Power Word Fortify
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients. Spell Tags: Buff Available For: Bard (Legacy), Cleric (Legacy), Bard, Cleric
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients. Spell Tags: Buff Available For: Bard (Legacy), Cleric (Legacy), Bard, Cleric
Level 7 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage. Spell Tags: Damage, Control Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy), Bard, Sorcerer, Warlock, Wizard
A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up. Spell Tags: Healing, Buff Available For: Bard (Legacy), Cleric (Legacy), Bard, Cleric
| Spell Level | Spells |
|---|---|
| 1 | Arms of Hadar |
| 2 | Cloud of Daggers … |
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 Hit Points or fewer, it takes 6d8 Force damage and has the Charmed condition for the duration. Otherwise, it takes 6d8 Force damage only. While the target is Charmed, its Speed can be no more than 10 feet, and it has Disadvantage on D20 Tests except Constitution…
Abjurer archmages create powerful magical wards. Their magic allows them to quarantine dangerous foes, and they’re adept at nullifying the spells of even fellow archmages. Despite their focus on protective magic, abjurer archmages are formidable offensive combatants. Archmages Although all archmages have mastered incredible magical power, some specialize in a particular school of magic, pushing…
Abjurer archmages create powerful magical wards. Their magic allows them to quarantine dangerous foes, and they’re adept at nullifying the spells of even fellow archmages. Despite their focus on protective magic, abjurer archmages are formidable offensive combatants.
You command the body of a creature to twist and warp. If the target has 125 Hit Points or fewer, it takes 8d10 Necrotic damage, and it has the Prone condition. Otherwise, its Speed is 0 until the start of your next turn. The Prone target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success. Available For: Bard (Legacy), Sorcerer (Legacy),…
You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success. Spell Tags: Control Available For: Bard (Legacy), Sorcerer (Legacy),…
Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each…
Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
Abjurer archmages create powerful magical wards. Their magic allows them to quarantine dangerous foes, and they’re adept at nullifying the spells of even fellow archmages. Despite their focus on protective magic, abjurer archmages are formidable offensive combatants.
Abjurer archmages create powerful magical wards. Their magic allows them to quarantine dangerous foes, and they’re adept at nullifying the spells of even fellow archmages. Despite their focus on protective magic, abjurer archmages are formidable offensive combatants. Archmages Although all archmages have mastered incredible magical power, some specialize in a particular school of magic, pushing…
Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S 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 before the spell ends, 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…
Wondrous Item, very rare This set of four miniature worg statuettes is made from byeshk, a metal that is anathema to Aberrations. Each statuette is small enough to fit in a pocket. If you use a Magic action to speak the command word and throw one of the figurines to a point on the ground within 60 feet of you, the figurine becomes a living Worg for up to 1 hour. You can use one figurine or…
Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Fortified Health. Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you’ve regained these additional Hit Points, you…
Level 7 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: 1 minute You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 Hit Points or fewer, it takes 6d8 Force damage and has the Charmed condition for the duration. Otherwise, it takes 6d8 Force damage only. While…
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from…
To allow one’s mind to touch the planes is the ultimate dream of many an arcane spellcaster, and nowhere has that dream come closer to reality than in the lost city of Ulmyr’s Gate. Founded in the Bürach Empire by a group of ambitious wizards who chafed under the limitations imposed upon them by government bureaucracy, Ulmyr’s Gate boasted free study for all mages who sought sanctuary within its…
| 1d6 | Destination |
|---|---|
| 1–2 | Pine Barrens (area F2) |
| 3–4 | Infested Outcrop (area F3) … |
This spell is part of the Player’s Handbook. You can unlock it by purchasing the book in our marketplace.