Poison Spray

hexagonal magic symbol: gold on black

cantrip conjuration
Casting Time: 1 action
Components: VS
Range: 10 feet
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).




Polymorph

hexagonal magic symbol: gold on black

4th-level transmutation
Casting Time: 1 action
Components: VSM a caterpillar cocoon
Range: 60 feet
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. 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 a 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 creature’s 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.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.




Power Word Kill

hexagonal magic symbol: gold on black

9th-level enchantment
Casting Time: 1 action
Components: V
Range: 60 feet
Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.




Power Word Stun

hexagonal magic symbol: gold on black

8th-level enchantment
Casting Time: 1 action
Components: V
Range: 60 feet
Duration: Instantaneous
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.




Prestidigitation

hexagonal magic symbol: gold on black

cantrip transmutation
Casting Time: 1 action
Components: VS
Range: 10 feet
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range:
– You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
– You instantaneously light or snuff out a candle, a torch, or a small campfire.
– You instantaneously clean or soil an object no larger than 1 cubic foot.
– You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
– You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
– You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.




Prismatic Spray

hexagonal magic symbol: gold on black

7th-level evocation
Casting Time: 1 action
Components: VS
Range: Self (60-foot cone)
Duration: Instantaneous
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
– Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
– Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
– Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
– Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
– Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
– Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
– Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
– Special. The target is struck by two rays. Roll twice more, rerolling any 8.




Protection from Energy

hexagonal magic symbol: gold on black

3rd-level abjuration
Casting Time: 1 action
Components: VS
Range: Touch
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.




Ray of Frost

hexagonal magic symbol: gold on black

cantrip evocation
Casting Time: 1 action
Components: VS
Range: 60 feet
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).




Reverse Gravity

hexagonal magic symbol: gold on black

7th-level transmutation
Casting Time: 1 action
Components: VSM a lodestone and iron filings
Range: 100 feet
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.




Scorching Ray

hexagonal magic symbol: gold on black

2nd-level evocation
Casting Time: 1 action
Components: VS
Range: 120 feet
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.