Runepriest Arms outstretched, a dwarven runepriest kneels over a badly injured elf and begins manifesting runic energy from her fingertips. She begins to chant the name of the rune until her eyes begin to glow white and the rune circle that has manifested from her hands has become ablaze with energy. All at once she releases the power of the rune circle and all the cuts and bruises on the elves face begin to disappear, leaving only dark bloodstains from the wounds that once were. Satisfied with her handiwork she lays the elf's head down, picks up her waterskin and walks to the nearby river and fills it with water. As she walks over you see her place her hand on the jug and whisper as rune for “purity” appears inscribed magically on the side. No ordinary spellcaster, runepriests are unbeatable in their cleverness, and draw their magic from Wisdom. Scholars and Warriors Isolated in sacred forge and holy libraries, runepriests seek to unlock the secrets of the runes of divine power. Legend holds that the gods crafted a set of powerful runes, each imbued with a core of divine power, to help create the world and give it order. During the long war against the primordials many of these runes were lost. Even many the gods only dimly recall the runes of power. Somewhere in the forgotten depths of a dungeon or the isolated corner of the planes. those ancient runes wait to be discovered. Academic Implements A runepriest can learn much in the peaceful halls of a temple, but sooner or later he or she must put on armor and go forth to and or create a new rune, and in so doing earn a name among the masters of rune magic. You learned the art of rune-smithing from your master. Perhaps you sweated over a forge deep within a dwarven stronghold. crafting weapons and armor for the faithful as part of your apprenticeship. Or you might have helped inscribe runes in the living wood of the forest, crafting signs to warn of approaching enemies. Along the way, you learned how to take inscribed runes and turn them into words and signs of power that you can incorporate into your prayers. The time for learning is at an end. Now is the time for adventure. Merge the runes of power with your weapons armor. Call to the gods and channel their might against your enemies. The runes are your weapons and the gods' foes await your judgment. Creating a Runepriest As you create a Runepriest, the most important question to consider is which Runic Path you have taken and what principles you want your character to embody. Once you have chosen a Runic Path consider what may have pushed down the specific path.

The Runepriest Level Proficiency Bonus Features Cantrips Known Glyphic Inscriptions known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — 3 — 2 — — — — — — — — 2nd +2 Glyphic Inscriptions 3 2 3 — — — — — — — — 3rd +2 Runic Tradition 4 2 4 2 — — — — — — — 4th +2 — 4 3 4 3 — — — — — — — 5th +3 Improved Runecasting 5 3 4 3 2 — — — — — — 6th +3 Runic Tradition Feature 5 3 4 3 3 — — — — — — 7th +3 Divine Comprehension, Advanced Runecasting 5 4 4 3 1 — — — — — — 8th +3 Ability Score Improvement 5 4 4 3 3 2 — — — — — 9th +4 — 5 4 4 3 3 3 1 — — — — 10th +4 Runic Tradition Feature 5 5 4 3 3 3 2 — — — — 11th +4 — 5 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 5 4 3 3 3 2 1 — — — 13th +5 Divine Comprehension 5 6 4 3 3 3 2 1 1 — — 14th +5 Runic Tradition Feature 5 6 4 3 3 3 2 1 1 — — 15th +5 5 6 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 7 4 3 3 3 3 1 1 1 — 17th +6 — 5 7 4 3 3 3 3 2 1 1 1 18th +6 Runic Tradition Feature,Divine Comprehension, 5 8 4 3 3 3 3 2 2 1 1 19th +6 Ability Score Improvement, Symbolic Restoration 5 8 4 3 3 3 3 2 2 1 1 20th +6 — 5 9 4 3 3 3 3 2 2 1 1 Did you enter the field of rune magic from a growing intrigue into the path of the scholar? Were runes a tradition passed down to you from your blacksmith father? How are you seen in your community; as a champion or troublemaker? What are your ultimate goals? Do you seek to master new runes? Or do you seek to go out and create your own? Quick Build You can make a Runepriest quickly by following these suggestions. First, Wisdom is your runecasting ability and should be your highest score, followed by strength or constitution. Second, choose the Sage background. Class Features Hit Points Hit Dice: 1d8 per runepriest level

1d8 per runepriest level Hit Points at 1st Level: 8+ your Constituion modifier.

8+ your Constituion modifier. Hit Points at Higher Levels: 1d8 (or 5)+ your Constituion modifier per runepriest level after 1st Proficiencies

1d8 (or 5)+ your Constituion modifier per runepriest level after 1st Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: Calligrapher's tools

Calligrapher's tools Saving Throws: Wisdom, Constitution

Wisdom, Constitution Skills: Choose 2 from Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple melee weapon

(a) A dungeoneer's Pack or (b) An explorer's Pack

(a) A light crossbow and 20 Bolts or (b) A shield

(a) Studded leather armor or (b) A chain shirt Runecasting As a runepriest, you have the ability cast runes. These are not true spells, although they are spell-like abilities. Runes have a casting time of 1 action and are cast by tracing them with your fingers, usually on a surface or in the air. Placed runes can be almost invisible if you so choose. An Intelligence (Investigation) or a Wisdom (Perception) check must be made for a creature against your Wisdom Spell Save DC to see one.

Runecasting Ability Modifier At level 1, you know two runes to cast. You learn additional runes at the specified runepriest levels in the runepriest progression chart above. When you level up, you may replace a learned rune with another, during the next long rest. Some runes have a runepriest level requirement or other requirement, such as language, and these requirements are found in the rune's description. You can cast within your air-space, on a surface, yourself, on a creature, or your equipment, all within 5 ft. unless otherwise specified. Glyphic Inscriptions At level 2, your runepriest has dedicated themselves to the path of runecasting, and begins to mark themselves as a symbol of that commitment. They choose glyphs with which to mark their bodies, whether by tattoo, burning, or etching. These glyphs are permanent, and possess a unique trait that grants them power and abilities. You gain two of these glyphs. Runic Tradition At the level 3, you choose your Runic Tradition. These grant certain features at level 3, 6, 10, 14 and 18. These schools are the Runes of Life, Runes of Power, Runes of Knowledge, or Runes of Elements. These traditions also determine the glyphic inscriptions and runes available to you as you level up. Traditional Runes Each tradition has a list of features, including spells and glyphs that you gain at the runepriests level noted in the tradition description. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature Improved Runecasting At level 5, when you cast a rune that is placed, you may place it on a surface, creature or point in space that you can see that is within 30 feet of where you cast it, and you can set a trigger that activates when you, an ally, or another creature (hostile or otherwise) steps on or next to the rune, which is 1 foot in diameter. The trigger conditions are determined when you cast the rune and the runes effects activate when the conditions are met. You may aslo set a delay of no more than 1 hour.

Divine Comprehension At level 7, you have been gifted from your deity with complete comprehension of another language of your choice. You gain this feature again at levels 13 and 18. Advanced Runecasting At level 7, you gain the ability to place runes on objects such as books and scrolls. You can now make runes smaller to a size of 4 inches in diameter. You can further refine the trigger conditions, such as touching or seeing the rune, or the uttering of a specific word while gazing on it. It can also be removing an object covering the rune, or manipulating the object on which a rune is placed a certain way (unlocking, opening, pressing a button, submerging, burning, etc. Runes placed can be triggered by creatures or objects with certain characteristics, such as height, weight, race, magical properties (such as a specific magic artifact or a curse). You can also set conditions for creatures do not trigger the rune in the same manner as described for those that do. Unactivated runes, remain for 1d10 minutes per runepriest level. Symbolic Restoration At level 19, you may perform a one minute ritual that requires concentration. At the end of the ritual, you regain all Rune Slots of the 8th level and below. You may not perform this ritual again until you have completed a Long Rest. Runic Tradition of Knowledge Choosing the tradition of Knowledge rewards you with a vast array of skills and wisdom. The azure sigil of knowledge etches itself on your forehead. Those who choose the Tradition of Knowledge values scholarly learning and academic pursuits above all else. It is not usual for someone who practices this tradition to worship any one of the gods of knowledge including Oghma, Boccob, Gilean, Aureon and Thoth. Runes Of Knowledge Runepriest Level Runes 3rd Rune Of Comprehension, Glyph Of Scriptsight 6th Bonus Proficiency 10th Font Of Arcane Understanding 14th Enhanced Glyph 18th Reliable Knowledge Glyph of Comprehension At 3rd Level you gain a bonus Glyph, the Glyph of Comprehension, that does not count against your Inscriptions. The Glyph of Comprehension grants the caster the ability to comprehend languages for 1d6+10 minutes, once per day. At higher levels add 1d6 per runepriest level above the 3rd. Glyph of Magic Detection Starting at 3rd level you gain the Glyph of Magic Detection that does not count against your Inscriptions. The Glyph of Magic Detection allows the user to cast detect magic for 1d6+10 minutes, once per day. At higher levels add 1d6 per runepriest level above the 3rd. Bonus Proficiency At level 6, you gain proficiency in two additional skills, weapons, languages or tools. Font Of Arcane Understanding At level 10, you learn 1 cantrip and 2 spells (of third level or lower) from any class list you wish. The spells need not be from the same class list. Wisdom is your spellcasting ability for these spells. Enhanced Glyph At level 14, your Glyph of Comprehension is fully realized. You can now employ the Glyph of Comprehension as the spell Astromancy. You can read the stars themselves as if a simple history book. By studying the patterns of the stars, you are granted cosmic insight and gain knowledge of the locale and its people. The Glyph gives you local knowledge of the area within 3 miles of you. To employ this Glyph, you must have an unobstructed view of the night sky. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: prevalent peoples, as well as important individuals, spellcasters, and leaders, major religions and established cults, major factions currently or very recently active, influence from other planes of existence, buildings and communities, magical sites and mystically significant locations Reliable Knowledge At level 18, when making an Intelligence check, you may use your Wisdom score instead of the result. If your ability score is 20 it does not count as a Crit. Runic Tradition of Life Choosing the tradition of Life means you will become a healer above all else. The viridian sigil of life etches itself on your forehead. A runepriest who practices the tradition of life promotes vitality and health through healing the sick and wounded. Runes Of Life Runepriest Level Runes 3rd Bonus Rune, Bonus Glyph 6th Healing Soul 10th Healer Adept 14th Enhanced Glyph 18th Restoration Expert

Bonus Cantrip Upon choosing this tradition at level 3, you learn the cantrip Spare The Dying. Glyph Of Vitality Upon choosing this tradition at level 3, you gain the Glyph of Vitality, which does not count against your number of Inscriptions. The Glyph of Vitality grants the caster +1 hit point per runepriest level. Healing Soul At level 6, when you use a rune, spell or feature to heal a creature other than yourself, you gain temporary HP equal to your runepriest level. These temporary hit points last 1 hour. Adept Healer At level 10, your healing runes grant an additional 1d10 hp. Enhanced Glyph At level 14, your Glyph of Vitality grants you 1 additional HP per runepriest level. Restoration Expert At level 18, when you would heal with a rune or spell, expend one rune slot at the level higher than the rune that was cast, to heal for its maximum potential. Runic Tradition of Power Choosing the Tradition of Power grants you physical superiority. The violet sigil of power etches itself on your forehead. Runes Of Power Runepriest Level Runes 3rd Weapon Bond, Bonus Glyph 6th Bonus Proficiency 10th Improved Weapon Bond 14th Martial Recovery 18th Runic Vigor Weapon Bond Upon choosing this tradition at level 3, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, after which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly teleport to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. Glyph of the Bastion At level 3, you learn the Glyph of the Bastion if you do not already know it and does not count against your number of Inscriptions. The Glyph of the Bastion grants you proficiency in both heavy armor and two handed weapons if you do not already have them. Bonus Proficiency Upon choosing this tradition at level 3, you gain one additional skill proficiency from the class list. Improved Weapon Bond At level 10, when you cast a rune as a standard action, you may make one weapon attack with a Bound Weapon as a bonus action. Martial Recovery At level 14, when you roll a critical hit or reduce a hostile creature to 0 hit points with a bound weapon attack, you regain 2 rune slots of the 4th level or lower. Runic Vigor At level 18, you may add your wisdom modifier to the damage of weapon attacks made with your Bound Weapons.

Cantrips (0 Level) Light

Mending

Resistance

Prestidigitation

Aid

Silence

Auguary

Thaumaturgy 1st Level Rune of Haste

Word of Power: Freeze

Symbols of Darkness

Rune of Healing

Rune of Guardianship 2nd Level Writ of Holding

Symbol of Friendship

Locate Object

Circle of Silence

Enthralling Chant

Symbol Of Healing 3rd Level Word of Power: Invisibility

Mass Rune of Healing

Protection from Poison

Chant of Curse Removal

Cipher of the Dead

Sigil of Daylight

Feign Death 4th Level Rune of Locate Creature

Word of Power: Banish

Sigil Of Confusion

Death Ward

Ritual of Evard's Black Tentacles

Circle of Fabrication

Rune of the Fire Shield 5th Level Chant of Animation

Rune of Creation

Teleportation Circle

Dispel Evil and Good

Symbols of the Insect Plague

Rune of Telekinesis 6th Level Ritual of the Gate

Rune of Smiting

Circle of Death

Word of Power: Disintigrate

Sigil of True Seeing

Chant of Mass Suggestion 7th Level Verses of Planar Shift

Rune Of Prismatic Spray

Reverse Gravity

Rune Of Eternal Flame

Word of Power: Fear

Regenerate 8th Level Mind Blank

Antimagic Field

Ritual of Conjure Fey

Dominate Monster

Earthquake 9th Level Rune of Time Stop

Mass Heal

Gate

Meteor Storm

Rune ofForesight

Word Of Power: Kill

1st level Rune Of Haste 1st-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S

S Duration: Concentration, up to 10 minutes For 1 minute, the target creature's speed is increased by 15 feet and is unhindered by rough terrain. This bonus increases to 20 feet at level 7, and 25 feet at level 15. Word of Power: Freeze 1st-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes Casting this rune creates an aura that makes all creatures within a 20 ft radius of the rune required to make a CON save. On a failure the creatures take 1d6 cold damage and their speed is halved and they cannot take reactions until the end of their next turn. On a success, the creature simply takes half damage with no additional penalty. Any creature that enters the aura or starts their turn in it must make the saving throw. The aura lasts for 30 seconds, and at level 11, the damage increases to 2d6. Symbols Of Darkness 1st-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Rune of Healing 1st-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S

S Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your runecasting ability modifier. This spell has no effect on Undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st. Rune Of Guardianship 1st-level abjuration Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from the spell magic missile. 2nd Level Writ Of Holding 2nd-level enchantment Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Locate Object 2nd-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its Movement. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Rune of Comprehension 2nd-level divination Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: 1 Hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Circle of Silence 2nd-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S

S Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Enthralling Chant 2nd-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V

V Duration: 1 Minute You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be Charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are Incapacitated or can no longer speak. Symbol of Healing 2nd-level evocation Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V,S

V,S Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on Undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd. 3rd Level Word of Power: Invisibility 3rd-level illusion Casting Time: 1 action

1 action Range: Touch

Touch Components: S,V

S,V Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above the 2nd. Mass Rune of Healing 3rd-level illusion Casting Time: 1 action

1 action Range: Touch

Touch Components: S,V

S,V Duration: Instantaneous As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on Undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d4 for each slot level above 3rd. Protection From Poison 3rd-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: S,V

S,V Duration: Concentration, up to 10 minutes You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. Chant of Curse Removal 3rd-level abjuration Casting Time: 1 action

1 action Range: touch

touch Components: S,V

S,V Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded. Cipher Of The Dead 3rd-level necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Sigil of Daylight 3rd-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm , blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. Feign Death 3rd-level necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. 4th Level Rune Of Locate Creature 4th-level Divination Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. Sigil Of Confusion 4th-level enchantment Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 1 minute This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. Death Ward 4th-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: S,V

S,V Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the Spells ends. Ritual of Evards Black Tentacles 4th-level conjuration Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes

Squirming, ebony tentacles fill a 20-foot square on ground 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 Dexterity saving throw or take 3d6 bludgeoning 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 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. Circle Of Fabrication 4th-level transmutation Casting Time: 1 action

1 action Range: 120 ft

120 ft Components: S,V

S,V Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of Objects made by the spell is commensurate with the quality of the raw materials. Creatures or Magic Items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such Objects. Rune of the Fire Shield 4th-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration, up to 10 minutes Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. 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 cold damage, and the chill Shield grants you Resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the Shield erupts with flame. The attacker takes 2d8 fire damage from a warm Shield, or 2d8 cold damage from a cold Shield. 5th Level Chant of Animation 5th-level transmutation Casting Time: 1 action

1 action Range: 120 ft

120 ft Components: S,V

S,V Duration: Concentration, up to 1 minutes You place a Rune of Life on an Object and the Objects come to life at your Command. Choose up to ten nonmagical Objects within range that are not being worn or carried. Medium Targets count as two Objects, Large Targets count as four Objects, Huge Targets count as eight Objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a Bonus Action, you can mentally Command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18 Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14 Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12 Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10 Huge - HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the Objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you Command an object to Attack, it can make a single melee Attack against a creature within 5 feet of it. It makes a slam Attack with an Attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional Objects for each slot level above 5th.

Rune Of Creation 5th-level evocation Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: S,V,M (a small piece of the material that you intend to replicate)

S,V,M (a small piece of the material that you intend to replicate) Duration: Special You pull wisps of Shadow material from the Shadowfell 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 - Duration: Vegetable matter - 1 day Stone/crystal - 12 hours Precious metals - 1 hour Gems - 10 minutes Adamantine/Mithral - 1 minute Using any material created by this spell as another spell's material component causes that spell to fail. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. Teleportation Circle 5th-level conjuration Casting Time: 1 minute

1 minute Range: 10 ft

10 ft Components: S,V,M Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes.

S,V,M Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes. Duration: Concentration, up to 10 minutes As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on The Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to Teleport when you cast the spell in this way. Dispel Evil and Good 5th-level abjuration Casting Time: 1 minute

1 minute Range: Self

Self Components: S,V,M (holy water or powdered silver and iron consumes.)

S,V,M (holy water or powdered silver and iron consumes.) Duration: Concentration, up to 1 minute Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, elementals, fey, Fiends, and Undead have disadvantage on Attack rolls against you. You can end the spell early by using either of the following Special functions. Break Enchantment: As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer Charmed, Frightened, or possessed by such creatures. Dismissal: As your action, make a melee spell Attack against a celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, Undead are sent to the Shadowfell, and fey are sent to the Feywild. Symbols of th Insect Plague 5th-level conjuration Casting Time: 1 action

1 action Range: 300 ft

300 ft Components: S,V,M (a few grains of sugar, some kernels of grain, and a small smear of fat)

S,V,M (a few grains of sugar, some kernels of grain, and a small smear of fat) Duration: Concentration, up to 10 minutes Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The Sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed throw, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above the 5th. Rune Of Telekinesis 5th-level transmutation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Concentration You gain the ability to move or manipulate creatures or Objects by thought. When you cast the rune, 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 Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet 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 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet 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, stowing or retrieving an item from an open container, or pouring the contents from a vial. 6th Level Ritual of the Gate 6th-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V,M (a diamond worth at least 5,000gp)

S,V,M (a diamond worth at least 5,000gp) Duration: Up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet 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 on each plane 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 plane, appearing in the unoccupied space nearest to the portal. 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). If that creature is on a plane other than the one you are on, 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 DM deems appropriate. It might leave, Attack you, or help you. Rune Of Smiting 6th-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Until the end of your next turn The next time you hit a creature with a weapon Attack before this spell ends, the weapon gleams with astral radiance as you strike. The Attack deals an extra 4d12 radiant damage to the target, which becomes visible if it's Invisible, and the target sheds dim light in a 5-foot radius and can't become Invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases by 1d12 for each slot level above 2nd. Circle of Death 6th-level necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V,M (the powder of a crushed black pearl worth at least 500 gp)

S,V,M (the powder of a crushed black pearl worth at least 500 gp) Duration: Concentration, up to 10 minutes A Sphere of negative energy ripples out in a 60-foot-radius Sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Word of Power: Disintigrate 6th-level transmutation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V,M (a lodestone and a pinch of dust)

V,M (a lodestone and a pinch of dust) Duration: Instantaneous A thin green rune springs from your pointing fingers 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 Dexterity saving throw. On a failed save, the target takes 10d6+40 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 True Resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a Creation of magical force. If the target is a Huge or larger object or Creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. Sigil of True Seeing 6th-level divination Casting Time: 1 action

1 action Range: Touch

Touch Components: S,V,M (an ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)

S,V,M (an ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) 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 truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Chant of Mass Suggestion 6th-level enchantment Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V,M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)

V,M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: 24 hours You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. Chant of Mass Suggestion 6th-level enchantment Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V,M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)

V,M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: 24 hours You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. At Higher Levels. When you cast this spell using a 7th-level rune slot, the duration is 10 days. When you use an 8th-level rune slot, the duration is 30 days. When you use a 9th-level rune slot, the duration is a year and a day. 7th Level Verses of Planar Shift 7th-level conjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: S,V,M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)

S,V,M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a Teleportation Circle on another plane of existence, this spell can take you to that circle. If the Teleportation Circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell Attack against it. On a hit, the creature must make a Charisma saving throw. 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. Rune Of Prismatic Spray 7th-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: S,V

S,V Duration: Instantaneous 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-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1-Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2-Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3-Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4-Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5-Blue: The target takes 10d6 cold 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 Constitution 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 Wisdom 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 another plane of existence of the DM's choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8-Special: The target is struck by two rays. Roll twice more, rerolling any 8. Reverse Gravity 7th-level transmutation Casting Time: 1 action

1 action Range: 100 ft

100 ft Components: S,V,M (A lodestone and iron filings)

S,V,M (A lodestone and iron filings) Duration: Up to 1 minute This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered 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 Dexterity saving throw 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. Rune Of Eternal Flame 7th-level evocation Casting Time: 1 action

1 action Range: 150 ft

150 ft Components: S,V,M (a tiny ball of bat guano and sulfur)

S,V,M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d12 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 Levels: When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d12 for each slot level above 3rd. Word of Power: Fear 7th-level illusion Casting Time: 1 action

1 action Range: Self

Self Components: S,V,M (a white feather or the heart of a hen)

S,V,M (a white feather or the heart of a hen) Duration: Concentration, up to 10 minutes You speak a single word and project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the Duration. While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Regenerate 7th-level transmutation Casting Time: 1 minute

1 minute Range: Touch

Touch Components: S,V,M (a prayer wheel and holy water)

S,V,M (a prayer wheel and holy water) Duration: 1 hour You touch a creature and stimulate its natural Healing ability. The target regains 4d8 + 15 hit points. For the Duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. 8th Level Mind Blank 8th-level abjuration Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Up to 24 hours Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Spells, and the Charmed condition. The spell even foils wish Spells and Spells or effects of similar power used to affect the target's mind or to gain information about the target. Antimagic Field 8th-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: S,V,M (a pinch of powdered iron or iron filings)

S,V,M (a pinch of powdered iron or iron filings) Duration: Concentration, up to 10 minutes A 10-foot-radius Invisible Sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the Sphere, Spells can't be cast, summoned creatures disappear, and even Magic Items become mundane. Until the spell ends, the Sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the Sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its Duration.

Targeted Effects: Spells and other magical effects, such as Magic Missile and Charm Person, that target a creature or an object in the Sphere have no effect on that target. Areas of Magic: The area of another spell or magical effect, such as Fireball, can't extend into the Sphere. If the Sphere overlaps an area of magic, the part of the area that is covered by the Sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the Sphere, creating a gap in the wall if the overlap is large enough. Spells: Any active spell or other magical effect on a creature or an object in the Sphere is suppressed while the creature or object is in it. Magic Items: The properties and powers of Magic Items are suppressed in the Sphere. For example, a +1 long sword in the Sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the Sphere or wielded by an attacker in the Sphere. If a Magic Weapon or piece of magic ammunition fully leaves the Sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel: Teleportation and Planar Travel fail to work in the Sphere, whether the Sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the Rope Trick Spells, temporarily closes while in the Sphere. Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the Sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the Sphere. Dispel Magic: Spells and magical effects such as Dispel Magic have no effect on the Sphere. Likewise, the spheres created by different antimagic field Spells don't nullify each other. Ritual of Conjure Fey 8th-level conjuration Casting Time: 1 minute

1 minute Range: 90 ft

90 ft Components: S,V

S,V Duration: 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the Duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your Concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might Attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's Statistics. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. Dominate Monster 8th-level enchantment Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Up to 1 hour You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw 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 creature 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 Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell with a 9th-level spell slot, the Duration is Concentration, up to 8 hours. Earthquake 8th-level evocation Casting Time: 1 action

1 action Range: 500 ft

500 ft Components: S,V,M (a pinch of dirt, a piece of rock, and a lump of clay)

S,V,M (a pinch of dirt, a piece of rock, and a lump of clay) Duration: Up to 1 minute 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-foot- radius 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 Constitution saving throw. 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 Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures. 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 locations chosen by the DM. Each is 1d10 x 10 feet 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 Dexterity saving 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). Structures. The tremor deals 50 bludgeoning 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 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. 9th Level Rune of Time Stop 9th-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: S,V

S,V Duration: Concentration, up to 10 minutes You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. Word of Power: Mass Heal 9th-level evocation Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V

S,V Duration: Instantaneous A flood of Healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all Diseases and any effect making them Blinded or Deafened. This spell has no effect on Undead or constructs. Gate 9th-level conjuration Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: S,V,M (a diamond worth at least 5,000gp)

S,V,M (a diamond worth at least 5,000gp) Duration: Concentration, up to 10 minutes You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet 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 on each plane 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 plane, appearing in the unoccupied space nearest to the portal. 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). If that creature is on a plane other than the one you are on, 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 DM deems appropriate. It might leave, Attack you, or help you. Meteor Storm 9th-level evocation Casting Time: 1 action

1 action Range: 1 mile

1 mile Components: S,V

S,V Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each point you choose must make a Dexterity saving throw. The Sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning 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. Rune of Forsesight 9th-level divination Casting Time: 1 action

1 action Range: Touch

Touch Components: S,V,M (a hummingbird feather)

S,V,M (a hummingbird feather) Duration: Concentration, up to 10 minutes You touch a willing creature and bestow a limited ability to see into the immediate future. For the Duration, the target can't be surprised and has advantage on Attack rolls, Ability Checks, and saving throws. Additionally, other creatures have disadvantage on Attack rolls against the target for the Duration. This spell immediately ends if you cast it again before its Duration ends.