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Spell in a Bottle

wondrous item (consumable), very rare

This glass bottle contains a swirling mist of arcane energy that can be released as a spell.

Uncork

You can use an action to uncork the bottle and release the spell inside. The spell save DC is 15, and the spell attack bonus is +7.
Once you cast a spell from the bottle, roll . On a 1, the bottle shatters and loses its magic. On a 2-6, the bottle recharges with a random spell from the list the next dawn.
When you find the bottle it contains a spell, determined by the DM or by rolling on the table below.

Spell Table

d100Spell
01-02
Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

View on dndbeyond.com

03-04
Charm Person (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The humanoid target must succeed on a Wis. save or be charmed by the caster (+1 creature/lvl).

View on dndbeyond.com

05-06
Color Spray (illusion)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

6d10 creatures hp are dazzled in ascending order of their current hp (+2d10 hp/lvl).

View on dndbeyond.com

07-08
Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com

09-10
Disguise Self (illusion)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Modify the appearance of the caster (its physical and its equipment) thanks to an illusion.

View on dndbeyond.com

11-12
Expeditious Retreat (transmutation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

The caster can take the Dash action by using a bonus action.

View on dndbeyond.com

13-14
Faerie Fire (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.

View on dndbeyond.com

15-16
Grease (conjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft square (difficult terrain) must succeed on a Dex. save or fall prone.

View on dndbeyond.com

17-18
Armor of Agathys (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The caster gains 5 temporary hp and creatures who hits him with a melee attack take 5 cold damage (+5 hp and damage/lvl).

View on dndbeyond.com

19-20
Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

View on dndbeyond.com

21-22
Misty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com

23-24
Rope Trick (transmutation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Vertically raise a rope that lead to an extradimensional space that can hold 8 Medium creatures.

View on dndbeyond.com

25-26
Melf's Acid Arrow (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 4d4 acid damage, then 2d4 acid damage on the next round (damage/lvl).

View on dndbeyond.com

27-28
Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com

29-30
Phantasmal Force (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).

View on dndbeyond.com

31-32
Ray of Enfeeblement (necromancy)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, the target deals only half damage with a weapon attack that use Strength (Con. save).

View on dndbeyond.com

33-34
Scorching Ray (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attacks hit, 3 rays deal 2d6 fire damage each (+1 ray/lvl).

View on dndbeyond.com

35-36
See Invisibility (divination)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

The caster sees invisible creatures and objects, and into the Ethereal Plane.

View on dndbeyond.com

37-38
Shatter (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Con. save or take 3d8 thunder damage (damage/lvl).

View on dndbeyond.com

39-40
Spider Climb (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can move along vertical surfaces while leaving its hands free and gains climbing speed.

View on dndbeyond.com

41-42
Blink (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.

View on dndbeyond.com

43-44
Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com

45-46
Fear (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.

View on dndbeyond.com

47-48
Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com

49-50
Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

View on dndbeyond.com

51-52
Gaseous Form (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes.

View on dndbeyond.com

53-54
Haste (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

View on dndbeyond.com

55-56
Hypnotic Pattern (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0.

View on dndbeyond.com

57-58
Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com

59-60
Major Image (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).

View on dndbeyond.com

61-62
Banishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com

63-64
Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com

65-66
Confusion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

View on dndbeyond.com

67-68
Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com

69-70
Fire Shield (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft.

View on dndbeyond.com

71-72
Greater Invisibility (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible for 1 minute.

View on dndbeyond.com

73-74
Ice Storm (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.

View on dndbeyond.com

75-76
Phantasmal Killer (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.

View on dndbeyond.com

77-78
Polymorph (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

View on dndbeyond.com

79-80
Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com

81
Cone of Cold (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).

View on dndbeyond.com

82
Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com

83
Hold Monster (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).

View on dndbeyond.com

84
Seeming (illusion)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling).

View on dndbeyond.com

85
Telekinesis (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.

View on dndbeyond.com

86
Teleportation Circle (conjuration)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

Create a circle that allows anyone to be teleported to another teleportation circle known to the caster.

View on dndbeyond.com

87
Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

View on dndbeyond.com

88
Wall of Stone (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged.

View on dndbeyond.com

89
Chain Lightning (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).

View on dndbeyond.com

90
Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

View on dndbeyond.com

91
Eyebite (necromancy)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target in a 60-ft radius must succeed on a Wis. save or take on a the following "effects": asleep, panicked or sickened.

View on dndbeyond.com

92
Globe of Invulnerability (abjuration)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Block 5th level spells or lower within a 10-ft radius (threshold/lvl).

View on dndbeyond.com

93
Mass Suggestion (enchantment)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).

View on dndbeyond.com

94
True Seeing (divination)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target gets truesight, sees magic secret doors and in the Ethereal Plane.

View on dndbeyond.com

95
Delayed Blast Fireball (evocation)
Level: 7
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).

View on dndbeyond.com

96
Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

View on dndbeyond.com

97
Forcecage (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.

View on dndbeyond.com

98
Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

View on dndbeyond.com

99
Prismatic Spray (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.

View on dndbeyond.com

100
True Polymorph (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a creature or object into a new form (creature <-> object). The new form can be permanent.

View on dndbeyond.com

Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Spell in a Bottle

wondrous item (consumable), very rare

This glass bottle contains a swirling mist of arcane energy that can be released as a spell.

Uncork

You can use an action to uncork the bottle and release the spell inside. The spell save DC is 15, and the spell attack bonus is +7.
Once you cast a spell from the bottle, roll . On a 1, the bottle shatters and loses its magic. On a 2-6, the bottle recharges with a random spell from the list the next dawn.
When you find the bottle it contains a spell, determined by the DM or by rolling on the table below.

Spell Table

d100Spell
01-02
Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

View on dndbeyond.com

03-04
Charm Person (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The humanoid target must succeed on a Wis. save or be charmed by the caster (+1 creature/lvl).

View on dndbeyond.com

05-06
Color Spray (illusion)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

6d10 creatures hp are dazzled in ascending order of their current hp (+2d10 hp/lvl).

View on dndbeyond.com

07-08
Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com

09-10
Disguise Self (illusion)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Modify the appearance of the caster (its physical and its equipment) thanks to an illusion.

View on dndbeyond.com

11-12
Expeditious Retreat (transmutation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

The caster can take the Dash action by using a bonus action.

View on dndbeyond.com

13-14
Faerie Fire (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.

View on dndbeyond.com

15-16
Grease (conjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft square (difficult terrain) must succeed on a Dex. save or fall prone.

View on dndbeyond.com

17-18
Armor of Agathys (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The caster gains 5 temporary hp and creatures who hits him with a melee attack take 5 cold damage (+5 hp and damage/lvl).

View on dndbeyond.com

19-20
Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

View on dndbeyond.com

21-22
Misty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com

23-24
Rope Trick (transmutation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Vertically raise a rope that lead to an extradimensional space that can hold 8 Medium creatures.

View on dndbeyond.com

25-26
Melf's Acid Arrow (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 4d4 acid damage, then 2d4 acid damage on the next round (damage/lvl).

View on dndbeyond.com

27-28
Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com

29-30
Phantasmal Force (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).

View on dndbeyond.com

31-32
Ray of Enfeeblement (necromancy)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, the target deals only half damage with a weapon attack that use Strength (Con. save).

View on dndbeyond.com

33-34
Scorching Ray (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attacks hit, 3 rays deal 2d6 fire damage each (+1 ray/lvl).

View on dndbeyond.com

35-36
See Invisibility (divination)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

The caster sees invisible creatures and objects, and into the Ethereal Plane.

View on dndbeyond.com

37-38
Shatter (evocation)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Con. save or take 3d8 thunder damage (damage/lvl).

View on dndbeyond.com

39-40
Spider Climb (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can move along vertical surfaces while leaving its hands free and gains climbing speed.

View on dndbeyond.com

41-42
Blink (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.

View on dndbeyond.com

43-44
Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com

45-46
Fear (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.

View on dndbeyond.com

47-48
Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com

49-50
Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

View on dndbeyond.com

51-52
Gaseous Form (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes.

View on dndbeyond.com

53-54
Haste (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

View on dndbeyond.com

55-56
Hypnotic Pattern (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0.

View on dndbeyond.com

57-58
Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com

59-60
Major Image (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).

View on dndbeyond.com

61-62
Banishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com

63-64
Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com

65-66
Confusion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

View on dndbeyond.com

67-68
Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com

69-70
Fire Shield (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft.

View on dndbeyond.com

71-72
Greater Invisibility (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible for 1 minute.

View on dndbeyond.com

73-74
Ice Storm (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.

View on dndbeyond.com

75-76
Phantasmal Killer (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.

View on dndbeyond.com

77-78
Polymorph (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

View on dndbeyond.com

79-80
Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com

81
Cone of Cold (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).

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82
Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

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83
Hold Monster (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).

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84
Seeming (illusion)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling).

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85
Telekinesis (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.

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86
Teleportation Circle (conjuration)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

Create a circle that allows anyone to be teleported to another teleportation circle known to the caster.

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87
Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

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88
Wall of Stone (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged.

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89
Chain Lightning (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).

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90
Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

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91
Eyebite (necromancy)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target in a 60-ft radius must succeed on a Wis. save or take on a the following "effects": asleep, panicked or sickened.

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92
Globe of Invulnerability (abjuration)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Block 5th level spells or lower within a 10-ft radius (threshold/lvl).

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93
Mass Suggestion (enchantment)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).

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94
True Seeing (divination)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target gets truesight, sees magic secret doors and in the Ethereal Plane.

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95
Delayed Blast Fireball (evocation)
Level: 7
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).

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96
Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

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97
Forcecage (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.

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98
Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

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99
Prismatic Spray (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.

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100
True Polymorph (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a creature or object into a new form (creature <-> object). The new form can be permanent.

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