Level 7 Spells
Level 7; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 20ft. sphere; Duration C (1 min.)
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-ft-diametr sphere centered on that point must make a Saving (Dexterity) throw against your Spell DC. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 8d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Saving (Intelligence) throw against your Spell DC. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 ft. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At higher level: when you empower the spell, the base damage increases by 1d6 for every level above 7th.
Level 7; Casting Time 1 Bonus Action; Components V; Range L (30 ft.); Duration I
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Saving throw against your Spell DC. On a failed save, a creature suffers an effect based on its current HP:
Above 50 HP: deafened for 1 minute
40 HP or fewer: deafened and blinded for 10 minutes
25 HP or fewer: blinded, deafened, and stunned for 1 hour
10 HP or fewer: killed instantly
Level 7; Casting Time 1 Action; Components V,S; Range S; Duration 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 plan you originated from, but everything there looks gray, and you can’t see anything more than 60 ft. 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 plan 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.
At higher level: when you empower the spell, you can target up to three additional willing creatures (including you) for every level above 7th. The creatures must be within Close range of you when you cast the spell.
Level 7; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration I
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Saving throw against your Spell DC. It takes 8d8 withering damage on a failed save, or half as much damage on a successful one.
Level 7; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 10x10ft. cube; Duration I
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-ft. cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Saving (Dexterity) throw against your Spell DC. It takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Level 7; Casting Time 1 Action; Components V,S,M; Range L (100 ft.); AoE 20 ft. cube; Duration 1 hour
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 ft. on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 ft. on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Saving (Intelligence) throw against your Spell DC. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by dispel magic.
Level 7; Casting Time 10 min.; Components V,S,M; Range Sight; AoE 1 mile cube; Duration 10 days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Level 7; Casting Time 1 Action; Components V,S,M; Range C; Duration I
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You appear in a random unoccupied space on the target plane that is not immediately hazardous to you. You need to have knowledge about the plane’s metaphysical location before casting the spell. This knowledge is fairly common for the main planes, but scarce for other planes, and even rarer for demiplanes. You can also use this spell to banish an unwilling creature to another plane you have knowledge of. Choose a creature within Close range and make an Attack (Spellcasting) check against it. On a hit, the creature must make a Saving throw against your Spell DC. If the creature fails the 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.
Level 7; Casting Time 1 Action; Components V; Range L (60 ft.); Duration I
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 70 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on all d20 rolls using one of the base or derived modifiers. Finally, if the target tries to cast a spell, it must first succeed on a Saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Saving throw at the end of each of its turns. On a successful save, the pain ends.
Level 7; Casting Time 1 Action; Components V,S,M; Range S; AoE 60ft. cone; Duration I
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-ft. cone must make a Saving (Dexterity) throw against your Spell DC. For each target, roll a d8 to determine which color ray affects it.
1. Red. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 6d6 toxic damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 6d6 electricity damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 6d6 withering damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 6d6 ice damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a Saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to the Bangle Fields and is no longer blinded. If you are already present on the Bangle Fields, the creature is transported to the main plane of existence.
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Level 7; Casting Time 1 Action; Components V,S,M; Range 500 miles; Duration C (1 day)
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. 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 (Arcana, Perception) check against your Spell DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Level 7; Casting Time 1 min.; Components V,S,M; Range C; Duration 1 hour
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 HP. For the duration of the spell, the target regains 1 HP at the start of each of its turns (10 HP 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.
Level 7; Casting Time 1 Action; Components V,S,M; Range L (100 ft.); AoE 100ft. cube; Duration C (1 min.)
This spell reverses gravity in a 100-ft. cube on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Saving (Strength) throw against your Spell DC to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
Level 7; Casting Time 1 Action; Components V,S,M; Range C; Duration until dispelled
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by detection spells or perceived through scrying sensors created by spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the dragon awakes. This spell also ends if the target takes any damage.
Level 7; Casting Time 1 Action; Components V,M; Range C; Duration I
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-ft. cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same planet as you. Your familiarity with the destination determines whether you arrive there successfully. Roll a d100 and consult the table.
Familiarity | Mishap | Similar Area | Off target | On target |
---|---|---|---|---|
Permanent circle | - | - | - | 1-100 |
Associated object | - | - | 1-100 | |
Very familiar | 1-5 | 6-13 | 14-24 | 25-100 |
Seen casually | 1-33 | 34-43 | 44-53 | 54-100 |
Viewed once | 1-43 | 44-53 | 54-73 | 74-100 |
Description | 1-43 | 44-53 | 54-73 | 74-100 |
False destination | 1-50 | 51-100 | - | - |
Familiarity
“Permanent circle” means a permanent teleportation circle whose sigil sequence you know. You may teleport to any permanent teleportation circle on the same plane of existence, not just on the same planet.
“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. The location can be anywhere on the same plane of existence, not just on the same planet.
“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.
“Viewed once” is a place you have seen once, possibly using magic.
“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
Result
On Target: You and your group (or the target object) appear where you want to.
Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. Determine the direction randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap: The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and reroll on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Level 7; Casting Time 1 Action; Components V, S, M; Duration C (1 hour)
Two creatures you can see within range must make a Saving (Charisma) throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures dies, the spell ends on both. If the spell ends on one creature, it ends on both.