Pravian Imperium

Mage Spells

Cantrip

Lightning Lure

Level 0 (cantrip); Casting Time 1 Action; Components V; Range L (15 ft); Duration I.

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Saving (Dexterity) throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 electricity damage if it is within 5 feet of you.
At higher Class level: the spell’s damage increases by 1d8 when you reach CL3 (2d8) and CL7 (3d8).

Mage Hand

Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (30 ft); Duration 1 min.

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 ft. away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 ft. each time you use it. The hand can’t attack, activate items, or carry more than 10 pounds.

Minor Illusion

Level 0 (cantrip); Casting Time 1 Action; Components S,M; Range L (30 ft.); Duration 1 min.

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any sound you choose. The sound continues unpaused throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object such as a chair, muddy footprints or a small chest, it must be no larger than a 5-ft. cube. The image cannot create sound, light, smell or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

Ray of Frost

Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (60 ft.), Duration I

A frigid beam of blue-white light streaks toward a creature within range. Make a Attack (Spellcasting) roll against the target. On a hit, it takes 1d6 ice damage, and its speed is reduced by 10 ft. until the start of your next turn.
At higher Class level: the spell’s damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).

Shape Water

Level 0 (cantrip); Casting Time 1 Action; Components S; Range L (30 ft.); AoE  5ft cube.; Duration I or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
– You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
– You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
– You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
– You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Level 1

Burning Hands

Level 1; Casting Time 1 Action; Components V,S, Range S; AoE 15ft. cone; Duration I

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Saving (Dexterity) throw against your Spell DC. A creature takes 1d6 fire damage on a failure, or half as much damage on a success. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 1st.

Color Spray

Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 15ft. cone; Duration 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many HP of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current HP, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s HP from the total before moving on to the creature with the next lowest HP. A creature’s HP must be equal to or less than the remaining total for the creature to be affected.
At higher level: when you empower the spell, roll an additional 2d10 for each level above 1st.

False Life

Level 1; Casting Time 1 Action; Components V,S,M; Range S; Duration 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary HP for the duration.
At higher level: when you empower this spell, you gain 5 additional temporary HP for every level above 1st.

Feather Fall

Level 1; Casting Time Reaction; Components V,M; Range L (60 ft.); Duration 1 minute

When you or a creature within 60 ft. of you falls, choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 ft. 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.

Heroism

Level 1; Casting Time 1 Action; Components V,S; Range C; Duration C (1 min.)

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary HP equal to your Spell attack modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary HP from this spell. 
At higher level: when you empower this spell, you can target one additional creature for every level above 1st.

Identify

Level 1; Casting Time 1 min.; Components V,S; Range C; Duration I

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires special properties, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Illusory Script

Level 1; Casting Time 1 min.; Components S, M; Range C; Duration 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. Creatures that ignore illusions can read the original message.

Longstrider

Level 1; Casting Time 1 Action; Components V,S,M; Range C; Duration 1 hour

You touch a creature. The target’s speed increases by 10 feet until the spell ends. 
At higher level: when you empower this spell, you can target one additional creature for every level above 1st.

Mage Armor

Level 1; Casting Time 1 Action; Components V,S,M; Range C; Duration 8 hours

You touch a willing creature and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 14. The spell ends if you dismiss the spell as an action. 

Magic Missile

Level 1; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I

You create two glowing darts of crackling magic. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. 
At higher level: when you empower the spell, you create one more dart for every level above 1st.

Thunderwave

Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 15ft. cube; Duration I

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Saving throw against your Spell DC. On a failure, a creature takes 2d6 sonic damage and is pushed 10 feet away from you. On a success, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. 
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 1st.

Level 2

Blindness/Deafness

Level 2; Casting Time 1 Action; Components V, Range L (30 ft.) Duration 1 min.

You can blind or deafen a foe. Choose one creature that you can see within range to make a Saving throw against your Spell DC. On a fail the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make the check again. On a success, the spell ends.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd.

Blur

Level 2; Casting Time 1 Action; Components V; Range S; Duration C (1 min.)

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on Attack rolls against you

Darkvision

Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 ft.

Flaming Sphere

Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within Close range of the sphere must make a Saving (Dexterity) throw against your Spell DC. The creature takes 2d6 fire damage on a failure, or half as much damage on a success. As a bonus action, you can move the sphere up to 30 ft. If you ram the sphere into a creature, that creature must make the roll with disadvantage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 ft. wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-ft. radius and dim light for an additional 20 ft.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 2nd.

Gust of Wind

Level 2; Casting Time 1 Action; Components V,S,M; Range S; AoE 60-ft. line; Duration C (1 min.)

A line of strong wind 60 ft. long and 10 ft. wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Saving (Dexterity) throw against your Spell DC or be pushed 15 ft. away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. 

Hold Person

Level 2; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration C (1 min.)

Choose a humanoid 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 this spell, you can target one additional creature for every level above 2nd. The humanoids must be within 30 ft. of each other when you target them.

Knock

Level 2; Casting Time 1 Action; Components V, Range L (60 ft.); Duration I

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 ft., emanates from the target object.

Misty Step

Level 2; Casting Time 1 Bonus Action; Components V, Range S; Duration I

Briefly surrounded by silvery mist, you teleport up to 30 ft. to an unoccupied space that you can see. 

Phantasmal Force

Level 2; Casting Time 1 Action; Components V, S, M, Range L (60 ft.); Duration C (1 min.)

You craft an illusion that takes root in the mind of a creature that you can see within range.
The target must make a Saving (Intelligence) throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Arcana, Perception) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall – it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 mental damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Web

Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); AoE 20ft. cube; Duration C (1 hour)

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-ft. cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 ft. Each creature that starts its turn in the webs or that enters them during its turn must make a Saving (Dexterity) throw against your Spell DC. On a failure, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength (Escape Artist) check against your Spell DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-ft. cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Level 3

Fireball

Level 3; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 20ft. sphere; Duration I

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-ft.-diametr sphere centered on that point must make a Saving (Dexterity) throw against your Spell DC. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one, The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher level: when you empower the spell, the damage increases by 1d6 damage per level above 3rd. 

Gaseous Form

Level 3; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature dies. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to damage, and it has advantage on Saving (Dexterity) throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

Haste

Level 3; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 min.)

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. 

Lightning Bolt

Level 3; Casting Time 1 Action; Components V,S,M; Range S; AoE 100ft. line; Duration I

A stroke of lightning forming a line of 100 ft. long and 5 ft. wide blasts out from you in a direction you choose. Each creature in the line must make a Saving (Dexterity) throw against your Spell DC. A creature takes 4d6 electricity damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. 
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 3rd.

Major Image

Level 3; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE 20ft. cube; Duration C (10 min.)

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-ft. cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal sonic damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. 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 its other sensory qualities become faint to the creature.
At higher level: if you empower the spell to 6th level, the spell lasts until dispelled, without requiring concentration.

Sleet Storm

Level 3; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 40 ft. sphere; Duration C (1 min.)

Until the spell ends, freezing rain and sleet fall in a 40-ft.-diametr sphere centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Saving (Dexterity) throw against your Spell DC. On a failed save, it falls prone. If a creature is concentrating in the spell’s area, the creature must make a successful Saving throw against your spell save DC or lose concentration. 

Tiny Tent

Level 3; Casting Time 1 min.; Components V,S,M; Range S; AoE 20 ft. sphere; Duration 8 hours

A 20-foot-diameter immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine human-sized or smaller creatures can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Water Breathing

Level 3; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration 24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. 

Level 4

Black Tentacles

Level 4; Casting Time 1 Action; Components V,S; Range L (90 ft.); AoE 20ft. cube; Duration C (1 min.)

Squirming, ebony tentacles fill a 20-ft. cube that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Saving (Dexterity) throw against your Spell DC or take 3d6 normal damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 2d6 damage. A creature restrained by the tentacles can use its action to make an Ability check against your spell save DC. On a success, it frees itself.

Elemental Bane

Level 4; Casting Time 1 Action; Components V,S; Range L (90 ft.); Duration C (1 min.)

Choose one creature you can see within range, and choose one of the following damage types: electricity, fire, ice, sonic or toxic.
The target must succeed on a Saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance or immunity to that damage type until the spell ends.
At higher level: when you empower this spell, you can target one additional creature for every level above 4th. The creatures must be within 30 feet of each other when you target them.

Faithful Hound

Level 4; Casting Time 1 Action; Components V,S; Range L (30 ft.); 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 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 modifier is equal to your spellcasting modifier. On a hit, it deals 3d8 normal damage.

Fire Shield

Level 4; Casting Time 1 Action; Components V,S,M; Range S; Duration 10 min.

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-ft. radius and dim light for an additional 10 ft., You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to ice damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within Close range of you hits you with a melee attack, the shield erupts with flame. The attacker takes 1d8 fire damage from a warm shield, or 1d8 ice damage from a cold shield.

Resilient Sphere

Level 4; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 min.)

A sphere of shimmering force encloses a creature or object within range. An unwilling creature must make a Saving (Dexterity) throw against the Spell DC. 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. 

Wall of Fire

Level 4; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE varies; Duration C (1 min.)

You create a wall of fire on a solid surface within range. You can make the wall up to 60 ft. long, 20 ft. high, and 1 ft. thick, or a ringed wall up to 20 ft. in diameter, 20 ft. high, and 1 ft. thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Saving (Dexterity) throw against your Spell DC. On a failed save, a creature takes 3d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 2d8 fire damage to each creature that ends its turn within 10 ft of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. 
At higher level: when you empower the spell, the damage increases by 1d8 for every level above 4th.

Water Sphere

Level 4; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 10 ft. sphere; Duration C (1 min.)

You conjure up a sphere of water with a 10-foot-diameter on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a Saving (Strength) throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A creature larger than the sphere succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.
The sphere can restrain a maximum of four human-sized or smaller creatures or one creature larger than humans. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Level 5

Cloudkill

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.

Force Hand

Level 5; Casting Time 1 Action; Components V,S; 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.

Geas

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.

Passwall

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.

Seeming

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.

Telepathic Bond

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.

Wall of Force

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.

Level 6

Chain Lightning

Level 6; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); Duration I

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 ft. of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Saving (Dexterity) throw against your Spell DC. The target takes 5d8 electricity damage on a failed save, or half as much on a successful one.
At higher level: when you empower this, one additional bolt leaps from the first target to another target for every level above 6th.

Contingency

Level 6; Casting Time 10 min.; Components V,S,M; Range S; Duration 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, called the contingent spell, as part of casting contingency, expending FP for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might decide that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends.

Disintegrate

Level 6; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration I

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Saving throw against your Spell DC. On a failed save, the target takes 5d6 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a wish spell. This spell automatically disintegrates a non-magical object or a creation of magical force smaller than 10 ft. If the target is bigger than 10 ft., this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher level: when you empower the spell, the damage increases by 2d6 for every level above 6th.

Move Earth

Level 6; Casting Time 1 Action; Components V,S; Range L (120 ft.); AoE 40ft. cube; Duration C (2 hours)

Choose an area of terrain no larger than a 40 ft. cube within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-ft. cube, you can create a pillar up to 20 ft. high, raise or lower the square’s elevation by up to 20 ft., dig a trench up to 20 ft. deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

True Seeing

Level 6; Casting Time 1 Action; Components V,S,M; Range C; Duration 1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has blindvision and darkvision and notices secret things, even those hidden by magic, all out to a range of 120 feet. 

Wall of Ice

Level 6; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE varies; Duration C (10 min.)

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 ft., or you can shape a flat surface made up of ten 10-ft.-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 ft. thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Saving (Dexterity) throw against your Spell DC. On a failed save, the creature takes 6d6 ice damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 HP per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 HP destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Saving throw against your Spell DC. The creature takes 4d6 ice damage on a failed save, or half as much damage on a successful one. 
At higher level: when you empower the spell, the damage the wall deals when it appears increases by 1d6, and the damage from passing through the sheet of frigid air increases by 1d6, for every level above 6th.

Level 7

Delayed Blast Fireball

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 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.

Mirage Arcane

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.

Plane Shift

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.

Prismatic Spray

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.

Teleport

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.

FamiliarityMishapSimilar AreaOff targetOn target
Permanent circle---1-100
Associated object--1-100
Very familiar1-56-1314-2425-100
Seen casually1-3334-4344-5354-100
Viewed once1-4344-5354-7374-100
Description1-4344-5354-7374-100
False destination1-5051-100--

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 8

Control Weather

Level 8; Casting Time 10 min.; Components V,S,M; Range S; AoE 5-mile sphere; Duration C (8 hours)

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the GM, based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Wind
Stage 1Calm
Stage 2Moderate wind
Stage 3Strong wind
Stage 4Gale
Stage 5Storm
Amount of Clouds
Stage 1Clear
Stage 2Light clouds
Stage 3Overcast or ground fog
Stage 4Rain, hail or snow
Stage 5Torrential rain, driving hail or blizzard
Temperature
Stage 1Unbearable heat
Stage 2Hot
Stage 3Warm
Stage 4Cool
Stage 5Cold
Stage 6Arctic cold

Demiplane

Level 8; Casting Time 1 Action; Components S; Range L (60 ft.); Duration 1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow human-sized creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

Earthquake

Level 8; Casting Time 1 Action; Components V,S,M; Range L (500 ft.); AoE 100ft. sphere; Duration C (1 min.)

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-ft. diametr circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Saving throw against your Spell DC. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Saving (Dexterity) throw. On a failed save, the creature is knocked prone.
Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in random locations. Each is 1d10 x 10 ft. deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Saving (Dexterity) throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).
The tremors deals 50 damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 HP, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Saving (Dexterity) throw. On a failed save, the creature takes 5d6 damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strenght check as an action to escape. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. 

Maze

Level 8; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration C (10 min.)

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence (Architecture) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Sunburst

Level 8; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 60ft. sphere; Duration I

Brilliant sunlight flashes in a 60-ft.-diametr sphere centered on a point you choose within range. Each creature in that light must make a Saving (Dexterity) throw against your Spell DC. On a failed save, a creature takes 9d6 holy damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. A creature blinded by this spell makes another Saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. 

Level 9

Gate

Level 9; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration C (1 min.)

You conjure a portal linking an unoccupied space you can see within range to a precise location you have been to at least once on any plane of existence. The portal is a circular opening, which you can make 5 to 20 ft. in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back at each location where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other location, appearing in the unoccupied space nearest to the portal. A creature must be willing in order to go through the portal. An unwilling creature may be pushed through if it fails a Saving throw against the caster’s Spell Save DC. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). The creature must make a Saving throw against your Spell Save DC. On a failure, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

Imprisonment

Level 9; Casting Time 1 min.; Components V,S,M; Range L (30 ft.); Duration Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.
Burial – The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
Chaining – Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.
Hedged Prison – The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
Minimus Containment – The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.
Slumber – The target falls asleep and can’t be awoken.
Ending the Spell – During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or worshipped deity but otherwise must be based on observable actions or qualities and not based on intangibles such as player level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the component used to create it.

Meteor Swarm

Level 9; Casting Time 1 Action; Components V,S,M; Range L (1 mile.); AoE 4x40ft. sphere; Duration I

Blazing orbs of fire plummet to the ground at four different points you can see in range. Each creature in a 40-ft.-diametr sphere centered on each point you choose must make a Saving (Dexterity) throw against your Spell DC. The sphere spreads around corners. A creature takes 5d6 fire damage and 5d6 normal damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. 

Prismatic Wall

Level 9; Casting Time 1 Action; Components V,S; Range L (60 ft.); AoE varies; Duration 10 min.

A shimmering, multicolored plane of light forms a vertical opaque wall up to 90 ft. long, 30 ft. high, and 1 inch thick, centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 ft. in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the FP are wasted. The wall sheds bright light out to a range of 100 ft. and dim light for an additional 100 ft. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 ft. of it or starts its turn there, the creature must succeed on a Saving throw against your Spell DC or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on it.
1. Red. The creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, non-magical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 ice damage to it.
2. Orange. The creature takes 6d6 toxic damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
3. Yellow. The creature takes 6d6 electricity damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
4. Green. The creature takes 6d6 withering damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5. Blue. The creature takes 6d6 ice damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
6. Indigo. On a failed save, the creature 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 creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
7. Violet. On a failed save, the creature 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. This layer is destroyed by a dispel magic spell or similar spell of equal or higher level that can end spells and magical effects.