CometStorm . . . by ?: '''''At Higher Levels.''''' When you cast this spell using a spell slot of 10th level or higher, the number of of comets increases by 2 for each slot level about 9th and the damage of each comet increases by 2d6 cold damage and 2d6 bludgeoning damage.
FindGreaterSteed . . . by ?: DEPRECATED, COMBINED WITH FIND STEED
Spellsteal . . . by ?: (:CastingTime: 1 reaction, when a spell ends in range:) ->You may attempt to steal magical effects that dissipate from nearby creatures for yourself. When a spell ends involuntarily, such as by being dispelled or by a creature losing concentration, you may attempt to steal that magical effect for yourself. If the spell is 2nd level or lower, you steal the effects of it automatically. If the spell is 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you gain the effects of this spell.
EarthShock . . . by ?: ->You call upon the spirit of earth to strike your enemy instantly and attempt to disrupt their spells. The target must succeed on a Constitution saving throw or take 2d4 bludgeoning damage, or half as much damage on a successful one. Saving throws made to maintain concentration against this damage are made with disadvantage, and the DC is equal to 10 or the damage dealt (rather than half of the damage).
Windfury . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 10th level or higher, the duration increases by one increment for each slot level above 9th.
WanderingPlague . . . by ?: ->You create a new disease that carries the effects of all negative conditions, spells, poisons, curses, diseases, and similar effects to nearby enemies. All living creatures within 30 feet of the target (except you) make a Constitution save or contract this new disease, gaining all of the effects for the same duration as the effects on the target. Any of the effects transferred by this disease that are from concentration spell effects end if the concentration spell is dropped. This spell counts as a disease. The GM is the final arbiter on what effects can be spread with this spell. ->You may cast this spell on the same turn that you cast another spell of 1st level or higher, but only if it deals necrotic, poison, or shadow damage, or if it inflicts a curse, disease, or the poisoned condition. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, you may exclude one creature in the radius of the spell's area from crontracting the disease for each slot level above 2nd.
WarDrums . . . by ?: ->The invigorating sound of war drums echoes outwards from you, spurring them to make short work of your opponents. Melee weapon attacks made by you and all allies within 30 feet that can hear you deal an additional 1d6 damage, and are magical for the purpose of bypassing damage resistance. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each two slot levels above 3rd.
TrueshotAura . . . by ?: ->An aura of clarity and focus radiates from you in an aura with a 30-foot radius. Ranged weapon attacks made by you and all allies within 30 feet that can hear you deal an additional 1d6 damage, and are magical for the purpose of bypassing damage resistance. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each two slot levels above 3rd.
Tranquility . . . by ?: ->Ethereal music, healing rain, and wisp-like lights fill the area around you, restoring life to the creatures in the immediate area, extinguishing exposed flames in the area and Drenching creatures for the duration of the spell. When you cast this spell, and at the beginning of your turn for the duration of the spell, you 6d4 hit points divided as you wish between yourself and creatures within 30 feet of you. A single creature can receive all of this healing, or you may divide it freely among creatures in the area. This spell cannot heal undead and constructs.
HammerOfJustice . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, the lightning and thunder damage each increase by 1d6 for each slot level above 2nd.
Sting . . . by ?: (:Duration: (C) 1 minute:) ->At the end of each of the affected target's turns, they may make a Constitution saving throw, ending the poisoned condition early on a success. This spell only requires concentration while a creature is affected by the poisoned by this spell, but it ends early if you cast it again or cast another smite spell, such as ''[[Spells/SearingSmite | searing smite]]'' or ''[[Spells/WrathfulSmite | wrathful smite]]''.
Soulstone . . . by ?: ->A creature whose soul has been frayed by repeated resurrections is harder to bind into a soulstone. If a creature's Resurrection DC exceeds their level or CR, the soulstone requires an attunement slot.
Shadowburn . . . by ?: ->You lash out with shadowflame against a creature you can see within range. The target must make a Dexterity saving throw. The target takes 12d6 fire damage and 12d6 shadow damage on a failed save, or half as much damage on a successful one. The creature has disadvantage on the saving throw if they have less than half of their remaining hit point total. ->If you use a soul shard to cast this spell, you may reroll any number of damage dice, but must take the new results even if they are lower. If this spell reduces a creature to 0 hit points, they die and you gain two soul shards, which don't count against your normal limit of one soul shard.
ShadowWordPain . . . by ?: ->You utter a word of inconceivable darkness that clouds the target's mind with fear and suffering. The target takes 3d6 shadow damage and must make a Wisdom saving throw. On a failure, they are affected by the malign words, taking 3d6 shadow damage at the beginning of its next 3 turns. If the target fails the saving throw by 5 or more, it is also blinded for the duration of the spell.
ShadowProtection . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature for each slot level above 3rd. When you using a spell slot of 5th level or higher, the range of the spell increases to 30 feet.
ShadowBoltVolley . . . by ?: ->You unleash a constant stream of lesser shadow bolts and lob them in the general direction of your foes. The shadow bolts obliterate an area within a 20-foot radius cube. The chaotic volley launches 6 shadow bolts at targets of your choice spell's area. Make a spell attack roll for each shadow bolt. On a hit, the target takes 1d8 shadow damage, and it can't regain hit points until the start of your next turn. These shadow bolts gain any benefits conferred to cantrips. ->On each of your turns for the duration, you can use your action to hurl another volley of shadowbolts, though the new point of origin for the cube must be within 30 feet of the first. The spell ends early if you use your action to do anything else ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the number of shadow bolts conjured each round increases by 2 for each slot level above 5th.
SealOfTheCrusader . . . by ?: ->Your eyes glow with zeal, and your strikes come like a righteous thunder. When you cast the spell, and on subsequent turns as a bonus action, you can make a single melee weapon attack. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, you may make a melee or ranged weapon attacks with the spell. When you cast this spell using a spell slot of 7th level or higher, you can make two weapon attacks with the spell.
RighteousDefense . . . by ?: ->You surround an ally with holy protection. The next 3 single-target attacks that would hit the protected friendly target damage you instead, as long as you are within 30 feet of the protected target. You suffer the damage and effects of the attack as if you were hit with the attack, rather than the target. This damage does not provoke concentration saving throws, and you have advantage on concentration checks to maintain this spell. After taking 3 attacks for the shielded ally, the spell ends.
Renew . . . by ?: ->You reach out with a hand of light. A target within range regains hit points equal to 6d4 + your spellcasting ability modifier. Then, at the beginning of the creature's next three turns, they recover 3d4 hit points. This spell has no effect on undead or constructs. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, the initial healing increases by 2d4 for each slot level above 3rd, and the healing per round increases by 1d4 for each slot level above 3rd.
Rejuvenation . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 1st level or higher, the healing each round increases by 1d6 for every slot levels above 1st.
Purge . . . by ?: ->Finally, this spell is especially effective on creatures not native to your plane of existence, or creatures created by magic. If this spell targets a creature, and that creature was created by a spell (such as a raised skeleton) or is not native to this plane of existence (such as an elemental or demon), the creature must make a Charisma saving throw or be banished to their home plane (if they are not native to this plane) or destroyed. On a success, the target takes 5d6 lightning damage.
NetherTempest . . . by ?: ->When the nether tempest appears, all creatures within 30 feet of the target (including the target, if it is a creature) must make a Dexterity saving throw or take 4d12 arcane damage as the rift opens. Objects in the area are also bombarded by this energy ->At the start of your turn, arcane energy bombards the area. Roll 2d4. The tempest creates that many arcane missiles, each of which hits a creature of your choice within 30 feet of the tempest. Each missile deals 1d4 +1 force damage. The darts all strike simultaneously, and you can direct them to hit one creature or several. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d12 for each slot level above 7th, and the number of magic missiles conjured each turn increases by 1d4 for every two slot levels above 7th.
NaturesCurse . . . by ?: ->You touch a manufactured item and attempt to allow nature to reclaim it. The creature wearing or carrying the item must make a Charisma saving throw. Unoccupied items automatically fail this saving throw. ->On a failed save, the item is reclaimed by nature. Metal rusts, edges blunt, and wood begins to grow branches and leaves. Using weapons affected by this curse grant disadvantage on attack rolls and deal half damage. Armor and shields provides only half their normal bonus to AC, rounded down. Tools only allow you to add half of your proficiency bonus, and checks with it are made with disadvantage. The GM may rule other effects apply as well.
Moonglaive . . . by ?: ->You conjure a moonglaive of pure moonlight and hurl it at a target. Take the Attack action, replacing one of your attacks with a ranged spell attack. On a hit, the target takes 1d6 + your spellcasting modifier radiant damage.
MindFlay . . . by ?: (:Range: 30 feet:) ->You reach out and create a line of scintillating energy that connects your mind to that of the target, assaulting their psyche with a barrage of psychic energy. The target must make an Intelligence saving throw. On a failed save, the target takes 3d8 psychic damage, and at the start of each of your turns for the duration, you deal 2d8 psychic damage to the target automatically. On a successful save, the creature takes half as much damage, and the spell ends. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd, and the damage on subsequent rounds increases by 1d8 for every two slot levels above 3rd.
ManaBurn . . . by ?: ->A streak of blue energy arcs towards a target, disrupting their connection to their own reserves of magic. Make a ranged spell attack. On hit, the target takes 4d4 arcane damage and then loses up to that much mana. This spell has no effect on creatures that do not have spellcasting. A creature with Innate Spellcasting is still damaged by this spell, but loses no mana. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
ManaBreak . . . by ?: [[!{$:Level} Level Spells]] [[!Verbal]]
LivingBomb . . . by ?: ->A creature you can see within range must make a Constitution saving throw. On a successful save, the target takes 4d6 fire damage and the spell ends. On a failure, you successfully plant a flaming mark on the target, which detonates at the beginning of that target's next turn. ->If a creature other than the marked creature fails this saving throw, that creature is marked by a lesser Living Bomb, which detonates at the beginning of their next turn. It and creatures within 10 feet of the bomb must make a Dexterity saving throw or suffer 4d6 fire damage, or half as much on a successful saving throw.
Lightwell . . . by ?: ->The lightwell has 200 hit points of healing energy. For the duration of the spell, you and your allies within 40 feet of the lightwell may draw health from the lightwell as a bonus action, restoring up to 20 hit points. Healing spells cast on the lightwell add the hit points restored to the lightwell, but do not extend the well's duration. Casting this spell on an existing lightwell extends the duration by 10 minutes and adds an additional 200 hit points of healing energy to the well. ->Lightwells cannot be targeted or destroyed by normal means, but is affected by dispel magic normally. Constructs and undead cannot draw energy from this well.
Innervate . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 8th level or higher, the target regains 1d12 mana for an additional turn for each slot level above 7th.
InnerFire . . . by ?: (:CastingTime: 1 bonus action:) (:Range: 60 feet:) (:Duration: (C) 10 minutes:) ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st.
IceBlock . . . by ?: ->As a reaction when you take damage, you can entomb yourself in ice. You immediately gain 150 temporary hit points, which take as much of the triggering damage as possible. While you have these temporary hit points from this spell, you are frozen. ->At the start of your next turn, the ice melts; you lose any remaining temporary hit points, and your movement speed becomes 0 until the end of your turn. If the temporary hit points are all lost before that, you must make a DC 15 Constitution saving throw or be Incapacitated until the end of your next turn.
HolyShield . . . by ?: ->While holding this blessed shield, it provides you with a +2 bonus to your armor class. This bonus stacks with existing magical bonuses on the shield, to a maximum of +3. If a creature misses you with an attack, and the creature is within 5 feet of you, the shield flashes with holy fire. The attacker takes 2d8 holy damage. After you are missed by 8 attacks while affected by this spell, the spell ends.
HolyLight . . . by ?: ->You call a beam of pure Holy Light from the heavens, bathing you and an ally in its succor. Your target regains 8d6 hit points and you regain hit points equal to half of that amount. This spell has no effect on constructs. ->If used on an undead creature, that creature make a Dexterity saving throw or suffer 8d6 holy damage, or half as much damage on a successful one. You regain hit points equal to half the damage dealt. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the healing or damage are increased by 2d6 for each slot above 4th.
Hellfire . . . by ?: ->Waves of white-hot fire engulf the area surrounding you as you cackle with fel power, horribly burning all creatures and unattended objects. As you concentrate, the fires continue to burn at the cost of your own life force. All other creatures within 15 feet of you must make a Dexterity saving throw or take 14d8 fire damage, or half as much damage on a successful one, and you take 2d6 fire damage that cannot be reduced by any means, but it does not provoke a concentration saving throws. Additionally, the fel magics that flow through you empower you, giving you advantage on concentration checks. On your turn, you can use your action to continue channeling hellfire, increasing the radius by 5 feet each time. If you move more than half your speed or use your action for anything besides channeling hellfire, the spell ends. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 9th level or higher, the fire damage increases by 4d6, but the damage you take increases by 1d6 for each slot level above 8th.
GreaterVoidCall . . . by ?: [deleted] (:Source: Homebrew:) ''{$:Level}-level {$:School}'' [[<<]] '''Casting Time:''' {$:CastingTime} [[<<]] '''Range:''' {$:Range} [[<<]] '''Components:''' {$:Components} ''(a vial filled with memories or possibility)'' [[<<]] '''Duration:''' {$:Duration} ->You utter words of darkness, summoning one aberration from the roiling Void. You choose the aberration’s type, which must be one of challenge rating 5 or lower. The aberration appears in an unoccupied space you can see within range, and the aberration disappears when it drops to 0 hit points or when the spell ends.
GhoulTouch . . . by ?: ->You imbue your hand with the chill of the grave. Make a melee spell attack. On a hit, the target takes 3d6 + your spellcasting ability modifier shadow damage and makes a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of of each of its turns, ending the effect on itself on a success. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, the damage of this spell increases by 1d6 for each slot above 2nd level.
FrostShock . . . by ?: ->You lash out with the spirits of ice, flash-freezing an enemy solid. The target must succeed on a Constitution saving throw or take 10d4 cold damage and be chilled for one round, or half as much damage on a successful one, avoiding the chilling effect. ->When you cast this spell, you can cast a second spell of 1st level or higher on your turn, but only if it deals cold damage. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the damage of this spell increases by 2d4 for each slot above 4th level.
FlameShock . . . by ?: ->When you cast this spell, you can cast a second spell of 1st level or higher on your turn, but only if it deals fire damage. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, the damage of the initial effect increases by 2d4 for each slot above 2nd level.
ElunesGrace . . . by ?: ->'''''At Higher Levels.''''' If you cast this spell using a spell slot of 4th level or higher, the duration is increased by one increment for every two slot levels above 2nd. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
DrainSoul . . . by ?: ->The target must make a Charisma saving throw. On a failed save, the target takes 3d12 shadow damage, or half as much damage on a successful one. On subsequent turns, you use your action to force the target to repeat this saving throw again. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. ->Whenever the spell deals damage to the target, you regain 1 mana for every 5 shadow damage damage the target takes. ->This spell has no effect on undead, constructs, and creatures with no soul (though the GM may allow you to use it on spiritual undead or constructs that have been empowered by soul energy.)
DeathCoil . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. If used to heal an undead creature, the healing increases by 2d8 for each slot level above 3rd.
CurseOfUndeath . . . by ?: ->You curse the target with the chill of the grave. The target must make a Wisdom saving throw or become cursed. While cursed in this way, their creature type changed to undead. They do not count as living, and can no longer be targeted by spells that only affect living creatures, such as cure wounds. Additionally, they no longer require air, food, drink, or sleep. ->Additionally, the acute stop and start of bodily functions can cause physical trauma. When the creature becomes cursed, and again when the curse ends, it must succeed on a Constitution saving throw. On a failed save, the creature suffers 1 level of fatigue, plus 1 additional level for each increment of 5 it fails by. ->''[[Spells/DispelMagic | Dispel magic]]'' has no effect on this spell, but ''[[Spells/RemoveCurse | remove curse]]'' or other similar abilities can remove it. Additionally, any spell that restores life removes this curse. The spell has no effect on undead or constructs.
CurseOfTongues . . . by ?: ->You steal the target's voice with a curse, replacing it with the voice of a terrible demon. The target must make a Charisma saving throw or become cursed. While cursed in this way, any attempts to communicate result in them speaking in the eredun language, whether or not they understand it. If they do not speak eredun, they must make check with their spellcasting ability modifier with DC equal to 15 + the spell's level whenever they try to cast a spell with a verbal component. On a failed check, the spell is lost. ->Regardless, casting beneficial magic in the language of demons is taxing. Casting a spell that deals holy or radiant damage, removes a condition, buffs an ally, or restores hit points to other creatures costs twice as much mana, unless you give yourself disadvantage on attack rolls and your targets advantage on saving throws while casting it. You may not make this choice if you already have disadvantage on attack rolls or if any of your targets have advantage on the saving throws against your spell, or if the spell does not require attack rolls or saving throws.
CurseOfRecklessness . . . by ?: ->You curse the target with terrible rage, making it incapable of precise actions. The target must succeed on a Wisdom saving throw or become cursed. While cursed in this way, the creature has advantage on melee weapon attack rolls, disadvantage on ranged and spell attack rolls, and all attacks against them advantage. Additionally, they must use Strength to make melee weapon attacks. Lastly, you have advantage on all Strength and Wisdom saving throws, but disadvantage on all Dexterity and Intelligence saving throws, as well as saving throws to maintain concentration.
CurseOfAgony . . . by ?: ->You curse your target with incredible, agonizing pain and discomfort. While cursed in this way, at the beginning of the target's turn, they must make a Wisdom saving throw or suffer shadow damage equal to your proficiency bonus plus your spellcasting modifier, or half as much damage on a successful one. Three successful consecutive saving throws lifts this effect early.
Cripple . . . by ?: ->The target must make a Constitution saving throw or be affected by crippling pain. For the duration, the target is Slowed. While Slowed in this way, it is also dazed, and cannot use the Dash action. Additionally, creature has disavantage on disadvantage on attack rolls, ability checks, and saving throws that use Dexterity or Strength. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success.
CreateSpellstone . . . by ?: (:Components: VSM:) '''Components:''' {$:Components} '''(a gemstone worth at least 50gp)''' [[<<]] ->You conjure raw magic and infuse the gemstone used as the material component for this spell with it, which increases the potency of all spells you cast while it is in your possession. While you hold the spellstone, your spell damage dice "explode." (When you roll damage for a spell and roll the highest number possible on any of the dice, roll it again and add that roll to the damage.) ->The spellstone is unstable. Whenever your spellstone triggers, roll a d20. If you roll equal to or less than the number of dice that exploded, the spellstone explodes. You and creatures in a 20-foot radius from the stone must make a Dexterity saving throw against your spell save DC. Creautres take 1d10 force damage times the spell's level (minimum of 1d10) on a failed save, or half as much damage on a successul one. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled.
CreateFirestone . . . by ?: (:Components: VSM:) '''Components:''' {$:Components} '''(a gemstone worth at least 50gp)''' [[<<]] ->You conjure elemental fire and infuse the gemstone used in the casting of this spell with it, which flickers with fire and makes your spells do the same. While you hold the firestone, all damaging spells you cast deal fire damage instead of their normal damage type, and are cast as if they were one level higher. When you hit a creature with an attack that deals fire damage, or when a creature fails a saving throw against one, it begins burning. Lastly, your weapon attacks deal an additional 1d6 fire damage ->The firestone is hot to the touch. Anyone holding it, including you, takes 1 fire damage at the beginning of each turn he holds it. ->The gemstone is small enough to hold in the same hand as another object, and it only functions for you - it becomes inert when in the possession of someone else. The stone crumbles to dust after the duration. ->'''''At Higher Levels.''''' When you cast this spell using a 6th level spell slot, the firestone causes your fire spells to cast two levels higher and your attacks to deal 2d6 fire damage. When you cast this spell using an 8th level spell slot, the firestone causes your fire spells to cast three levels higher and your attacks to deal 3d6 fire damage.
Corruption . . . by ?: ->Shadows collect around the target, freezing it with the power of darkness and sapping away the essence of its life. The target must succeed a Constitution saving throw or take 1d4 shadow damage at the beginning of each of its turns and suffer a -1 penalty on saving throws as its life force is slowly stripped away. ->'''''At Higher Levels.''''' When you cast this spell at 3rd level or higher, the damage over time effect increases by 1d4, and the target gets an additional -1 penalty on saving throws for each two spell levels above 1st.
ConjureTrap . . . by ?: (:Duration: Instantaneous:) ->You touch the ground and conjure a magical trap with a floating red or blue crystal in the middle. Once placed, the trap remains until you use an action to dismiss it, you cast this spell again, or it activates when a hostile creature comes within 10 feet of the trap. The caster may attempt to hide the trap by making a Wisdom (Survival) check, which usually takes about 5 minutes of effort. Choose one of the four following effects of the forms. ->'''Explosive.''' Once triggered, the trap explodes with violent force. Creatures within 20 feet must make a Dexterity save or take 4d8 points of fire damage, or half as much damage on a successful one. ->'''Freezing.''' The creature who triggered the trap must succeed on a Constitution save or take 3d8 cold damage, or half as much damage on a successful one. A creature who fails this save is frozen for 1 minute or until it takes damage. ->'''Frost.''' Once triggered, the trap covers the ground within a 30-foot radius with slick frost. Those walking faster than half their speed through the area must succeed a Dexterity saving throw or be knocked prone, taking 1d8 bludgeoning damage from the fall. Targets that have used the Dash action have disadvantage on their roll. The frost lasts for 5 minutes. ->'''Immolation.''' The trap launches molten slag at the creature who triggered it. That creature must make a Constitution saving throw or take 5d8 fire damage and be set on fire, or half as much damage on a success. A creature that fails this saving throw also begins burning.
ConjureManaGemstone . . . by ?: ->You create an enchanted gemstone of pure mana, which you infuse with a portion of your power. Choose a spell of 5th level or lower that you can cast, and that has a casting time of 1 action. You cast that spell – called the stored spell – as a part of casting this spell, expending spell slots for both, but the stored spell doesn't come into effect. Instead, the spell is stored in the gemstone used as the material component of this spell. The enchanted stone lasts until you next finish a long rest, or until you cast this spell again. ->You can activate the stone by crushing it in your hand with a bonus action, unleashing the spell within it with no additional components. Only you can activate the stone, after which it is destroyed. ->'''''At Higher Levels.''''' When you cast this spell at 7th level or higher, the maximum spell level you can store within the conjured gemstone increases by one level for each spell level above 6th.
Conflagrate . . . by ?: ->You harness the ambient and chaotic magic roiling from a character ignited by fire, causing it to explode with intensity. The target, who must currently suffer from the burning condition caused by fire, must make a Constitution saving throw. On a failure, the target takes 18 dice of fire damage, or half as much damage on a successful one. The size of the dice rolled is equal to one larger than the dice from the burning effect (so a d6 burning effect deals d8, a d8 burning effect deals d10, and so on.) After this spell deals its damage, the burning condition is removed.
Combustion . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 9th level or higher, it lasts for an extra fire spell for every two levels above 7th.
ChimeraShot . . . by ?: '''Components:''' {$:Components} [[<<]]
ChainHeal . . . by ?: ->You create a wave of spirit energy that arcs toward a target of your choice that you can see within range. The wave of energy then arcs to another target within 30 feet two additional times. A creature can be affected by this ability more than once, but it must arc away to another target first. ->The spell restores 8d8 + your spellcasting ability modifier hit points to each creature affected by this spell. If a single creature is targeted by multiple waves, the healing they take increases by 4d8 for each wave after the first. ->This spell has no effect on undead or constructs.
CenarionWard . . . by ?: ->You weave ancient runes from the dawn of time into the spirit of a target. While the target is protected by the cenarion ward, primal magics restore their vitality when foes harm them. Each time the protected target takes damage, the ward activates, restoring 2d6 hit points to them at the beginning of their next two turns. The ward may only activate in this way once per turn.
CarrionBeetle . . . by ?: ->You attempt to implant a carrion beetle within the target with a touch attack. If you succeed, the larva bursts out of the enemy's skin at the beginning of his next turn, and must succeed on a Constitution saving throw. The target takes 2d6 piercing damage on a failed save, or half as much damage on a success. ->Regardless, the beetle emerges from their skin and continues attacking them. While a beetle is attacking the creature, it deals 1d6 damage to the target at the end of its turn, and continues attacking the target until it or the target dies. If the target dies, at the beginning of your turn, the creature flies 50 feet towards the closest hostile creature it can see and begins attacking it. The beetle dies when the spell ends ->A single beetle can be killed with an attack as a part of an attack action, as a bonus action by the target or a creature within 5 feet of the target, or when subjected to area of effect damage. ->'''''At Higher Levels.''''' When you cast this spell at 2nd level or higher, the number of beetles increases by 1 for each slot level above 1st. Each beetle increases the initial damage by 2d6, and then begins attacking the target. These beetles must each be killed individually.
ArcaneExplosion . . . by ?: ->You create a tremendous burst of arcane energy that explodes from you. Each creature within 20 feet of you must succeed on a Constitution saving throw. Those creatures take 4d10 force damage on a failed save, or half as much damage on a successful one. ->If you cast this spell again on your next turn, it deals an additional 1d10 force damage
AmplifyMagic . . . by ?: (:title Amplify/Dampen Magic:)
BrillianceAura . . . by ?: ->Success on this check refunds mana spent on the spell equal to the amount the check succeeded by (minimum 1). The aura cannot refund more mana than what was spent, and the caster must have the mana to cast the spell at its full cost to do so. Spells with a limited number of slots are still counted as as spent, even if their entire mana costs are refunded.
BlessingOfWisdom . . . by ?: ->Success on this check refunds mana spent on the spell equal to the amount the check succeeded by (minimum 1). The blessing cannot refund more mana than what was spent, and the blessed target must have the mana to cast the spell at its full cost to do so. Spells with a limited number of slots are still counted as as spent, even if their entire mana costs are refunded.
OrderMagic . . . by ?: (:title Order Magic:) Spells that come from the cosmic force of order act as a counterbalance to those that come from the cosmic force of [[Spells/ChaosMagic | chaos]]. Order magic is normally perceived to be arcane in nature, and it is among the most frequently used types of magic amongst conventional mages. It requires precision and focus to master, and can conjure objects from nothing or otherwise influence the very nature of the world around the caster. !! Cantrips [(:pagelist group=Spells link=Category.Order $:Level=Cantrip fmt=count:)] (:pagelist group=Spells link=Category.Order $:Level=Cantrip fmt=#spell:) !! 1st-Level Spells [(:pagelist group=Spells link=Category.Order $:Level=1st fmt=count:)] (:pagelist group=Spells link=Category.Order $:Level=1st fmt=#spell:) !! 2nd-Level Spells [(:pagelist group=Spells link=Category.Order $:Level=2nd fmt=count:)]
LifeMagic . . . by ?: Spells that come from the cosmic force of life act as a counterbalance to those that come from the cosmic force of [[Spells/DeathMagic | death]]. Life magic is also sometimes known as nature magic and promotes growth and renewal in all things as well as kinship with the natural world. As a result, it is frequently utilized by druids and others that live in harmony with the wilds.
ChaosMagic . . . by ?: Spells that come from the cosmic force of chaos act as a counterbalance to those that come from the cosmic force of [[Spells/OrderMagic | order]]. Chaos magic is frequently destructive and ever-changing, conjuring the elemental forces of fire and devastating natural disasters. The sheer power of chaos magic can be brutal and addictive, which causes many to flock to the powers that could be at their fingertips.
DeathMagic . . . by ?: Spells that come from the cosmic force of death act as a counterbalance to those that come from the cosmic force of [[Spells/LifeMagic | life]]. It is an unavoidable force that can breed despair and push everything towards a state of entropic decay and oblivion. It frequently manifests in the form of necromantic, blood, and frost magics, and is represented by the cosmic realm of the Shadowlands. A lesser known type of death magic in that of domination, which is capable of controlling and reshaping the very soul.
FlameStrike . . . by ?: (:title Flame Strike:) (:Level: 4th:) ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the damage of both effects increases by 1d8 for each slot level above 4th. [[!Chaos]] [[!Arcane Warrior]] [[!Black Dragonsworn]]
WaterySphere . . . by ?: [[!Order]] [[!Elementalism]]
ElementalismMagic . . . by ?: (:title Elementalism Magic:) Spells that come from the cosmic force of elementalism represent the flux and pull of the elements as well as the core of the spirit. Shamans are among those who are particularly in tune with these natural forces, and they use their abilities to control and bring harmony to the chaos of natural forces. !! Cantrips [(:pagelist group=Spells link=Category.Elementalism $:Level=Cantrip fmt=count:)] (:pagelist group=Spells link=Category.Elementalism $:Level=Cantrip fmt=#spell:) !! 1st-Level Spells [(:pagelist group=Spells link=Category.Elementalism $:Level=1st fmt=count:)] (:pagelist group=Spells link=Category.Elementalism $:Level=1st fmt=#spell:) !! 2nd-Level Spells [(:pagelist group=Spells link=Category.Elementalism $:Level=2nd fmt=count:)]
ShadowMagic . . . by ?: (:title Shadow Magic:) Spells that come from the cosmic force of shadow act as a counterbalance to those that come from the cosmic force of [[Spells/LightMagic | light]]. Shadow magic is the manifestation of the darkest shadows of the universe and the whispers of the void, and specializes in tricking the eyes and deceiving or manipulating the mind. !! Cantrips [(:pagelist group=Spells link=Category.Shadow $:Level=Cantrip fmt=count:)] (:pagelist group=Spells link=Category.Shadow $:Level=Cantrip fmt=#spell:) !! 1st-Level Spells [(:pagelist group=Spells link=Category.Shadow $:Level=1st fmt=count:)] (:pagelist group=Spells link=Category.Shadow $:Level=1st fmt=#spell:) !! 2nd-Level Spells [(:pagelist group=Spells link=Category.Shadow $:Level=2nd fmt=count:)]
LightMagic . . . by ?: (:title Light Magic:) Spells that come from the cosmic force of light act as a counterbalance to those that come from the cosmic force of [[Spells/ShadowMagic| shadow]]. Light magic is the manifestation of holy powers that are wielded by priests and those that follow the various religions in the world. It can heal and protect against darkness, as well as smite enemies with searing brilliance !! Cantrips [(:pagelist group=Spells link=Category.Light $:Level=Cantrip fmt=count:)] (:pagelist group=Spells link=Category.Light $:Level=Cantrip fmt=#spell:) !! 1st-Level Spells [(:pagelist group=Spells link=Category.Light $:Level=1st fmt=count:)] (:pagelist group=Spells link=Category.Light $:Level=1st fmt=#spell:) !! 2nd-Level Spells [(:pagelist group=Spells link=Category.Light $:Level=2nd fmt=count:)]
Life . . . by ?: Spells that come from the cosmic force of life act as a counterbalance to those that come from the cosmic force of [[Spells/Death| death]]. Life magic is also sometimes known as nature magic and promotes growth and renewal in all things as well as kinship with the natural world. As a result, it is frequently utilized by druids and others that live in harmony with the wilds.
Chaos . . . by ?: (:title Chaos Magic:) Spells that come from the cosmic force of chaos act as a counterbalance to those that come from the cosmic force of [[Spells/Order | order]]. Chaos magic is frequently destructive and ever-changing, conjuring the elemental forces of fire and devastating natural disasters. The sheer power of chaos magic can be brutal and addictive, which causes many to flock to the powers that could be at their fingertips. !! Cantrips [(:pagelist group=Spells link=Category.Chaos $:Level=Cantrip fmt=count:)] (:pagelist group=Spells link=Category.Chaos $:Level=Cantrip fmt=#spell:) !! 1st-Level Spells [(:pagelist group=Spells link=Category.Chaos $:Level=1st fmt=count:)] (:pagelist group=Spells link=Category.Chaos $:Level=1st fmt=#spell:) !! 2nd-Level Spells [(:pagelist group=Spells link=Category.Chaos $:Level=2nd fmt=count:)]
Metamorphosis . . . by ?: *'''Chaos.''' You grow fiendish horns and leathery wings, taking on a demonic guise. You are immune to fire and poison damage, and to the poisoned condition. *'''Death.''' Your flesh become pallid or even incorporeal, granting you the strength of the grave. You are immune to cold and necrotic damage, and to the paralyzed condition. *'''Life.''' Your body becomes infused with the radiant energies of life, and you sprout vine-like or butterfly wings. You are immune to necrotic and radiant damage, and immune to the unconscious condition. *'''Light.''' Your body takes on an angelic appearance as you sprout pristine feathery wings. You are immune to holy and shadow damage, and are immune to the charmed condition. *'''Order.''' Your body is infused with arcane energies as you align yourself to the axiomatic. You are immune to arcane damage and to nonmagical bludgeoning, piercing, and slashing damage, and to the stunned condition. *'''Shadow.''' Your body is infused with the mind-bending power of the Void. You are immune to psychic and shadow damage, and to the frightened condition.