7th-Level Spells

7TH-LEVEL SPELLS

Althaea's Spellcore

7th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a quilted patch and a vial of quicksilver)
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer,
  • Origin: Jack Weighill

You form an orb of arcane energy at a point that you can see within range that draws excess power from the spells cast around it. Whenever a spell is cast within 30 feet of the orb, the orb gains a charge, up to a maximum of seven charges. When the orb reaches seven charges, the spell ends.

When the spell ends, the orb detonates in a 30-foot radius wave of scintillating, multicoloured energy around it. Choose a number of the following effects equal to the number of charges on the orb. You cannot choose the same effect twice and you may choose in which order they affect creatures.

If the orb had seven charges when it detonates, each creature you choose in the area takes 1 damage of each of the following damage types: acid, cold, fire, force, lightning, poison, and thunder.

Acid. Each creature you choose in the area must make a Dexterity saving throw. On a failure, a creature takes 2d4 acid damage and another 2d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Cold. Each creature you choose in the area must make a Constitution saving throw. On a failure, a creature takes 2d4 cold damage and becomes restrained until the end of your next turn. On a success, a creature takes half as much damage and is not restrained.

Fire. Each creature you choose in the area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save or half as much damage on a successful one.

Force. Each creature you choose in the area takes 1d4 + 1 force damage. Each chosen creature then takes this damage two more times. This effect counts as the magic missile spell.

Lightning. Each creature you choose in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 lightning damage and is knocked prone. On a success, a creature takes half as much damage and is not knocked prone.

Poison. Each creature you choose in the area must make a Constitution saving throw. On a failure, a creature is poisoned for 1 minute. A creature poisoned in this way can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Thunder. Each creature you choose in the area takes 2d4 thunder damage and is pushed 20 feet away from the orb.

Arcane Sight

7th-level divination


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a bit of bat fur and the eye of a hawk)
  • Duration: Concentration, up to 8 hours
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 120 feet. The eye can look in every direction.

As an action, you can move the eye up to 500 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Ball Lightning

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of iron filings)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You create a localised field of ball lightning that fills a 5-foot cube that you can see within range. The ball crackles and squeals with electrical energy, shooting off sparks in every direction.

As a part of your action to cast the spell, or as an action on subsequent turns, you can move the ball lightning up to 60 feet to a space that you can see.

At the end of each of your turns that you concentrate on the spell, the ball lightning unleashes a burst of electrical sparks towards any creatures you choose 10 feet of it that you can see. Each creature must then succeed on a Dexterity saving throw. A creature takes 8d10 lightning damage on a failed save, and half as much damage on a success.

Chaos Unleashed

7th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Alchemist, Odic, Sorcerer
  • Origin: Swordmeow

Pure chaos erupts from you in a swirling vortex, encompassing everything within a 90-foot radius of you. Each creature in that area other than you must make a Constitution saving throw. A creature takes 12d8 damage on a failed save, or half on a success. Each creature, or group of similar creatures must then roll a d8, consulting the following table which determines the spell's damage type against those creatures.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Additionally, each creature that failed its saving throw is teleported a number of feet equal to 5 times the number on the d8 it rolled to determine the damage type away from you.

Create Flameskull

7th-level necromancy


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (the skull of a spellcaster and a fine cut ruby gemstone worth at least 1,000 gp, both of which the spell consumes)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard
  • Origin: Jack Weighill

You slowly seep the essence of a dead spellcaster into their skull, alighting it in green hellfire and animating it as your eternal servant. The skull animates as a flameskull (see page 134 of the Monster Manual) and follows your spoken commands with devilish intellect until destroyed. A flameskull created in this way loses its Rejuvenation trait.

When destroyed, you may reuse the skull in the subsequent casting of the spell if it remains intact.

Crown of Stars

7th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

Dark Abyss

7th-level dunamancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Miscellaneous

You conjure a tiny orb of absolute darkness that pulls in all around it at a point that you can see within range. Each creature within 30 feet of the orb must succeed on a Strength or Dexterity saving throw (the creatures choice), or take 3d10 force damage and be sucked into the orb's extraplanar centre. A creature that succeeds the saving throw takes half damage and is not sucked inside.

Objects are also sucked in, and take damage accordingly.

A creature that is sucked into the orb appears in a dark void of nothingness, and takes 7d10 necrotic damage each time they start their turn there. At the end of each of its turns, the creature can remake the saving throw, appearing outside of the orbs area of effect ona success.

When the spell ends, all creatures or objects trapped inside are released near to the orbs origin.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial force damage dealt increases by 3d10 for each slot level above 7th.

Death Cloud

7th-level necromancy


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, M (a drop of bile and a pair of onyx gemstones worth at least 50 gp each)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist
  • Origin: Jack Weighill

You create a storm of roiling death at a point you can see within range. The storm fills a 20-foot-radius, 120-foot-high cylinder of swirling green mist. The storm spreads around corners and its area is heavily obscured.

Whenever a creature enters the storms area for the first time on a turn or starts its turn there, its hit point maximum is reduced by 4d10. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The target must then make a Constitution saving throw. On a failure, a creature takes necrotic damage equal to the reduction it suffered to its hit point maximum plus 4d10 poison damage and it becomes poisoned until the start of its next turn. On a success, a creature takes half as much damage and is not poisoned.

When you cast this spell, you choose a direction that is horizontal to you. At the start of each of your turns, the storm moves 10 feet in the chosen direction.

Delayed Blast Fireball

7th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Astromancer, Sorcerer, Wizard
  • Origin: Player's Handbook

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners.

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Demise

7th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Odic, Warlock, Wizard
  • Origin: Jack Weighill

You place a curse of death on a creature that you can see within range, which lasts for the duration. A target cursed in this way must make a Charisma saving throw at the start of each of its turns, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. If the target succeeds on three of these saves, the spell ends. If the target fails three of these saves, the target dies.

A remove curse spell or similar magic cast on the target ends the spell early.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 1d10 and the number of saving throws the target must fail before it dies decreases by one for each slot level above 7th.

Dissolving Downpour

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of potent acid worth at least 50 gp)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a green, acidic cloud high in the sky. The cloud fills a 10-foot high, 60-foot radius cylinder, centred on a point you can see within range and at least 100 feet in the air. The spell fails if you can't see a point in the air where the storm could appear (for example, if you are in a room that cannot accommodate the cloud).

Any creature that enters a space occupied by the cloud, or starts their turn there must succeed on a Constitution saving throw or take 10d12 acid damage, taking half as much damage on a success.

At the end of your turn when you first cast the spell, acid begins to rain down from the cloud, filling a 60-foot radius cylinder that reaches the ground below the cloud until the spell ends. Any creature that enters the area for the first time, or starts their turn there, must succeed on a Constitution saving throw. A creature that fails takes 6d12 acid damage and, if they wear non magical armour, have their armour partially dissolved, taking a permanent and cumulative –1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. A successful save halves any damage the creature would take.

The acid from this spell is very potent and will likely kill off a lot of wildlife. When the spell ends, any earth it touches cannot bear any notable amount of vegetation for a one year, plus one for every 10 minutes you concentrated on the spell and any present vegetation will die from the acidic soil after 1d10 weeks if it was not already destroyed by the damage of the spell.

Divine Intercession

7th-level abjuration


  • Casting Time: 1 reaction, which you take when a creature that you can see within range takes damage
  • Range: 60 feet
  • Components: V, S, M (a holy symbol)
  • Duration: 1 round
  • Classes: Cleric
  • Origin: Jack Weighill

You extend your will to the gods, calling down their divine protection on a creature that you can see within range that is about to suffer damage. The target creature gains immunity to the triggered damage, and all other damage it would take until the start of its next turn as a shimmering barrier of divine energy encases it.

Divine Word

7th-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric
  • Origin: Player's Handbook

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.

Doom

7th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (The skull of a humanoid)
  • Duration: 24 hours
  • Classes: Cleric, Druid, Odic, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You touch a creature, placing a dark mark on its body that lasts for the duration. Whilst the mark persists, the creature has disadvantage on Death saving throws and, whenever it suffers damage, it suffers an additional 1d4 necrotic damage.

If the creature dies before the spell ends, its soul is destroyed, preventing it from being revived by anything short of a wish or true resurrection spell.

Draconic Transformation

7th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Druid, Sorcerer, Wizard
  • Origin: Fizban's Treasury of Dragons

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:

  • You have blindsight with a range of 30 feet.
  • When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
  • Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Dream of the Blue Veil

7th-level conjuration (mythic)


  • Casting Time: 10 minutes
  • Range: 20 feet
  • Components: V, S, M (a magic item or a willing creature from the destination world)
  • Duration: 8 hours
  • Classes: Astromancer, Bard, Sorcerer, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Toril, the Infinite Isles, Aelune, or Ourános. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a random safe location.

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.

Dunamis

7th-level dunamancy


  • Casting Time: 1 reaction, which you take when you see a creature within range casting a spell
  • Range: 30 feet
  • Components: S, M (a cameo of a person that doesn’t exist)
  • Duration: Instantaneous
  • Classes: Astromancer, Warlock, Wizard
  • Origin: Jack Weighill

You point your finger, twisting the fabric of truth into that of your own devising. A spell effect of 6th-level or lower that originates from a point that you can see within range has any one of its effects reversed in a way that the DM ultimately decides. If the spell requires concentration, you can choose to take over concentration on that spell in the caster’s stead.

If the targeted spell is of 7th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the targeted spell is affected.

For example, a hunter’s mark spell would cause a creature to reduce 1d6 damage from any incoming weapon attacks, a haste spell could become a slow spell, or vice versa, and a purely damaging spell such as a fireball or inflict wounds would target its caster instead of the chosen target or point of origin.

At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, the targeted spell is reversed automatically if its level is less than or equal to the level of the spell slot you used.

Elemental Ruination

7th-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Druid, Sorcerer
  • Origin: Devout Handbook

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature loses any resistance or immunity it has to the chosen damage type, and gains vulnerability to it, until the spell ends.

Etherealness

7th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours
  • Classes: Alchemist, Astromancer, Bard, Odic, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Erase

7th-level dunamancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a quartz crystal worth at least 400 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard
  • Origin: Synergenesis

You point your finger and fire a pale blue ray of light at a Medium or smaller nonmagical object that you can see within range. The target objects suffers 10d10 force damage. If this spell reduces the object to 0 hit points, it’s erased from time, leaving no trace. Aside from you and any creature that witnessed you cast the spell, the memories of all creatures who knew of the object are altered to remove the object from their memory in a way the DM chooses.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 5d10 for each spell slot level expended above 7th.

When you cast this spell using a spell slot of 8th level or higher, you may target Huge or smaller objects. When you cast this spell using a spell slot of 9th level or higher, you may also target a creature with this spell. To do so you must hit it with a ranged spell attack, affecting it and everything it is wearing or carrying with the spell on a hit.

Finger of Death

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Odic, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Fire Storm

7th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Cleric, Druid, Sorcerer
  • Origin: Player's Handbook

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Forcecage

7th-level evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp)
  • Duration: 1 hour
  • Classes: Astromancer, Bard, Warlock, Wizard
  • Origin: Player's Handbook

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. It is a cage can be up to 20 feet on a side and is made from 2-inch diameter bars spaced 3 inches apart.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

Gamma Burst

7th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You fire two beams of intense radiant light out from you, obliterating most everything they touch. Both beams are 15-foot wide, 15-foot high, and 90-foot-long lines stretching in opposite directions away from you. Any creature caught in the area must make a Constitution saving throw. On a failure, a creature suffers 4d12 fire damage, or half as much on a success. Regardless, a creature in the area suffers 3d10 radiant damage.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire damage dealt increases by 1d12 and the radiant damage increases by 1d10 for every spell slot level expended above 7th.

Glibness

7th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 hour
  • Classes: Bard, Warlock,
  • Origin: Player's Handbook

Until the spell ends, when you make a Charisma check, you can treat a d20 roll of 14 or lower as a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Globe of Annihilation

7th-level evocation


  • Casting Time: 1 action
  • Range: 2500 feet
  • Components: V, S, M (a tiny glass phial of anti-matter)
  • Duration: 1 hour
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Tempest Lore

You hold your hands to the skies, chanting an invocation of destruction. A sphere of pure energy forms above your head, quickly swelling to 10 feet in diameter. As your chant ends, you hurl the globe high into the sky.

The globe remains in transit until the end of your next turn, whereupon it crashes onto the target point and detonates in a thunderous explosion.

Anything directly impacted by the globe must make a Dexterity saving throw or take 16d8 force damage, or half as much on a success. Anything within 40 feet of the globe that are not directly impacted by it must then make a Dexterity saving throw. Taking 8d8 force damage on a failed save, or half as much on a success. Anything reduced to 0 hit points by this spell are disintegrated, reduced to ash on the breeze by raw annihilative power.

This spell deals the deals maximum damage to objects and structures.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its damage for a direct hit increases by 2d8, its indirect damage increases by 1d8, and its range increases by 2500 feet for each slot level above 7th.

Hands of Manos

7th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of dragon blood mixed with brain fluid inside an engraved golden flask worth at least 400 gp)
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure forth horrid, scaly tendrils from the far realm. These tendrils burrow up from the ground with a horrid screaming sound, appearing in an unoccupied space that you can see within range. Each creature within 10 feet of the tendrils must make a Strength saving throw. On a failure, a creature suffers 4d8 bludgeoning damage and becomes grappled (escape DC equal to your spell save DC). A creature grappled in this way is restrained. On a success, a creature suffers half damage and is not grappled.

At the beginning of each of its turns, a creature grappled in this way must succeed on an Intelligence saving throw. On a failure, that creature suffers 6d6 psychic damage and becomes incapacitated until the start of its next turn. On a success, a creature suffers half damage and is not incapacitated.

Iron Angel

7th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (an iron cube filled with oil, razorblades and an angel feather)
  • Duration: Concentration, up to a minute
  • Classes: Warlock, Wizard
  • Origin: Jack Weighill

You call upon the spirit of a dead angel, animating it inside a rusty iron shell centred on a point that you can see within range. The shell is a 15-foot radius sphere of whirling rusted metal held together by a sickly glowing light, filling a 500-foot radius around it with the sounds of screaming iron. Any creature that enters the spell’s area for the first time or starts its turn there is deafened until it leaves the area and must make a Dexterity saving throw. On a failure, a creature suffers 6d8 slashing damage and starts bleeding (3d6). On a success, a creature suffers half damage and starts bleeding (1d6).

As an action on subsequent turns, you can move the sphere up to 20 feet.

Jodariel's Exiling Impalement

7th-level transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (the horn of a demon)
  • Duration: 8 hours
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You transform your arm into a blade of demon-horn that lances towards your enemies. Make a melee spell attack against a creature in range. On a hit, the target takes 5d10 piercing damage, plus 5d10 necrotic damage and it must succeed on a Charisma saving throw or be banished to a shadowy demiplane, leaving behind a jagged black scar in the air. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

A successful dispel magic spell cast on the residual scar left by this spell ends its effects early.

At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, both the piercing and necrotic damage dealt each increase by 1d10 per spell slot level expended above 7th.

Lemalu's Iron Lance

7th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of iron filings)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer
  • Origin: Jack Weighill

You point to a spot on the ground within range, drawing up the iron from the earth into a long, sharpened fragment of iron, before launching it forward to a creature that you can see within 60 feet of the chosen point. Make a ranged spell attack. On a hit, the target suffers 8d10 piercing damage and if they are stood on solid ground or have a solid surface within 10 feet of them, they are restrained as the lance pins them in place.

For the creature to be freed, it or another creature must use its action to pull it free from the lance, causing the target to suffer 2d12 slashing damage in the process.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the attack roll increases by 2d10 for every spell slot level above 7th.

Mass Revivify

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (diamonds worth 900 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Alchemist, Cleric, Druid, Odic
  • Origin: Jack Weighill

You create a wave of revitalising energy, breathing life into the recently deceased. Choose any number of creatures with a 30-foot radius sphere centred on a point that you can see within range. For each creature, as long as that creature has been dead no longer than a minute, it returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Maximilian's Terracotta Troops

7th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a ceramic jar filled with bronze and silver dust worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard
  • Origin: Jack Weighill

You call upon the elemental plane of earth, offering up dust of bronze and silver to its Dao overlords, calling upon their powers of creation. 2d4 terracotta soldiers appear in unoccupied spaces within range. The soldiers are loyal to you and any creature you designate upon casting the spell.

The soldier’s statistics are as follows:


Terracotta Soldier

Medium construct, unaligned


  • Armor Class 17 (natural armour)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
  • Languages understands the languages of its summoner and Terran, but cannot speak
  • Challenge 1/2 (100 XP)

Antimagic Susceptibility. The soldier is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the soldier must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal statue.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.


Soldiers created with this spell have a limited lifetime, and drop to 0 hit points after 90 days, crumbling to dust.

At Higher Levels. When you cast this spell using a spell slot of 8th level, the number of soldiers you summon increases to 2d10. When you cast this spell using a spell slot of 9th level, the number of soldiers you summon increases to 2d20.

Melodrama

7th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Bard
  • Origin: Jack Weighill

You dramatically enhance your presence, causing all those around you to be transfixed by your performance. Each creature you choose within 60 feet of you that can see you must succeed on a Wisdom saving throw or be charmed by you for the duration.

While charmed by this spell, a creature is incapacitated, has a speed of 0, can speak only falteringly, can't perceive any creature other than you, and watches you closely.

The spell ends for an affected creature if it takes any damage or if it ends its turn unable to see you.

Mind Blank

7th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours
  • Classes: Alchemist, Bard, Wizard
  • Origin: Player's Handbook

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.

Mind Palace

7th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a ring made entirely from a perfectly cut diamond worth at least 500 gp)
  • Duration: Concentration, up to an hour
  • Classes: Sorcerer, Wizard
  • Origin: Jack Weighill

You transmute your mind into clear, crystalline thought channels, capable for processing, storing and comprehending information with perfection. For the duration, you gain the following benefits:

  • You cannot be charmed or frightened.
  • You can impose disadvantage on any attack roll that targets you, or advantage on any attack roll that you make. When you use either of these features, you cannot do so again until the start of your next turn.
  • You gain advantage on Intelligence and Wisdom ability checks.
  • You perfectly remember anything you see, hear, smell, taste or touch for the duration. The memory never fades, becomes confused, and cannot be affected by a modify memory spell.

Mirage Arcane

7th-level illusion


  • Casting Time: 10 minutes
  • Range: Sight
  • Components: V, S
  • Duration: 10 days
  • Classes: Alchemist, Astromancer, Bard, Druid, Wizard
  • Origin: Player's Handbook

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The changes you make to an area's shape, such its topography, the size of any structures within it, or new terrain or structures you create, cannot individually exceed 30 feet in any direction. For example, you can completely flatten a small hill, or conjure a sizable townhouse, but you cannot create mountains, deep gorges, or great fortresses.

Whenever you would fill a creature's space with terrain created by this spell, that creature is harmlessly pushed to the nearest unoccupied space.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Mordenkainen's Magnificent Mansion

7th-level dunamancy


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
  • Duration: 24 hours
  • Classes: Bard, Wizard
  • Origin: Player's Handbook

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Mordenkainen's Sword

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: 1 minute
  • Classes: Bard, Wizard
  • Origin: Player's Handbook

You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 5d10 + your spellcasting ability modifier force damage. Until the spell ends, you can use a bonus action on each of your subsequent turns to move the sword up to 30 feet to a spot you can see and repeat this attack against the same target or a different one.

Muscle Memory

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
  • Duration: Concentration, up to an hour
  • Classes: Odic
  • Origin: Outlandish Adventure

You touch an unconscious allied creature you’re familiar with that has 0 hit points, tapping into its muscle memory and imbuing yourself with its capabilities. You replace your ability scores with those of the target, and gain the target’s racial traits and class features for the duration, including its saving throw, skill, tool, armor, and weapon proficiencies. Until the spell ends, you lose your own racial traits and class features, including your saving throw, skill, tool, armor, and weapon proficiencies, though you retain your current hit points, temporary hit points, and hit point maximum, and can maintain concentration on this spell, as normal. When this spell ends, you lose all of the ability scores, proficiencies, traits, and features you gained this way, and regain your normal normal ones.

If the creature’s class features have a limited number of uses or spell slots, you gain only the target’s remaining uses of those features and its remaining spell slots. You learn the spells the creature knows, and prepare the spells it has prepared. You can’t cast your odic spells, unless the target knows the spell or has it prepared. You forget all of the spells you learned and prepared this way when the spell ends.

This spell has no effect if the target is an undead or construct.

Noir

7th-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a ring of obsidian, set with diamonds, worth at least 500 gp)
  • Duration: Concentration, up to an hour
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You blanket the senses of up to six creatures within range in darkness, bringing an oppressive shadow to their eyes and their minds. Each chosen target must make a Wisdom saving throw. On a failed save, it perceives all bright light as dim-light, and all dim-light as darkness for the duration. Any creature that starts its turn in an area it perceives as darkness takes 4d4 psychic damage, or 2d4 if it’s in an area it perceives as dim light.

Darkness perceived by this spell counts as magical for the purposes of overcoming creature’s with darkvision.

Otiluke's Suffer Sphere

7th level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S,M (a hemispherical piece of clear crystal and a matching hemispherical piece of brain-matter)
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a 20-foot radius sphere of psychic energy at a point that you can see within range. Each creature that enters the area for the first time, or starts its turn there, must make an Intelligence saving throw. On a failure, a creature takes 8d6 psychic damage and it falls prone, wracked by agony. On a success, a creature takes half damage and does not fall prone.

As a part of your action to cast the spell, or as an action on subsequent turns, you can move the sphere up to 30 feet.

Plane Shift

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a forked, metal rod worth at least 250gp, attuned to a particular plane of existence)
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Druid, Odic, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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 this 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.

Power Word Fortify

7th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard
  • Origin: Unearthed Arcana

You speak a word of power that fortifies any number of creatures that you can see within range. The spell bestows 120 temporary hit points, divided as you choose among each target.

Power Word Pain

7th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Cleric, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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 is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Prayer of Aid

7th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric
  • Origin: Devout Handbook

You entreat your deity for aid, opening yourself as a conduit for its divine power. Immediately after you finish the prayer, you cast any cleric spell of your choice of 6th level or lower without expending an additional spell slot. If you have a Divine Domain, you can choose the spell from among your domain spells, instead of the cleric spell list. You ignore the spell’s casting time, casting it as though you spent a 7th-level spell slot if it is a spell of 1st level or higher.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its casting time decreases to 1 minute for an 8th-level spell slot, and to 1 action for a 9th-level spell slot.

Pressure Sphere

7th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a small hollow crystal globe worth 1,000 gp containing pressurized water)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Codex of the Waves

A sphere of crushing water forms around the head (or similar) of a creature you can see within range, and begins to exert an incredible force upon that creature. When you first cast this spell, the creature affected by it takes 6d10 bludgeoning damage. As a bonus action on any of your turns for the spell's duration, you may cause the creature to take this damage again. A creature under the effect of this spell is considered to be holding its breath (and eventually suffocating) as described under the rules for suffocating on page 189 of the Player's Handbook, unless the creature is able to breathe water.

On its turn, a creature under the effects of this spell may attempt to pull itself from the sphere as an action. If it does so, it must succeed on a Dexterity saving throw against your spell save DC or remain stuck in the sphere. Once a creature removes itself from the sphere, the spell ends.

Prismatic Spray

7th-level transmutation


  • Casting Time: 1 action
  • Range: 60-foot cone
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Bard, Sorcerer, Wizard
  • Origin: Player's Handbook

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.
    1. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
    1. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
    1. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
    1. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
    1. 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.
    1. 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.)
    1. Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Radiant Constellation

7th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a spool of silver thread)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer
  • Origin: Jack Weighill

You forge a link of starlight between yourself and up to six willing creatures that you can see within range, forming a protective network between each target. For the duration, each linked target gains the following benefits:

  • They gain a +2 bonus to AC.
  • They can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw they make. Each target can add the d4 no more than once per turn.
  • They can use a bonus action and choose another linked creature. If that creature is willing, they both teleport, swapping places.

The spells effects end for a creature if it ends its turn more than 120 feet away from all other affected targets.

Rage of Autumn

7th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a dead leaf from eight different trees)
  • Duration: Concentration, up to a minute
  • Classes: Druid,
  • Origin: Jack Weighill

You reel forward, unleashing a storm of wind and slicing autumn leaves in a 90-foot long, 20-foot wide line in front of you. Each creature that enters the area for the first time or starts its turn there must make a Constitution saving throw. On a failure, a creature suffers 5d10 slashing damage and is pushed back 10 feet. On a success, a creature takes half damage and is pushed back only 5 feet.

For the duration, whenever a creature moves within the area, willingly or otherwise, it suffers 1d4 slashing damage for every 5 feet it moves. The area is difficult terrain.

Regenerate

7th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a small replica of you made from materials worth at least 5 gp)
  • Duration: 1 hour
  • Classes: Alchemist, Bard, Cleric, Druid, Odic
  • Origin: Player's Handbook

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 it's 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.

Resurrection

7th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
  • Duration: 1 hour
  • Classes: Alchemist, Bard, Cleric, Odic
  • Origin: Player's Handbook

You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Return to Nature

7th-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a diamond sculpted into the shape of a daffodil, worth at least 5,000 gp)
  • Duration: Instantaneous
  • Classes: Druid
  • Origin: Jack Weighill

You unleash a blast of time-distorting magic in a 30-foot cone in front of you, returning objects and their materials to nature. The effect passes through solid objects. Each non-magical object caught in the area is returned to its natural state. An iron pot becomes raw iron ore that buries itself back into the ground, a wooden spoon turns into a small tree sapling that plants itself into the soil, a brick building turns back into piles of clay and sand.

A creature may choose to protect objects it is wearing or carrying from the spell with a successful Constitution saving throw. Regardless of whether the creature succeeds or fails, it suffers 8d10 necrotic damage. A creature that chooses not to make the saving throw does not take this damage.

At Higher Levels. When you cast this spell with a spell slot of 8th level or higher, the size of the cone doubles for every spell slot level expended above 7th.

Reverse Gravity

7th-level dunamancy


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lodestone and iron fillings)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Astromancer, Druid, Sorcerer, Wizard
  • Origin: Player's Handbook

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centred 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.

Schism

7th-level dunamancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Cleric, Wizard
  • Origin: Jack Weighill

You gesture with your hands, tearing open a rift in space and time at a point that you can see within range. The rift is unstable, sending out constant, violent waves of energy in a 30-foot radius around it. Each creature that enters the area for the first time or starts its turn there must succeed on a Constitution saving throw or succumb to the otherworldly energy. On a failure, the target takes 6d8 force damage, or half as much on a success.

A creature that is damaged by this spell suffers a cumulative 10-foot penalty to its movement, which lasts until the next time the creature starts its turn having taken 0 damage from this spell since the start of its previous turn. Whenever a creature has its speed reduced to 0, or starts its turn having had its speed already reduced to 0 by this spell, that creature takes an additional 3d8 force damage.

Sequester

7th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Wizard
  • Origin: Player's Handbook

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

Shardfall

7th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crown of amethyst worth at least 1,000 gp)
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Wizard
  • Origin: Jack Weighill

You call down shards of crystalline magic from beyond this realm. For the duration, any creature you choose that starts its turn within 90 feet of you takes 2d6 slashing damage as it is hit with tiny razor-sharp crystals.

Additionally, as a part of your action to cast the spell, or as a bonus action on subsequent turns, you can bring down a shard of crystalline energy at a point that you can see within 90 feet. Each creature within a 10-foot radius around shard when it falls must succeed on a Dexterity saving throw or take 4d10 force damage.

Shiverforce

7th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a necklace of jade beads worth at least 500 gp)
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock,
  • Origin: Jack Weighill

Your form begins to vibrate, sending shockwaves throughout your whole body, emanating an ethereal energy from one hand. You teleport up to 120 feet to an unoccupied space that you can see within range. Upon arrival, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target suffers 6d10 force damage and must make a Charisma saving throw. On a failure, the target is shunted into the ethereal plane for the duration. The target creature can remake its saving throw at the end of each of its subsequent turns, returning to the nearest unoccupied space to where it left on a success.

If the damage from this spell kills a creature, that creature’s body becomes permanently transported to the ethereal plane.

Simulacrum

7th-level illusion


  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled
  • Classes: Alchemist, Wizard
  • Origin: Player's Handbook

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is your Companion. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

A creature created by this spell cannot cast simulacrum. Any attempts to do so cause the spell to fail and its components wasted.

Starfire

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A Crystal of Captured Starlight)
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Cleric, Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You fire three beams of purified starlight energy at targets within range. You can shoot the beams all at one target or several. Make a ranged spell attack for each beam. On a hit, the target takes 2d12 radiant damage, plus 2d12 fire damage and is blinded for 1 minute.

Whenever a creature blinded in this way attempts to cast a spell, it must succeed on a Wisdom saving throw or have the spell fail, losing any expended resources or components. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional beam for each slot level about 7th.

Steal Memories

7th-level enchantment


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a length of chord made from sinew and brain tissue)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You touch a creature, invading their mind and stealing all their memories for yourself. The target must make an Intelligence saving throw. On a failure, any memories the target has that you choose are instantly sent into your own mind exactly as they remember them.

You remember events exactly as the target did. For example, should you gain the memories of an illiterate ogre, you would not be able to read any of the writing the ogre had seen. Alternatively, should you gain the memory of a wizard speaking a language you don’t understand, since the wizard in question remembers understanding what he said, you do too.

This spell has no affect if you failed to maintain physical contact with the target for the full casting time of the spell.

Symbol

7th-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1000 gp, which the spell consumes)
  • Duration: Until triggered
  • Classes: Bard, Cleric, Druid, Wizard
  • Origin: Player's Handbook

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10D10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a Wisdom saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can't understand what other creatures say, can’t read, and speaks only in gibberish. Its movement is erratic.

Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Teleport

7th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Astromancer, Bard, Sorcerer, Wizard
  • Origin: Player's Handbook

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Familiarity Mishap Similar Area Off Target On Target
Permanent circle 01-100
Associated object 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100

Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Temple of the Gods

7th-level conjuration


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M (a holy symbol worth at least 5 gp)
  • Duration: 24 hours
  • Classes: Cleric
  • Origin: Xanathar's Guide to Everything

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temples appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any crea— tures you designate when you cast the spell can open or close the door.

The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of let level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temples interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

Tether Essence

7th-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Odic, Warlock
  • Origin: Explorer's Guide to Wildemount

Two creatures you can see within range must make a constitution saving throw with disadvantage if they are within 30 feet of each other, either creature can willingly fail save. If either save succeeds. The spell has effect. If saves fail, the creatures are magically linked for the duration. Regardless of the distance between them. When damage is dealt to one of them. The same damage is dealt to the other one. If wit points are restored to one of them. The same number of hit points restored to the other one if either of the tethered creatures is reduced to 0 hit points, the spell ends on both if the spell on one creature, it ends on both.

Timephase

7th-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Wizard
  • Origin: Jack Weighill

You begin to shift, fading in and out of time, bending its flow to your whim. For the duration, you gain the following benefits:

  • Attack rolls are made against you with disadvantage.
  • When you make a Dexterity saving throw against an effect that would allow you to take half damage if you succeed, you instead take no damage if you succeed, and half damage if you fail.
  • You cannot be pushed, grappled, or restrained.
  • Whenever you move, you are considered to have teleported to wherever you stop moving.
  • You can take the Dash action as a bonus action on your turn.

Tomorrow

7th-level dunamancy


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a timepiece worth at least 100 gp)
  • Duration: Instantaneous
  • Classes: Astromancer, Wizard
  • Origin: Jack Weighill

You and up to eight willing creatures travel through time. Choose any point in time within the next 7 days. Each affected creature is instantly transported to the chosen point in time, appearing in the space it left or in the nearest unoccupied space if that space is occupied.

A creature that is transported in this way does not experience the passage of time; they simply reappear at the chosen point in time as they left.

In between the time in which the spell is cast and when the affected creatures reappear, they are treated as if they do not exist, and cannot be contacted or summoned by any means short of the wish spell or divine intervention.

At Higher Levels. If you cast this spell using a spell slot of 8th level, you may instead choose any time in the next 30 days. If you cast this spell using a spell slot of 9th level, you may instead choose any time in the next year.

Umbral Assault

7th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wisp of smoke)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 damage for every creature within 5 feet of it, up to a maximum of 24d6 on a failed save, or half damage on a successful one.

Upheaval

7th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (the head of a shovel)
  • Duration: Instantaneous
  • Classes: Druid,
  • Origin: Jack Weighill

You instantly excavate a 30-foot cube of terrain, sending the loose earth and all upon it high into the air. Each creature stood on the affected ground must make a Dexterity saving throw. On a failure, a creature takes 3d12 bludgeoning damage and is thrown 30 feet into the air. On a success, a creature takes half damage and is instead pushed into the nearest unaffected space and falls prone.

The affected area becomes a pit of the same dimensions.

The ground in the pit and within 10 feet of the pit becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Void Convergence

7th-level connjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Warlock
  • Origin: Opus of Extrinsic Substance

You form an expansive gateway to the heart of a dark and lost plane in a 60-foot cube within range. For the duration, the area is flooded with negative energy.

The area becomes devoid of air and natural light for the duration. Spells that create light only illuminate 5 feet of the darkness. The temperature in the area of negative energy drops to -32 degrees.

A creature that starts its turn in the area must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save or half as much on a successful one.

A creature that ends its turn in the area must succeed on a Constitution saving throw or suffer 1 level of exhaustion. Any levels of exhaustion go away when the spell ends.

Whirlwind

7th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, M (a piece of straw)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Wizard
  • Origin: Elemental Evil

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

Xenogamy

7th-level necromancy (mythic)


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (a mixture of fine wine, silver dust, chickweed, and purple hyacinth worth 500 gp to be rubbed on the bodies of the creatures that will be fused, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard
  • Origin: Theorums and Thaumaturgy

This spell enables the caster to create an infinite variety of hybrid creatures by a process of genetic melding. Two living creatures of any species may be selected and must be contained within a laboratory for a period of 6 weeks. During this period, the two creatures gradually begin to meld into a single being. Each week, there is a 10% chance that the hybrid creature will die. If the process is successful, the resulting creature will have qualities and appearance reflecting both of its "parents." The DM will determine which qualities are retained from each parent.

If creatures of greater than animal intelligence are melded, the resulting monstrosity has a 90% chance of being utterly insane.