At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 and the maximum number of targets increases by 1 for each slot level above 2nd. Additionally, the required worth of the material components increases as follows. 3rd through 5th level: 250 gp. 6th or 7th level: 1,000 gp. 8th or 9th level: 5,000 gp.

A creature in the area of more than one line takes damage only once. However, if different spaces occupied by the same creature fall in the area of different lines, then for each separately-affected space beyond the first the creature rolls an additional d20 for its Constitution saving throw, taking the lowest result of the set.

You induce violent, vibrational disturbances in space, anchored at both ends by special arcane foci. Choose up to two allies within range. Each creature in a line 5 feet wide connecting you and a target (except you and that target) must succeed on a Constitution saving throw or take 2d12 force damage, plus an additional 1d12 force damage if it is equidistant to you and a target. A creature takes half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can crush an object of one size larger for each slot level above 4th. When you cast this spell using a 9th level spell slot, you can crush a magical object.

If a creature is holding or wearing the object, they can make a Constitution saving throw. On a success, the object is unaffected. On a failure, the object is affected as normal. If the object is being worn around a major body part (such as the torso, neck, or a limb) the object is not destroyed, but the creature wearing it takes 4d10 bludgeoning damage. The DM may also assign additional effects at their discretion depending on the nature of the item crushed.

You magically crush a single nonmagical object that is no larger than Small into a Tiny ball. The resultant ball weighs the same amount as the original item and is made out of the same constituent materials, but the original functionality of the item is utterly lost.

This spell deals bonus damage when you reach higher levels. At 5th level, your weapon blazes briefly with holy power, causing the attack to deal an extra 1d4 radiant damage to the target. The damage increases by 1d4 at 11th level (2d4) and 17th level (3d4).

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. When you do, you can roll a d4 and add the number rolled to the attack roll. On a hit, the target suffers the attack's normal effects.

The following are short descriptions of each spell, designed to help you window shop for stuff you find interesting without needing to read each full spell. ___

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the blast increases by 5 feet for every slot level above 1st.

Finally, you take force damage equal to the total damage. This damage cannot be reduced or mitigated in any way. If you are killed by this damage you and everything you are wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Each creature within 20 feet of you must make a Dexterity saving throw. A target takes force damage equal to the total damage on a failed save, or half as much damage on a successful one.

You gather every last vestige of your remaining power and release it in an overwhelming torrent of raw magical energy. Roll all of your remaining hit dice and add them together. For each remaining spell slot, including the one used to cast this spell, add 1d6 per level of the slot and expend that slot. Finally, add your current hit points. The result is the total damage dealt by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, you can target one additional creature for each slot level above 1st.

The image can support light physical interaction, though it cannot move in response to it. Any interaction representing greater force than a gentle push, or any effect that would move it, reveals the illusion. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

The image must fully enclose the target creature, which must remain inside it for the duration. If a target ever leaves the visual boundaries of its image, that image immediately vanishes.

You craft an illusory cloak woven with tiny threads of reality to conceal the presence of a creature you can see within range. An image of an object, creature, or some other visible phenomenon no larger than a 10-foot cube appears around the target creature, and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the affected radius increases by 10 feet for each slot level above 4th.

You launch a glowing orb at a distant point, which splits upon arrival to assail nearby targets. Each creature within a 30-foot radius centered on that point becomes the sole target of a 1st-level magic missile spell.

You induce a surge of energy in a willing creature you can see within range. The target can immediately take an extra turn, interrupting the current turn. After it finishes this turn, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, you can choose one additional line for each slot level above 2nd.

Make a melée spell attack against each creature in each line. On a hit, a target takes slashing damage equal to 2d6 + your spellcasting modifier. A creature in the area of multiple lines is attacked once per line.

You conjure great blades of obsidian, which carve wide swaths out of the air. Choose two 5-foot wide lines, each up to 30-feet long, which start and end at points within range.

Ophiomorph 1st-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a bit of snakeskin)

V, S, M (a bit of snakeskin) Duration: 1 minute You transform one of your arms or legs into a living snake. The snake uses the statistics for either a constrictor snake or a giant poisonous snake (your choice). You lose the function of whichever limb you transform, either an arm or a leg. If you transform an arm, you cannot hold anything in that hand. If you transform a leg, your walking speed is reduced by half, and you have disadvantage on any ability check or saving throw made to avoid forced movement or being knocked prone. Immediately after you cast this spell, you must make a Charisma saving throw against your own spell save DC. If you fail by 5 or more, the snake becomes hostile to you. Otherwise, the snake becomes charmed by you and acts instinctually in accordance with your wishes, requiring no verbal command. Other situational factors might affect the snake’s disposition, modifying your saving throw. If you have some means of communicating directly with the snake, you may replace the saving throw with a Charisma (Persuasion) check. Roll initiative for the snake, which has its own turns. It is fixed to your body, shares your space, and cannot move independently. In all other regards it is an independent creature. You have advantage on attack rolls against it, and vice versa. If the snake is reduced to zero hit points, your limb reverts to normal and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you can morph your limb into a giant constrictor snake. When you cast this spell using a spell slot of 5th level or higher you can morph your limb into a giant coral snake.

Osectomy 8th-level necromancy Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a shard of bone from a bone devil)

V, S, M (a shard of bone from a bone devil) Duration: Concentration, up to 1 minute You conjure a ghostly hand that reaches into a foe and grips its very bones. The target must succeed on a Constitution saving throw, or have its entire skeleton pulled free of its body. The bones are pulled through the target's other tissues without otherwise harming or disrupting them. A creature with its bones removed in this manner immediately falls prone into a jellylike heap, and is paralyzed for the duration. The bones remain assembled, hovering just behind you in the grasp of the ghostly hand for the duration of the spell. If the spell ends before 1 minute has passed, the target's bones return to its body. Otherwise, the ghostly hand drops them in a neat pile at your feet before vanishing. A creature automatically succeeds on its saving throw if it either does not possess a skeleton (such as an insect or crustacean) or is comprised exclusively (or near-exclusively) of bone (such as a skeleton or bone devil).

Preresolution 2nd-level conjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a broken timepiece)

V, S, M (a broken timepiece) Duration: 10 minutes or instantaneous You tear open the very fabric of time for a brief instant, allowing the passage of a single object. When you cast this spell, you choose to either receive or send such an object. Receive. A nonliving object of your choice no larger than a 5-foot cube appears in an unoccupied space next to you. The object is real, permanent, and persists even after this spell ends. When you cast preresolution to receive, the duration is 1 hour. It cannot be disrupted, dispelled, or ended prematurely by any means other than being resolved. If preresolution ends without being resolved, your timeline unravels, your body and soul are ripped apart atom by atom, and you cease to exist. This outcome cannot be prevented or undone by any means short of a Wish spell. A magical object received by this spell and its duplicate interfere, and neither functions while the two are within 300 feet of each other. Send. A nonliving object no larger than a 5-foot cube that you touch vanishes and ceases to exist. The object must be identical to the one received by an existing preresolution cast at 2nd level. The existing preresolution is then resolved, and ends immediately and harmlessly. When you cast preresolution to send, its duration is instantaneous. At Higher Levels. When you cast this spell to receive using a higher level spell slot, the duration increases as follows. 3rd or 4th level: 1 hour. 5th or 6th level: 8 hours. 7th or 8th level: 1 day. 9th level: 10 days. When you cast this spell to send using a higher level spell slot, it can resolve a previously cast preresolution of an equal or lower level.