hit, choose one ability score. For the duration, the target has disadvantage on checks and saving throws with the chosen ability score. In addition, the target deals only half damage with weapon attacks (whether they involved the chosen ability score or not), and has disadvantage on attack rolls.
When you cast this spell, choose another willing creature within 30 feet. For the duration, that creature gains advantage on all ability checks and saving throws with the ability score you chose. In addition, that creature gains 25 temporary hit points.
At the end of each of the first target's turns, it can make a saving throw against the spell. If you chose Strength, Dexterity, or Constitution, it makes a Wisdom saving throw. If you chose Intelligence, Wisdom, or Charisma, it makes a Constitution saving throw. On a successful save, the spell ends.
Ablative Armor
BB1000SYou touch one suit of armor, which hardens with an extra layer of protection against attacks. The armor gains temporary hit points equal to 1d4 + your spellcasting ability modifier. While the armor still has these temporary hit points, its wearer has resistance to all damage except psychic damage. Each time the wearer takes damage that is not psychic damage, the same amount of damage is dealt to the armor's hit points.
You touch one suit of armor, which hardens with an extra layer of protection against attacks. The armor gains temporary hit points equal to 1d4 + your spellcasting ability modifier. While the armor still has these temporary hit points, its wearer has resistance to all damage except psychic damage. Each time the wearer takes damage that is not psychic damage, the same amount of damage is dealt to the armor's hit points.
The spell ends early if the temporary hit points are depleted, if the armor is doffed, or if the spell is cast again on the same suit of armor. You can also dismiss the spell as an action.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st.
Ablative Hide
Psions PrimerWhen you are hit by an attack, you can instantly transmogrify the outer layer of your skin into a dense metamaterial that absorbs the impact before flaking away. You gain a +2 bonus to AC until the start of your next turn. This bonus applies against the triggering attack.
Psi Cost
1 psi point
Psychic Components
Observable
When you are hit by an attack, you can instantly transmogrify the outer layer of your skin into a dense metamaterial that absorbs the impact before flaking away. You gain a +2 bonus to AC until the start of your next turn. This bonus applies against the triggering attack.
Intensify
When you spend extra psi points to manifest this augment, the bonus to AC increases by 1 for each additional psi point spent beyond the minimum cost.
Ablative Ward
SpellsBySwEckyYou touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this the imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creatures next turn it instead gains one less temporary hit point (3 temporary hit points). This repeats each time the temporary hit points are exhausted, until no temporary hit points would be gained.
You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this the imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creatures next turn it instead gains one less temporary hit point (3 temporary hit points). This repeats each time the temporary hit points are exhausted, until no temporary hit points would be gained.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the initial temporary hit points increases by 1 for each slot level above 1st.
Abolish Shadows
BB1000SA burst of energy radiates from you in a 30-foot radius, dispelling shadowy foes and magical darkness alike. Creatures of your choice within 30 feet of you must make a Constitution saving throw or take 4d8 radiant damage. Creatures with vulnerability to radiant damage have disadvantage on this saving throw.
A burst of energy radiates from you in a 30-foot radius, dispelling shadowy foes and magical darkness alike. Creatures of your choice within 30 feet of you must make a Constitution saving throw or take 4d8 radiant damage. Creatures with vulnerability to radiant damage have disadvantage on this saving throw.
If the spell's area overlaps with an area of darkness created by another spell, make an ability check using your spellcasting ability. The DC equals 10 + the other spell level. On a successful check, the other spell ends. Multiple magical darkness spells can be abolished in this way.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for each slot level above 3rd, and if the spell's area overlaps with one or more areas of darkness created by spells of 2nd level or lower, those spells end immediately.
Abolish Shadows
PPSUEA burst of positive energy leaps out from around you, disrupting shadows and evil spirits in the area. Incorporeal creatures, such as wraiths, ghosts, or shadows automatically take 5d6 radiant damage. If any of this spell's area intersects with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
A burst of positive energy leaps out from around you, disrupting shadows and evil spirits in the area. Incorporeal creatures, such as wraiths, ghosts, or shadows automatically take 5d6 radiant damage. If any of this spell's area intersects with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
At Higher Levels
When you cast this spell using a slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Abolish Shadows
Elminsters Guide to MagicA burst of energy radiates from you in a 30-foot radius, dispelling shadowy foes and magical darkness alike. Creatures of your choice within 30 feet must make a Constitution saving throw or take 4d8 radiant damage. Creatures with vulnerability to radiant damage have disadvantage on this saving throw.
A burst of energy radiates from you in a 30-foot radius, dispelling shadowy foes and magical darkness alike. Creatures of your choice within 30 feet must make a Constitution saving throw or take 4d8 radiant damage. Creatures with vulnerability to radiant damage have disadvantage on this saving throw.
If the spell's area overlaps with an area of darkness created by another spell, make an ability check using your spellcasting ability. The DC equals 10 + the other spell level. On a successful check, the other spell ends. Multiple magical darkness spells may be abolished in this way.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for each slot level above 3rd, and if the spell's area overlaps with one or more areas of darkness created by spells of 2nd level or lower, those spells end immediately.
Abrasive Growth
SurgebinderYou imbue the ground with extreme progression power making plants grow violentlly. Each creature of your choice within 60 feet of a point you can see within range must make a Dexterity saving throw, taking 12d6 piercing damage as big spines sprout from below on a failure, and taking half the damage on a success.
You imbue the ground with extreme progression power making plants grow violentlly. Each creature of your choice within 60 feet of a point you can see within range must make a Dexterity saving throw, taking 12d6 piercing damage as big spines sprout from below on a failure, and taking half the damage on a success.
The area is then infused with abrasion magic for 1 minute. Designate any number of creatures to be unaffected by this magic. Your speed is doubled, while the speed of affected creatures is halved in the area for the duration.