Creation Spells

The School of Creation, sometimes called the School of Nature, is the second of the Schools of Matter, the balancing force and complement of Entropy. Creation magic manipulates natural forces, transforming what exists and bringing new things into being.

Creation requires considerable finesse, more than any other school, and is therefore rarely mastered. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war.

—From The Four Schools: A Treatise, by First Enchanter Josephus

Spare the Dying
Casting Time: 1 Action

Range: Touch

Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Light
Casting Time: 1 Action

Range: Touch

Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mending
Casting Time: 1 Minute

Range: Touch

Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Guidance
Casting Time: 1 Action

Range: Touch

Duration: Concentration, 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Sanctuary
Casting Time: 1 bonus action

Range: 30 feet

Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Heal
Casting Time: 1 action

Range: Touch

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Expeditious Retreat
Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Heroic Aura
Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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

Aid
Casting Time: 1 action

Range: 30 feet

Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Enhance Ability
Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.


 * Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
 * Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
 * Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
 * Eagle’s Splendor. The target has advantage on Charisma checks.
 * Fox’s Cunning. The target has advantage on Intelligence checks.
 * Owl’s Wisdom. The target has advantage on Wisdom checks.

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

Lesser Restoration
Casting Time: 1 action

Range: Touch

Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Group Heal
Casting Time: 10 minutes

Range: 30 feet

Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Aura of Vitality
Casting Time: 1 action

Range: Self (30-foot radius)

Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Counterspell
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: 60 feet

Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Glyph of Warding
Casting Time: 1 hour

Range: Touch

Requirements: Lyrium of an amount worth at least 200 gp, which the spell consumes

Duration: Until dispelled or triggered

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.

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 and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

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

When you inscribe the glyph, choose explosive runes or a spell glyph.


 * Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
 * Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Haste
Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Aura of Life
Casting Time: 1 action

Range: Self (30-foot radius)

Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centred on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Aura of Purity
Casting Time: 1 action

Range: Self (30-foot radius)

Duration: Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Glyph of Sealing
Casting time: 1 minute

Range: Touch

Duration: Until dispelled or broken

You touch any object that closes, from a door or gate to a jar, drawing a faint glyph that connects its two surfaces. Once the glyph of sealing is complete, the object is held closed and only you or someone you designated when casting the spell may open it. For anyone else, the only way to open the seal is by breaking whatever it is inscribed upon, whether smashing open a jar or breaking down a door, or with the use of a Dispel Magic spell. The glyph lasts until the object is opened, after which it must be recast to seal the object again assuming it is not destroyed in the process).

Glyph of Neutralisation
Casting time: 1 Action

Range: Touch

Duration: 1 minute

The bane of all mages, this magical glyph saps mana from a target and temporarily prevents them from casting spells. The first enemy that moves upon the glyph’s location triggers it. The target and anyone within a 10ft radius is drained of mana and must succeed at a save based on their spellcasting ability or lose the ability to cast spells for 1d4 rounds of combat. You can maintain 2 active glyphs of neutralization at any one time, increasing by one for each level above 4th you cast it at. Each glyph is good for only one use.

Create Object
Casting Time: 1 action

Range: 30 feet

Duration: Special

You pull wisps of magic from the Fade to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. Using any material created by this spell as another spell’s material component causes that spell to fail. You cannot create lyrium with this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Greater Restoration
Casting Time: 1 action

Range: Touch

Requirements: Lyrium of an amount worth at least 100 gp, which the spell consumes

Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

• One effect that charmed or petrified the target

• One curse, including the target’s attunement to a cursed magic item

• Any reduction to one of the target’s ability scores

• One effect reducing the target’s hit point maximum

Mass Cure Wounds
Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Healing Rain
Casting Time: 1 action

Range: 120 feet

''Duration: Conc. up to 1 minute''

You summon a cloud at a point within range, blanketing a 15-foot radius area around it in rain. Each creature enters the rain for the first time on their turn, or starts their turn within the rain regains 2d6 hit points. The healing rain extinguishes nonmagical fires within its area of effect.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d6 for every two slot levels above 5th.

Greater Heal
Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Sunbeam
Casting Time: 1 action

Range: Self (60-foot line)

Duration: Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Guards and Wards
Casting Time: 10 minutes

Range: Touch

Requirements: Lyrium of an amount worth 10gp

Duration: 24 hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and Wards creates the following effects within the warded area.

• Corridors.

Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

• Doors.

All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.

• Stairs.

Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.

• Other Spell Effect.

You can place your choice of one of the following magical effects within the warded area of the stronghold.

• Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.

• Place Magic Mouth in two locations.

• Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.

• Place a constant Gust of Wind in one corridor or room.

• Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently Guarded and Warded structure by casting this spell there every day for one year.

Invigorating Touch
Casting Time: 1 action

Range: Touch

''Duration: Conc. up to 1 minute''

You touch a willing creature and fill it with invigorating energy. For the duration of the invigorating touch, the creature gains 10 temporary hit points at the beginning of each of its turns, and it makes a Constitution saving throw; on a successful save, it loses one level of exhaustion. The creature also has tactical advantage on saves against poison and disease for the duration of the spell. Any remaining temporary hit points are lost at the end of the creature’s next long rest.

Crown Of Stars
Casting Time: 1 action

Range: Self

Duration: 1 hour

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.

Regenerate
Casting Time: 1 minute

Range: Touch

Duration: 1 hour

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 its 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.

Aura of Valour
Casting Time: 1 action

Range: 30 Feet

''Duration: Conc. up to 1 minute''

You summon from the heavens a great spear of white light that touches you and up to three creatures of your choice that you can see. For the duration, each creature touched by the light emits dim light in a 10-foot radius and has tactical advantage on Strength, Dexterity, and Constitution saving throws. In addition, affected creatures add 1d6 to their attack rolls.

Holy Aura
Casting Time: 1 action

Range: Self

Requirements: To learn this spell, you must expend 1000gp worth of Lyrium once, after which there are no further requirements

Duration: Concentration, up to 1 minute

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Antipathy/Sympathy
Casting Time: 1 hour

Range: 60 feet

Duration: 10 days

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Phoenix
Casting Time: 1 Action

Range: 20 Feet

Requirements: Lyrium of an amount worth 200gp, which the spell consumes

Duration: 8 Hours

Choose up to 10 creatures in the spell's area when you cast this spell. When an affected creature would be reduced to 0 hit points, it is instead reduced to 1, creatures within 5 feet of it take 2d6 Fire damage, and the spell ends for that creature. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Mass Restoration
Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Master Healing
Casting Time: 1 action

Range: Touch

Duration: Instantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Phoenix Cloak
Casting Time: 1 Minute

Range: Touch

Requirements: Lyrium of an amount worth at least 500 gp

Duration: 1 Hour

You touch up to six willing creatures when you cast this spell, binding them all into its shared effect. If one of these creatures dies before the spell ends, it is revived at the beginning of its next turn with 1 hit point with all injuries and effects cured. The spell then ends.