Enlarge/Reduce

hexagonal magic symbol: gold on black

2nd-level transmutation
Casting Time: 1 action
Components: VSM a pinch of powdered iron
Range: 30 feet
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).




Etherealness

hexagonal magic symbol: gold on black

7th-level transmutation
Casting Time: 1 action
Components: VS
Range: Self
Duration: Up to 8 hours
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.




Fabricate

hexagonal magic symbol: gold on black

4th-level transmutation
Casting Time: 10 minutes
Components: VS
Range: 120 feet
Duration: Instantaneous
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.




Expeditious Retreat

hexagonal magic symbol: gold on black

1st-level transmutation
Casting Time: 1 bonus action
Components: VS
Range: Self
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.




Eyebite

hexagonal magic symbol: gold on black

6th-level necromancy
Casting Time: 1 action
Components: VS
Range: Self
Duration: Concentration, up to 1 minute
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of [yadawiki link=”eyebite*.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.




Faithful Hound

hexagonal magic symbol: gold on black

4th-level conjuration
Casting Time: 1 action
Components: VSM a tiny silver whistle, a piece of bone, and a thread
Range: 30 feet
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.




False Life

hexagonal magic symbol: gold on black

1st-level necromancy
Casting Time: 1 action
Components: VSM a small amount of alcohol or distilled spirits
Range: Self
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.




Fear

hexagonal magic symbol: gold on black

3rd-level illusion
Casting Time: 1 action
Components: VSM a white feather or the heart of a hen
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.




Feeblemind

hexagonal magic symbol: gold on black

8th-level enchantment
Casting Time: 1 action
Components: VSM a handful of clay, crystal, glass, or mineral spheres
Range: 150 feet
Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by [yadawiki link=”greater restoration*, [yadawiki link=”heal*, or [yadawiki link=”wish*.




Feather Fall

hexagonal magic symbol: gold on black

1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Components: VM a small feather or piece of down
Range: 60 feet
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.