Animal Shapes
Animal Shapes
You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.
On subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.
Animate Objects
Animate Objects
Objects come to life at your command just like you dreamt of when you were an apprentice!
Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can’t animate objects larger than Huge.
Until the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.
Antilife Shell
Antilife Shell
A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.
Antimagic Field
Antimagic Field
An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator’s discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere’s effects.
Arcane Eye
Arcane Eye
Until the spell ends, you create an
Arcane Lock
Arcane Lock
The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target.
Arcane Hand
Arcane Hand
You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.
The hand doesn’t fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.
When you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.
Arcane Muscles
Arcane Muscles
Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch.
Arcane Sword
Arcane Sword
You summon an insubstantial yet deadly sword to do your bidding.
Arcanist’s Magic Aura
Arcanist’s Magic Aura
You craft an illusion to deceive others about the target’s true magical properties.
Choose one or both of the following effects. When cast upon the same target with the same effect for 30 successive days, it lasts until it is dispelled.
False Aura: A magical target appears nonmagical, a nonmagical target appears magical, or you change a target’s magical aura so that it appears to belong to a school of magic of your choosing. Additionally, you can choose to make the false magic apparent to any creature that handles the item.