Level 5 Spells
Level 5; Casting Time 1 Bonus Action; Components V, Range S; Duration C (1 min.)
The next time you hit a creature with a melee weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d6 force damage to the target. Additionally, if this attack reduces the target to 50 HP or fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Level 5; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE 20ft. sphere; Duration C (10 min.)
You create a 20-ft.-diametr sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Saving throw against your Spell DC. The creature takes 5d6 toxic damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 ft. away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At higher level: when you empower the spell, the damage increases by 1d6 for each level above 5th.
Level 5; Casting Time 1 Action; Components V,S,M; Range S; AoE 60ft. cone; Duration I
A blast of cold air erupts from your hands. Each creature in a 60-ft. cone must make a Saving (Dexterity) throw against your Spell DC. A creature takes 5d8 ice damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it melts.
At higher level: when you empower this, the damage increases by 1d8 for every level above 5th.
Level 5; Casting Time 1 min.; Components V, S, M; Range S; Duration 1 min.
You contact Pravus or a proxy of his and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
The beings you contact aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond their knowledge. In a case where a one-word answer could be misleading or contrary to their interests, the GM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random answer. The GM makes this roll in secret.
Level 5; Casting Time 1 Action; Components V,S; Range C; Duration 7 days
Your touch inflicts disease. Make an Attack (Spellcasting) check against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Saving throw against your Spell DC. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Blinding Sickness: Pain grips the creature’s mind, and its eyes turn milky white. The creature is blinded.
Flesh Rot: The creature’s flesh decays. The creature has vulnerability to all damage.
Mindfire: The creature’s mind becomes feverish. The creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on all d20 rolls using one of the base or derived modifiers.
Slimy Doom: The creature begins to bleed uncontrollably. Whenever the creature takes damage, it is stunned until the end of its next turn.
Level 5; Casting Time 1 min.; Components V, S, M; Range L (30 ft.); Duration special
You pull wisps of shadow material from the forgotten parts of the multiplanes to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.
Material | Vegetable matter | Stone/crystal | Precious metals | Gems | Pure igsan |
Duration | 1 day | 12 hours | 1 hour | 10 minutes | 1 minute |
Level 5; Casting Time 1 min.; Components V,S; Range L (60 ft.); Duration C (10 min.)
You attempt to beguile a humanoid that you can see within range. You must maintain line of sight for the entirety of the casting duration. When the casting duration ends, the humanoid must succeed on a Saving (Charisma) throw against your Spell DC or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature”, “Run over there”, or “Fetch that object”. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Saving (Charisma) throw against the spell. If the saving throw succeeds, the spell ends.
At higher level: when you empower the spell to 6th level, the duration is C (30 min.), when you empower to 7th level, the duration is C (1 hour), when you empower to 8th level, the duration is C (8 hours).
Level 5; Casting Time 1 min.; Components V,S,M; Range Special; Duration 8 hours
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Saving (Charisma) throw against your Spell DC. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 mental damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its Saving throw with disadvantage.
Level 5; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 30ft. cone; Duration I
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 30-ft. cone facing downwards with the point of origin within range must make a Saving (Dexterity) throw against your Spell DC. A creature takes 2d6 fire damage and 2d6 holy damage on a failed save, or half as much damage on a successful one.
At higher level: when you empower this, the fire damage or holy damage (your choice) increases by 1d6 for every level above 5th.
Level 5; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); Duration C (1 min.)
You create a hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and HP equal to your HP maximum. If it drops to 0 HP, the spell ends. The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 ft. and then cause one of the following effects with it.
Clenched Fist: The hand strikes one creature or object within Close range of it. Make a melee attack for the hand using your Spellcasting modifier. On a hit, the target takes 2d8 force damage.
Forceful Hand: The hand attempts to push a creature within 5 ft. of it in a direction you choose. Make a Spellcasting check contested by a Strength or Dexterity (Gymnastics) check of the target. If the target is smaller than 15×15 ft., you have advantage on the check. If you succeed, the hand pushes the target up to 5 ft. plus a number of ft. equal to five times your Spellcasting modifier. The hand moves with the target to remain within Close range of it.
Grasping Hand: The hand attempts to grapple creature within Close range of it. You use your Spellcasting modifier to resolve the grapple. If the target is smaller than 15×15 ft., you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes damage equal to 2d6 + your Spellcasting modifier.
Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space.
At higher level: when you empower the spell, the damage from the clenched fist option increases by 1d8 and the damage from the grasping hand option increases by 1d6 for every level above 5th.
Level 5; Casting Time 1 min.; Components V; Range L (60 ft.); Duration 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Saving (Charisma) throw against your Spell DC or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse or wish spell also ends it.
At higher level: when you empower the spell to 7th level, the duration is 1 year. When you empower to 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Level 5; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); Duration C (1 min.)
Choose a creature that you can see within range. The target must succeed on a Saving throw against your Spell DC or be paralyzed for the duration. At the end of each of its turns, the target can make another Saving throw. On a success, the spell ends on the target.
At higher level: when you empower the spell, you can target one additional creature for every level above 5th. The creatures must be within 30 ft. of each other when you cast the spell.
Level 5; Casting Time 10 min.; Components V, S, M; Range S; Duration I
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might (and most likely will be) be shrouded in figurative language.
Level 5; Casting Time 1 Action; Components V, S; Range L (30 ft.); Duration C (1 min.)
You attempt to reshape another creature’s memories. One creature that you can see must make a Saving (Charisma) throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse spell cast on the target restores the creature’s true memory.
At higher level: when you empower this spell, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).
Level 5; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); AoE varies; Duration 1 hour
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 ft. wide, 8 ft. tall, and 20 ft. deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Level 5; Casting Time 10 min.; Components V,S,M; Range S; Duration C (10 min.)
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Saving throw against your Spell DC, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the Saving throw voluntarily if it wants to be observed.
Knowledge | Save Modifier | Connection | Save Modifier |
---|---|---|---|
Secondhand (you have heard of the target) | 5 | Likeness or picture | -2 |
Firsthand (you have met the target) | 0 | Possession or garment | -4 |
Familiar (you know the target well) | -5 | Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn’t affected, and no creature, besides divine beings, can scry or use similar magic on it for 10 days. On a failed save, the spell creates an invisible sensor within 10 ft. of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 ft. of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Level 5; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration 8 hours
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Saving throw against your Spell DC, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 ft. shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Arcana, Perception) check against your Spell DC. If it succeeds, it becomes aware that the target is disguised.
Level 5; Casting Time 1 Action; Components V, S; Range L (120 ft.); AoE 40 ft. sphere; Duration I
You choose a point within range and cause psychic energy to explode there. Each creature in a 40-foot-diameter sphere centered on that point must make a Saving throw. A target takes 3d10 mental damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Saving throws to maintain concentration on spells and spell-like effects. The target can make a Saving throw at the end of each of its turns, ending the effect on itself on a success.
Level 5; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration C (10 min.)
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature: You can try to move a creature. Make a Spellcasting check contested by the creature’s Strenght check. If you win the contest, you move the creature up to 30 ft. in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 ft. in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make a Spellcasting check contested by that creature’s Strenght check. If you succeed, you pull the object away from that creature and can move it up to 30 ft. in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, packing or retrieving an item from an open container, or pouring the contents from a vial.
Level 5; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration 1 hour
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Level 5; Casting Time 1 Action; Components V,S; Range S; Duration C (1 min.)
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 ft. Both trees must be living and at least the same size as you. You must use 5 ft. of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 ft. and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within Close range of the destination tree, using another 5 ft. of movement. If you have no movement left, you appear within Close range of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Level 5; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE varies; Duration C (10 min.)
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 ft., or you can shape a flat surface made up of ten 10-ft.-by-10-ft. panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however.