T Spells
Tasha's Caustic Brew
1st Level Evocation
Casting Time: 1 action
Range: Self (30 ft line)
Components: V, S, M (a bit of rotten food)
Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 ft long and 5 ft wide in a direction you choose. Each creature in the line must succeed on a Dexterity saivng throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in acid takes 2d4 acid damage at the start of each of its turns.
At Higher Levels. when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Tasha's Hideous Laughter
1st Level Enchantment
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wsdom Savng throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turn, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Tasha's Mind Whip
2nd Level Enchantment
Casting Time: 1 action
Range: 90 ft
Components: V
Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on additional creature for each slot level above 2nd. The creature must be within 30 ft of each other when you target them.
Tasha's Otherworldly Guise
6th Level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (an object engraved with a symbol of the outerplanes, worth at least 500 gp)
Duration: Concentration, up to 1 minute
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
- You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
- You are immune to poisoned condition (lower Planes) or the Charmed condition (Upper Planes).
- Spectral wings appear on your back, giving you a flying speed of 40 ft.
- You have a +2 bonus to AC.
- All your Weapons attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier, instead of strength or Dexterity, for the attack and damage rolls.
- You can attack twice, instead of once, when you take the Attack Action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Telekinesis
5th Level Transmutation
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 ft in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try and move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 ft in any direction, but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retreving an item from an open container, or pouring the contents from a vial.
Telepathy
8th Level Evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a pair of linked silver rings)
Duration: 24 hours
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on teh same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messsages you send to it.
Teleport
7th Level Conjuration
Casting Time: 1 action
Range: 10 ft
Components: V
Duration: Instantaneous
This spell instantly transport you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within rang to a destination you select. If you target an object, it must be able to ft entirely inside a 10 ft cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table below:
Familiarity | Mishap | Similar Area | Off Target | On Target |
---|
Permanent Circle | -- | -- | -- | 01-100 |
Associated Object | -- | -- | -- | 01-100 |
Very Familiar | 01-05 | 06-13 | 14-24 | 25-100 |
Seen Casually | 01-33 | 34-43 | 44-53 | 54-100 |
Viewed Once | 01-43 | 44-53 | 54-73 | 74-100 |
Description | 01-43 | 44-53 | 54-73 | 74-100 |
False Destination | 01-50 | 51-100 | -- | -- |
Familiarity. "Permanent Circle" means a permanent teleportation circle whose sigil sequence you know. "Associated Object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very Familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen Casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as north east, 3 as east and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Teleportation Circle
5th Level Conjuration
Casting Time: 1 minute
Range: 10 ft
Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
Duration: 1 round
As you cast the spell, you draw a 10 ft diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 ft of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM, You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell this way.
Temple of the Gods
7th Level Conjuration
Casting Time: 1 hour
Range: 120 ft
Components: V, S, M (a holy symbol worth at least 5 gp)
Duration: 24 hours
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 ft on each side. The temple remains until the spell ends. It is dedicated to whatever god or pantheon is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: Celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear or travel inside the temple, and creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it, A disintegrate spell destroys the temple instantly though.
Casting this spell on the same spot every day for a year makes this effect permanent.
Tenser's Floating Disk
1st Level Conjuration (Ritual)
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a drop of mercury)
Duration: 1 Hour
This spell creates a circular, horizontal plane of force, 3 ft in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 ft of it. If you move more than 20 ft away from it, the disk follows you so that it remains within 20 ft of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 ft or more. For examples, the disk can't move across a 10 ft deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 ft from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
Tenser's Transformation
6th Level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.[You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.[You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Thaumaturgy
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 Ft
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times you can have up to three of its 1 minute effects active at a time, and you can dismiss such an effect as an action.
Thorn Whip
Transmutation Cantrip
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
You create a long, vine like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target, if the attack hits, the creature takes 1d8 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 ft closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17the Level (4d6).
Thunderclap
Evocation cantrip
Casting Time: 1 action
Range: 5 ft
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 ft away. Each creature within range, other than you, must succeed on a constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thunderous Smite
1st Level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 ft of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 ft away from you and knocked prone.
Thunder Step
3rd Level Conjuration
Casting Time: 1 action
Range: 90 ft
Components: V
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 ft of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 ft away.
you can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 ft of you when you cast the spell, and there must be an unoccupied space within 5 ft of your destination space for the creature to appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Thunderwave
1st Level Evocation
Casting Time: 1 action
Range: Self (15 ft Cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15 ft cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 ft away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 ft away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 ft.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Tidal Wave
3rd level Conjuration
Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a drop of water)
Duration: Instantaneous
You conjure up a wave of water that crashes down on a area within range. The area can be up to 30 ft long up to 10 ft wide, and up to 10 ft tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions extinguishing unprotected flames in its area and within 30 ft of it, and then it vanishes.
Time Stop
9th Level Transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affect a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you ove to a place more than 1,000 ft from the location where you cast it.
Tiny Servant
3rd Level Transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Tiny Servant Stat Block
Tiny Servant
Tiny construct, unaligned
Armor Class 15
Hit Points 4-10-16 4d4
Speed
30ft
Climb: 30ft
Skills Passive Perception 10
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius)
Languages -
Challenge 1/8 (25 XP)
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 4-5-7 1d4+3 bludgeoning damage.
You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points.
As a bonus action you can mentally command the creature if it is within 120 ft of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. If the caster dies, the creature also reverts to its original form.
If this spell is cast on the Tiny Servant every 8 hours for 1 week, it will last until dispelled, the caster dies, or it falls to 0 hit points. If you cast this spell again, any previously animated Tiny Servants, not targeted by this spell are dispelled.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each level above 3rd.
Toll The Dead
Necromancy Cantrip
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Tongues
3rd level Divination
Casting Time: 1 action
Range: Touch
Components: V, M (A small clay model of a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature knows at least one language and can hear the target understands what it says.
Transmute Rock
5th Level Transmutation
Casting Time: 1 action
Range: 120 ft
Components: V, S M (clay and water)
Duration: Until Dispelled
You choose an area of stone or mud that you can see that fits within a 40 ft cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 ft of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud by succeeding on a Dexterity or Strength saving throw.
If you cast the spell on a ceiling, the mud falls. any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 ft deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach can use an action to try and break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points. And it is immune to poison and psychic damage.
Transport via Plants
6th Level Conjuration
Casting Time: 1 action
Range: 10 ft
Components: V, S
Duration: 1 Round
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 ft of movement.
Tree Stride
5th Level Conjuration
Casting Time: You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 ft. Both trees must be living and at least the same size as you. You must use 5 ft of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 ft and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 ft of the destination tree, using another 5 ft of movement. If you have no movement left, you appear within 5 ft of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
True Polymorph
9th level Transmutation
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (A drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour
Choose one creature or non magical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration the spell lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including the mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creatures normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size an the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
True Resurrection
9th Level Necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 ft of you.
True Seeing
6th level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Duration: 1 hour
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 ft.
True Strike
Divination Cantrip
Casting Time: 1 action
Range: 30 ft
Components: S
Duration: Concentration, up to 1 round
You point a finger at a target in range. Your magic rants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Tsunami
8th Level Conjuration
Casting Time: 1 minute
Range: Sight
Components: V, S
Duration: Concentration, up to 6 rounds
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 ft long, 300 ft high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 ft away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 ft, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 ft in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Athletics Check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
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