Raise Dead

hexagonal magic symbol: gold on black

5th-level necromancy
Casting Time: 1 hour
Components: VSM a diamond worth at least 500 gp, which the spell consumes
Range: Touch
Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.




Ray of Enfeeblement

hexagonal magic symbol: gold on black

2nd-level necromancy
Casting Time: 1 action
Components: VS
Range: 60 feet
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.




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).




Protection from Poison

hexagonal magic symbol: gold on black

2nd-level abjuration
Casting Time: 1 action
Components: VS
Range: Touch
Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.




Reincarnate

hexagonal magic symbol: gold on black

5th-level transmutation
Casting Time: 1 hour
Components: VSM rare oils and unguents worth at least 1,000 gp, which the spell consumes
Range: Touch
Duration: Instantaneous
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body.
If the target’s soul isn’t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.

Table- Reincarnate Race

| d100 | Race |
|——-|———————|
| 01-04 | Dragonborn |
| 05-13 | Dwarf, hill |
| 14-21 | Dwarf, mountain |
| 22-25 | Elf, dark |
| 26-34 | Elf, high |
| 35-42 | Elf, wood |
| 43-46 | Gnome, forest |
| 47-52 | Gnome, rock |
| 53-56 | Half-elf |
| 57-60 | Half-orc |
| 61-68 | Halfling, lightfoot |
| 69-76 | Halfling, stout |
| 77-96 | Human |
| 97-00 | Tiefling |
| | |

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.




Remove Curse

hexagonal magic symbol: gold on black

3rd-level abjuration
Casting Time: 1 action
Components: VS
Range: Touch
Duration: Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.




Regenerate

hexagonal magic symbol: gold on black

7th-level transmutation
Casting Time: 1 minute
Components: VSM a prayer wheel and holy water
Range: Touch
Duration: 1 hour
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.




Resistance

hexagonal magic symbol: gold on black

cantrip abjuration
Casting Time: 1 action
Components: VSM a miniature cloak
Range: Touch
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.




Resilient Sphere

hexagonal magic symbol: gold on black

4th-level evocation
Casting Time: 1 action
Components: VSM a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic
Range: 30 feet
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

A disintegrate spell targeting the globe destroys it without harming anything inside it.




Resurrection

hexagonal magic symbol: gold on black

7th-level necromancy
Casting Time: 1 hour
Components: VSM a diamond worth at least 1,000 gp, which the spell consumes
Range: Touch
Duration: Instantaneous
You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.