- Spell slots. Every class that casts has a slot tracker, worked out from class and level: the full-caster table for bards, clerics, druids, sorcerers and wizards, the half-caster table for paladins and rangers (from level 2), and a warlock's few slots of one level. It is in the Spellcasting card on the sheet and in the character panel, and the party overview has a column for it. A player presses Use to spend a slot; only the DM gives one back. - Rests. The DM's "Rest…" button, beside the character list and on the party overview, rests any of the party at once. A short rest shows which Hit Dice each character can roll and heals from what they rolled (typed in, or rolled by the site), and gives a warlock their slots. A long rest puts back HP, every spell slot and half the level in Hit Dice, and clears temp HP. - Hit Dice are counted: one per level, shown on the sheet, the panel and the party overview. - Level Up. "Level Up…" on a sheet takes a character up one level with the whole checklist: the new max HP and a full heal, the class's new special abilities for levels 2 to 10, a Boon where the level grants one (Toughened raises Extra AC, Hardy gives temp HP now and after each long rest), fresh spell slots and new spells, and the free upgrade of one standard weapon. - A level typed into the Level field still writes down what the class gains on the way up, and leaves a line where a Boon is owed. - The docs cover all of it, with a generated list of what each class gains at each level. The Hollowcrown seed's note no longer says to track spell slots on paper. - New migration: spent spell slots and Hit Dice on a character. - All packages at version 1.14.0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
25 KiB
Spells
How spells work in this app: the campaign's spell list, how a character comes to know a spell, who can use which spells, and what the spellcasting numbers mean.
This describes the code as it stands. The built-in list is
backend/src/game/data/spellsLibrary.js. Related: WEAPONS.md,
ITEMS.md, CHARACTERS.md.
Contents
- The basics
- The spell list
- The built-in library
- Granting spells to characters
- Spell level and who can use it
- Damage
- Spellcasting numbers
- Spell slots
- Starting spells
- Permissions
- What is not modelled
- The complete spell library
1. The basics
- Every campaign has its own spell list. A spell exists in one campaign only.
- A character knows spells from that list, each with a Prepared tick box.
- The DM runs the list and decides who learns what. Players can only prepare and unprepare the spells they know.
- Unlike weapons and items, a spell has no level of its own to raise. Its level is fixed, and so is its damage.
2. The spell list
The list is the "Spells" part of the campaign page (DM only). Each spell is a short row: its name, level, damage and the start of what it does. The list has a search box, shows ten to a page, and clicking a row opens the spell's pop-out, which shows everything below and is where it is changed.
| Field | What it is |
|---|---|
| Name | Free text, up to 80 characters |
| Level | Cantrip, or level 1 to 9. Also the character level needed to use it (section 5) |
| School | Free text: Evocation, Illusion… |
| What it does | One sentence. Shown wherever the spell is shown |
| Damage | Picked from a list, or "No damage". Fixed; it does not grow |
| Starting option | Whether a brand-new character may pick it in the builder (section 9) |
| Revives | Whether it brings back the dead. A character who can cast one may revive a dead ally on their turn in a battle (ENCOUNTERS.md, section 6). Ticked already on the library's Revivify and Raise Dead |
| Casting time, range, duration | Stored for library spells. Shown to the DM in the spell's pop-out on the campaign page, and nowhere else |
A cantrip is a spell of level 0. The app always calls it a cantrip, never "level 0" or "level 1".
- Adding: by hand with "+ Add Spell" (name, level, school, damage, what it does and the two tick boxes), or from the library. Both open in a pop-out. A spell added by hand opens its own pop-out, and "+ Add another spell" at its top goes straight back to an empty form.
- Changing: in the spell's pop-out: damage (the drop-down) and the Revives and starting-option tick boxes, saved as they are changed. Name, level, school and description cannot be changed on screen once created (the API accepts it); remove and re-add instead.
- Damage choices: the drop-down offers "No damage", then 1 to 6, 8 or 10
dice of d4, d6, d8, d10 or d12 (1d4 up to 10d12), plus the three unusual
values the library uses (
3d4+3,2d8+4d6,20). - Removing: the ✕ button. Every character who knows the spell forgets it. There is no undo.
3. The built-in library
"📚 From Library" offers 131 standard spells to copy into the list:
| Level | Spells |
|---|---|
| Cantrips | 26 |
| 1 | 30 |
| 2 | 26 |
| 3 | 21 |
| 4 | 13 |
| 5 | 15 |
Before you add one, each row shows:
- whether it is a cantrip or its level, and who can use it;
- its default damage, or "no damage";
- its school;
- what it does, in a sentence.
Every library spell is listed in full in section 12.
35 of the library spells deal damage and come with a default, taken from the standard rules at the spell's own level. For example:
| Spell | Level | Default damage |
|---|---|---|
| Fire Bolt | Cantrip | 1d10 |
| Sacred Flame | Cantrip | 1d8 |
| Magic Missile | 1 | 3d4+3 (all three darts together) |
| Burning Hands | 1 | 3d6 |
| Scorching Ray | 2 | 2d6 (per ray; there are three) |
| Fireball | 3 | 8d6 |
| Ice Storm | 4 | 2d8+4d6 |
| Cone of Cold | 5 | 8d8 |
Spells that heal, protect or control (Cure Wounds, Shield, Hold Person…) have no default. Pick a value from the Damage drop-down after adding if you want one shown.
A spell added from the library is not a starting option until ticked. The library has nothing above level 5; add higher spells by hand.
Each library spell can be added once. A spell the list already has by that name is left out of the library list, and comes back if the campaign's spell is renamed or deleted.
4. Granting spells to characters
On a character's sheet, the DM picks a spell from the list and clicks Grant.
- Any class can be granted any spell. Whether a non-spellcaster should have one is the DM's call.
- The DM can remove a known spell with ✕.
- The owning player ticks Prepared. Prepared is a label: there is no limit on how many spells are prepared.
- Passing a spell on. A character's owner (or the DM) can give a known spell to another character in the campaign from the "Give to Another Character" card on the sheet. The spell moves: the giver no longer knows it. It cannot be given to someone who already knows it, and a recipient below the spell's level knows it but cannot use it yet.
- The "Spells Known" card only appears on a sheet when the campaign's spell list has at least one spell.
- Each known spell shows its level (or "Cantrip"), its damage, and what it does.
5. Spell level and who can use it
This is a house rule of this app. In standard D&D a 3rd-level spell needs a 5th-level caster; here the two numbers are the same.
A character must be at least the spell's level to use it. Cantrips are open to everyone.
| Spell | Who can use it |
|---|---|
| Cantrip | Any character |
| Level 1 | Any character (everyone starts at level 1) |
| Level 2 | Characters of level 2 and above |
| Level 3 | Characters of level 3 and above |
| … | … |
| Level 9 | Characters of level 9 and above |
A spell above the character's level can still be known, but it shows "Requires level N", cannot be prepared, and is left out of encounters. If the DM lowers a character's level, spells now out of reach are unprepared automatically.
6. Damage
A spell's damage is whatever is picked in its Damage drop-down, shown beside the spell on the sheet and in encounters. It does not change with the character's level, and nothing is added to it.
7. Spellcasting numbers
Shown only for classes with a spellcasting ability:
| Class | Spellcasting ability |
|---|---|
| Wizard | Intelligence |
| Cleric, Druid, Ranger | Wisdom |
| Bard, Paladin, Sorcerer, Warlock | Charisma |
| Barbarian, Fighter, Monk, Rogue | None |
| Number | Formula | Used when |
|---|---|---|
| Spell save DC | 8 + proficiency bonus + spellcasting ability modifier | A target rolls to resist your spell |
| Spell attack bonus | Proficiency bonus + spellcasting ability modifier | You roll to hit with a spell |
A character without a spellcasting class can still be granted spells, but has no save DC or attack bonus shown.
8. Spell slots
A spell slot is one casting of a spell of that level or lower. Cantrips never use one. How many slots a character has is worked out from class and level; the site keeps count of how many are spent.
Where. The tracker is in the Spellcasting card on the sheet and in the character panel (the 🧙 button, on every page, so it is at hand in an encounter). The party overview has a "Spell slots" column for the whole party. Each slot level is a row of diamonds: filled is a slot still there to spend, empty is one that is spent.
Who does what.
- The character's player (and the DM) presses Use on a row when a spell is cast: one slot of that level is spent. That is all a player can do; a slot once used stays used.
- Only the DM gives a slot back: by clicking a diamond (it sets how many are left; clicking the last filled one empties it), with "All back", or with a rest.
- Casting a low spell with a higher slot is spending the higher slot. Nothing ties a slot to a spell: the site does not check which spell was cast.
Getting them back. The DM's 🛏 Rest… button (CHARACTERS.md, section 7): a long rest gives every slot back; a short rest gives a warlock theirs. Levelling up with "⬆ Level Up…" gives a fresh set. Changing the Level field keeps what was spent, as far as the new level has those slots.
Bard, Cleric, Druid, Sorcerer, Wizard (back on a long rest):
| Character level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — |
| 2 | 3 | — | — | — | — |
| 3 | 4 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | 2 | — | — |
| 6 | 4 | 3 | 3 | — | — |
| 7 | 4 | 3 | 3 | 1 | — |
| 8 | 4 | 3 | 3 | 2 | — |
| 9 | 4 | 3 | 3 | 3 | 1 |
| 10 | 4 | 3 | 3 | 3 | 2 |
Paladin, Ranger (back on a long rest; none at level 1):
| Character level | 1st | 2nd | 3rd |
|---|---|---|---|
| 1 | — | — | — |
| 2 | 2 | — | — |
| 3–4 | 3 | — | — |
| 5–6 | 4 | 2 | — |
| 7–8 | 4 | 3 | — |
| 9–10 | 4 | 3 | 2 |
Warlock (back on a short or long rest). All of a warlock's slots are the same level, and every spell cast with one is cast at that level:
| Character level | Slots | Slot level |
|---|---|---|
| 1 | 1 | 1st |
| 2 | 2 | 1st |
| 3–4 | 2 | 2nd |
| 5–6 | 2 | 3rd |
| 7–8 | 2 | 4th |
| 9–10 | 2 | 5th |
Above level 10 the tables carry on as in standard 5e, up to 9th-level slots at character level 17 (a warlock has 3 slots from level 11 and 4 from level 17). Barbarians, fighters, monks and rogues have no slots, whatever spells they are granted.
Slots do not decide what a character may know or prepare: that is still section 5. A wizard of level 3 can be granted a 3rd-level spell and prepare it, but has no 3rd-level slot to cast it with until level 5. Holding the players to that is the DM's.
9. Starting spells
In the builder's equipment step a new character can pick spells that are:
- ticked as a starting option in the list,
- cantrips or level 1 (a new character is level 1), and
- only if the character's class has a spellcasting ability.
The number allowed is the campaign's "starting spells" setting. Starting spells arrive unprepared.
10. Permissions
| Action | DM | Owning player | Other players |
|---|---|---|---|
| See the spell list | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character |
| See the built-in library | Yes | No | No |
| Add, change or remove spells in the list | Yes | No | No |
| Grant a spell from the list, or remove one | Yes | No | No |
| Give a known spell to another character | Yes | Yes | No |
| Prepare or unprepare | Yes | Yes, if the character can use it | No |
| Spend a spell slot | Yes | Yes | No |
| Give a spell slot back | Yes | No | No |
| See a character's spells | Yes | Yes | Yes |
11. What is not modelled
- Which spell a slot was spent on, and what casting at a higher level adds (the player adds the extra dice)
- Sorcery points, and Arcane or Natural Recovery (the DM gives those slots back by hand)
- Cantrip damage increasing at higher character levels
- Limits on how many spells can be prepared or known
- Concentration, components, rituals
- Class spell lists (any spell can be granted to anyone)
- Healing amounts as a separate value (pick them in Damage if you want them shown)
- Applying spell damage to a target automatically
12. The complete spell library
Every spell "📚 From Library" offers, with the damage it arrives with.
This list is written from the app's own data by npm run docs:lists (in /backend). Re-run it after changing the data; do not edit the list by hand.
Cantrips (26)
Usable by any character.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Acid Splash | Conjuration | 1d6 | Hurl a bubble of acid at one or two creatures within 5 feet of each other. |
| Blade Ward | Abjuration | — | Resist bludgeoning, piercing, and slashing damage until your next turn. |
| Chill Touch | Necromancy | 1d8 | A ghostly hand deals necrotic damage and prevents healing. |
| Dancing Lights | Illusion | — | Create up to four torch-sized lights that you can move. |
| Druidcraft | Transmutation | — | A small, harmless nature-flavored effect: predict weather, sprout a seedling, and the like. |
| Eldritch Blast | Evocation | 1d10 | A beam of crackling energy strikes one creature for force damage. |
| Fire Bolt | Evocation | 1d10 | Hurl a mote of fire that deals fire damage on a hit. |
| Friends | Enchantment | — | Advantage on Charisma checks against one creature for the duration. |
| Guidance | Divination | — | Add 1d4 to one ability check of your choice. |
| Light | Evocation | — | An object sheds bright light in a 20-foot radius. |
| Mage Hand | Conjuration | — | A spectral hand manipulates objects, opens doors, and carries small items. |
| Mending | Transmutation | — | Repairs a single break or tear in an object. |
| Message | Transmutation | — | Whisper a message to a target that only they can hear, with a whispered reply. |
| Minor Illusion | Illusion | — | Create a sound or an image of an object for the duration. |
| Poison Spray | Conjuration | 1d12 | Project a puff of noxious gas that deals poison damage. |
| Prestidigitation | Transmutation | — | A minor magical trick — light a candle, clean an object, chill or warm food, and the like. |
| Produce Flame | Conjuration | 1d8 | A flickering flame in your hand sheds light and can be hurled for fire damage. |
| Ray of Frost | Evocation | 1d8 | A ray of freezing energy deals cold damage and slows the target. |
| Resistance | Abjuration | — | The target adds 1d4 to one saving throw of its choice. |
| Sacred Flame | Evocation | 1d8 | Radiant flame descends on a creature that must succeed a Dexterity save or take damage. |
| Shillelagh | Transmutation | — | Imbue a club or quarterstaff with magic, using Wisdom for its attack and damage. |
| Shocking Grasp | Evocation | 1d8 | Lightning springs from your hand, dealing damage and preventing reactions. |
| Spare the Dying | Necromancy | — | A creature you touch that has 0 hit points becomes stable. |
| Thorn Whip | Transmutation | 1d6 | A vine-like whip deals damage and drags the target closer. |
| True Strike | Divination | — | Gain advantage on your next attack roll against the target. |
| Vicious Mockery | Enchantment | 1d4 | A string of insults deals psychic damage and imposes disadvantage on the target’s next attack. |
Level 1 (30 spells)
Needs character level 1.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Alarm | Abjuration | — | Set an audible or mental alarm against intruders. |
| Animal Friendship | Enchantment | — | Convince a beast that you mean it no harm. |
| Bane | Enchantment | — | Up to three creatures subtract 1d4 from attack rolls and saves. |
| Bless | Enchantment | — | Up to three creatures add 1d4 to attack rolls and saves. |
| Burning Hands | Evocation | 3d6 | A thin sheet of flame sweeps out from your hands. |
| Charm Person | Enchantment | — | A humanoid you can see regards you as a friendly acquaintance. |
| Color Spray | Illusion | — | A dazzling array of flashing colors can blind weak creatures. |
| Command | Enchantment | — | Speak a one-word command a creature must obey. |
| Comprehend Languages | Divination | — | Understand any spoken or written language. |
| Cure Wounds | Evocation | — | A creature you touch regains hit points. |
| Detect Magic | Divination | — | Sense the presence of magic within 30 feet. |
| Disguise Self | Illusion | — | Change your appearance, including clothing and gear. |
| Entangle | Conjuration | — | Grasping weeds and vines sprout in a 20-foot square. |
| Faerie Fire | Evocation | — | Objects in a 20-foot cube are outlined in light, granting attackers advantage. |
| Feather Fall | Transmutation | — | Falling creatures slow to a gentle descent. |
| Fog Cloud | Conjuration | — | A 20-foot-radius sphere of fog heavily obscures the area. |
| Guiding Bolt | Evocation | 4d6 | A flash of light streaks to a target, dealing radiant damage. |
| Healing Word | Evocation | — | A creature you can see regains hit points. |
| Hunter's Mark | Divination | 1d6 | Deal extra damage to a marked target and track it magically. |
| Identify | Divination | — | Learn the properties of a magic item or the nature of a spell affecting a creature. |
| Jump | Transmutation | — | A creature's jump distance triples. |
| Longstrider | Transmutation | — | A creature's speed increases by 10 feet. |
| Mage Armor | Abjuration | — | A protective magical force gives the target a base AC of 13 + Dex modifier. |
| Magic Missile | Evocation | 3d4+3 | Three darts of magical force each strike a target unerringly. |
| Protection from Evil and Good | Abjuration | — | Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead. |
| Shield | Abjuration | — | An invisible barrier grants +5 AC until the start of your next turn. |
| Sleep | Enchantment | — | Creatures in a 20-foot radius fall unconscious, weakest hit points first. |
| Speak with Animals | Divination | — | Comprehend and verbally communicate with beasts. |
| Thunderwave | Evocation | 2d8 | A wave of thunderous force sweeps out, damaging and pushing creatures. |
| Witch Bolt | Evocation | 1d12 | A beam of lightning forms a sustained arc that damages the target each turn. |
Level 2 (26 spells)
Needs character level 2.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Aid | Abjuration | — | Bolster allies with additional hit points. |
| Alter Self | Transmutation | — | Assume a variety of minor physical changes. |
| Animal Messenger | Enchantment | — | Send a tiny animal to deliver a short message. |
| Blindness/Deafness | Necromancy | — | Blind or deafen a creature that fails a Constitution save. |
| Blur | Illusion | — | Your outline blurs, giving attackers disadvantage. |
| Darkvision | Transmutation | — | Grant a creature darkvision out to 60 feet. |
| Enhance Ability | Transmutation | — | Grant advantage on checks with one chosen ability. |
| Enlarge/Reduce | Transmutation | — | A creature or object doubles or halves in size. |
| Flaming Sphere | Conjuration | 2d6 | A 5-foot-diameter sphere of fire rolls where you direct it. |
| Gust of Wind | Evocation | — | A line of strong wind pushes creatures and extinguishes flames. |
| Hold Person | Enchantment | — | Paralyze a humanoid that fails a Wisdom save. |
| Invisibility | Illusion | — | A creature you touch becomes invisible. |
| Lesser Restoration | Abjuration | — | End one disease or condition afflicting the target. |
| Levitate | Transmutation | — | A creature or object rises vertically and can be moved. |
| Mirror Image | Illusion | — | Three illusory duplicates of yourself spring into being. |
| Misty Step | Conjuration | — | Teleport up to 30 feet in a burst of silvery mist. |
| Moonbeam | Evocation | 2d10 | A silvery beam of pale light shines down in a 5-foot-radius cylinder. |
| Pass without Trace | Abjuration | — | The party becomes exceptionally difficult to track. |
| Scorching Ray | Evocation | 2d6 | Three rays of fire streak toward targets within range. |
| Shatter | Evocation | 3d8 | A sudden loud ringing noise deals thunder damage in a 10-foot-radius sphere. |
| Silence | Illusion | — | No sound can be created within or pass through a 20-foot-radius sphere. |
| Spider Climb | Transmutation | — | A creature gains the ability to move on vertical surfaces and ceilings. |
| Spiritual Weapon | Evocation | 1d8 | A spectral weapon attacks a target and can be moved each turn. |
| Suggestion | Enchantment | — | Plant a reasonable-sounding suggestion in a creature’s mind. |
| Web | Conjuration | — | Thick, sticky webs fill a 20-foot cube. |
| Zone of Truth | Enchantment | — | Creatures in a 15-foot-radius sphere can’t speak a deliberate lie. |
Level 3 (21 spells)
Needs character level 3.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Animate Dead | Necromancy | — | Raise a skeleton or zombie from a corpse to fight for you. |
| Beacon of Hope | Abjuration | — | Bolster creatures against despair, granting advantage on saves and max healing. |
| Call Lightning | Conjuration | 3d10 | A storm cloud forms and you can call down bolts of lightning. |
| Counterspell | Abjuration | — | Interrupt a creature casting a spell. |
| Daylight | Evocation | — | A 60-foot-radius sphere of bright light spreads out. |
| Dispel Magic | Abjuration | — | End one active spell affecting a creature, object, or effect. |
| Fear | Illusion | — | Creatures in the cone become frightened and drop what they’re holding. |
| Fireball | Evocation | 8d6 | A bright streak explodes into flame, dealing fire damage in a 20-foot radius. |
| Fly | Transmutation | — | The target gains a flying speed of 60 feet. |
| Haste | Transmutation | — | Double the target’s speed and grant an extra action. |
| Lightning Bolt | Evocation | 8d6 | A stroke of lightning blasts out in a line, dealing lightning damage. |
| Mass Healing Word | Evocation | — | Up to six creatures you can see regain hit points. |
| Nondetection | Abjuration | — | Hide a target from divination magic. |
| Protection from Energy | Abjuration | — | Resistance to one damage type of your choice. |
| Remove Curse | Abjuration | — | Lift a curse from a creature or object. |
| Revivify | Necromancy | — | A creature that died within the last minute returns to life with 1 hit point. |
| Sleet Storm | Conjuration | — | Freezing rain falls in a 40-foot-radius cylinder, icing the ground. |
| Slow | Transmutation | — | Up to six creatures are hindered, halving their speed and worse. |
| Spirit Guardians | Conjuration | 3d8 | Protective spirits swirl around you, damaging enemies that enter. |
| Stinking Cloud | Conjuration | — | A 20-foot-radius sphere of yellow, nauseating gas spreads out. |
| Water Breathing | Transmutation | — | Up to ten creatures can breathe underwater. |
Level 4 (13 spells)
Needs character level 4.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Banishment | Abjuration | — | Send a creature to a harmless demiplane. |
| Blight | Necromancy | 8d8 | Necromantic energy withers a creature, dealing necrotic damage. |
| Confusion | Enchantment | — | Creatures in a 10-foot-radius sphere act randomly. |
| Dimension Door | Conjuration | — | Teleport yourself (and possibly a companion) to a spot you can visualize. |
| Fire Shield | Evocation | 2d8 | Wreathe yourself in flame that damages attackers and grants resistance. |
| Freedom of Movement | Abjuration | — | The target’s movement is unaffected by difficult terrain and restraints. |
| Greater Invisibility | Illusion | — | The target becomes invisible even while attacking. |
| Guardian of Faith | Conjuration | 20 | A Large spectral guardian appears and attacks enemies near it. |
| Ice Storm | Evocation | 2d8+4d6 | Hail hammers a 20-foot-radius cylinder, dealing bludgeoning and cold damage. |
| Polymorph | Transmutation | — | Transform a creature into a new form. |
| Stone Shape | Transmutation | — | Reshape a chunk of stone into a form you desire. |
| Stoneskin | Abjuration | — | The target gains resistance to nonmagical bludgeoning, piercing, and slashing damage. |
| Wall of Fire | Evocation | 5d8 | Conjure a wall of fire that damages creatures passing through it. |
Level 5 (15 spells)
Needs character level 5.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Animate Objects | Transmutation | — | Up to ten nonmagical objects animate and fight for you. |
| Cloudkill | Conjuration | 5d8 | A 20-foot-radius sphere of poisonous, yellow-green fog billows out. |
| Cone of Cold | Evocation | 8d8 | A blast of cold air deals cold damage to everything in the cone. |
| Contagion | Necromancy | — | Infect a creature with a magical disease. |
| Dispel Evil and Good | Abjuration | — | Protection and the ability to banish otherworldly creatures. |
| Dominate Person | Enchantment | — | Attempt to beguile a humanoid and control its actions. |
| Flame Strike | Evocation | 8d6 | A column of divine fire roars down, dealing fire and radiant damage. |
| Greater Restoration | Abjuration | — | Undo a debilitating effect: reduced ability score, exhaustion, or curse. |
| Hold Monster | Enchantment | — | Paralyze one creature that fails a Wisdom save. |
| Insect Plague | Conjuration | 4d10 | A swarm of biting, stinging insects fills a 20-foot-radius sphere. |
| Legend Lore | Divination | — | Learn what you know, or have heard, about a name, place, or object. |
| Mass Cure Wounds | Evocation | — | Up to six creatures in a 30-foot-radius sphere regain hit points. |
| Raise Dead | Necromancy | — | Return a dead creature to life, as long as its body is mostly intact. |
| Wall of Force | Evocation | — | An invisible wall of force springs into existence, impenetrable to physical force. |
| Wall of Stone | Evocation | — | A nonmagical wall of solid stone springs into existence. |