Magic Circle

hexagonal magic symbol: gold on black

3rd-level abjuration
Casting Time: 1 minute
Components: VSM holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Range: 10 feet
Duration: 1 hour
You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

– The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
– The creature has disadvantage on attack rolls against targets within the cylinder.
– Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.




Major Image

hexagonal magic symbol: gold on black

3rd-level illusion
Casting Time: 1 action
Components: VSM a bit of fleece
Range: 120 feet
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.




Mass Suggestion

hexagonal magic symbol: gold on black

6th-level enchantment
Casting Time: 1 action
Components: VM a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Range: 60 feet
Duration: 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.




Minor Illusion

hexagonal magic symbol: gold on black

cantrip illusion
Casting Time: 1 action
Components: SM a bit of fleece
Range: 30 feet
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.




Mirror Image

hexagonal magic symbol: gold on black

2nd-level illusion
Casting Time: 1 action
Components: VS
Range: Self
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.




Misty Step

hexagonal magic symbol: gold on black

2nd-level conjuration
Casting Time: 1 bonus action
Components: V
Range: Self
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.




Plane Shift

hexagonal magic symbol: gold on black

7th-level conjuration
Casting Time: 1 action
Components: VSM a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Range: Touch
Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.




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).




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.