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7th-Level Spells Treantmonk Variant
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Spells (7th): The Treantmonk Variant
Delayed Blast Fireball Range: 150 feet
7th level evocation Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: 150 feet A storm made up of sheets of roaring flame appears in a
Components: V, S, M* location you choose within range. The area of the storm
Duration: 1 minute concentration 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
A beam of yellow light flashes from your pointing finger, then the face of another cube. Each creature in the area must make
condenses to linger at a chosen point within range as a a Dexterity saving throw. It takes 10d10 fire damage on a
glowing bead for the duration. When the spell ends, either failed save, or half as much damage on a successful one.
because your concentration is broken or because you decide The fire damages objects in the area and ignites flammable
to end it, the bead blossoms with a low roar into an explosion objects that aren't being worn or carried. If you choose, plant
of flame that spreads around corners. Each creature in a 20- life in the area is unaffected by this spell.
foot-radius sphere centered on that point must make a
Dexterity saving throw. A creature takes fire damage equal to Magnificent Mansion
the total accumulated damage on a failed save, or half as 7th level conjuration
much damage on a successful one.
The spell's base damage is 8d6. If at the end of your turn the Casting Time: 1 minute (ritual)
bead has not yet detonated, the damage increases by 2d6. Range: 300 feet
If the glowing bead is touched before the interval has Components: V, S, M*
expired, the creature touching it must make a Dexterity saving Duration: 24 hours
throw. On a failed save, the spell ends immediately, causing You conjure an extradimensional dwelling in range that lasts
the bead to erupt in flame. On a successful save, the creature for the duration. You choose where its one entrance is located.
can throw the bead up to 40 feet. When it strikes a creature or The entrance shimmers faintly and is 5 feet wide and 10 feet
a solid object, the spell ends, and the bead explodes. tall. You and any creature you designate when you cast the
The fire damages objects in the area and ignites flammable spell can enter the extradimensional dwelling as long as the
objects that aren't being worn or carried. portal remains open. You can open or close the portal if you
At Higher Levels. When you cast this spell using a spell are within 30 feet of it. While closed, the portal is invisible.
slot of 8th level or higher, the damage increase each round Beyond the portal is a magnificent foyer with numerous
increases by 1d6 for each slot level above 7th. chambers beyond. The atmosphere is clean, fresh, and warm.
-* (a tiny ball of bat guano and sulfur) 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
Divine Word place is furnished and decorated as you choose. It contains
7th level evocation sufficient food to serve a nine-course banquet for up to 100
Casting Time: 1 bonus action people. A staff of 100 near-transparent servants attends all
Range: 60 feet who enter. You decide the visual appearance of these servants
Components: V and their attire. They are completely obedient to your orders.
Duration: Instantaneous Each servant can perform any task a normal human servant
could perform, but they can't attack or take any action that
You utter a divine word, imbued with the power that shaped would directly harm another creature. Thus the servants can
the world at the dawn of creation. Choose any number of fetch things, clean, mend, fold clothes, light fires, serve food,
creatures you can see within range. Each creature that can pour wine, and so on. The servants can go anywhere in the
hear you must make a Charisma saving throw. On a failed mansion but can't leave it. Furnishings and other objects
save, a creature suffers an effect based on its current hit created by this spell dissipate into smoke if removed from the
points: mansion. When the spell ends, any creatures inside the
50 hit points or fewer: deafened for 1 minute extradimensional space are expelled into the open spaces
40 hit points or fewer: deafened and blinded for 10 nearest to the entrance.
minutes If you cast this spell again while a previous dwelling is in
30 hit points or fewer: blinded, deafened, and stunned for existence, the previous spell ends.
1 hour -* (a miniature portal carved from ivory, a small piece of
20 hit points or fewer: killed instantly polished marble, and a tiny silver spoon, each item worth at
least 5 gp)
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.
Fire Storm
7th level evocation
Casting Time: 1 action
Page 1 | Spells (7th): The Treantmonk Variant
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mordenkainen’s Sword Regenerate
7th level evocation 7th level transmutation
Casting Time: 1 bonus action Casting Time: 1 minute
Range: 60 feet Range: touch
Components: V, S, M* Components: V, S, M*
Duration: 1 hour Duration: 1 hour
You create a sword-shaped plane of force that hovers within You touch a creature and stimulate its natural healing ability.
range. It lasts for the duration. The target regains 4d8 + 15 hit points. For the duration of the
When the sword appears, you make a melee spell attack spell, the target regains 2 hit points at the start of each of its
against a target of your choice within 5 feet of the sword. On a turns (20 hit points each minute).
hit, the target takes 3d10 force damage. Until the spell ends, The target's severed body members (fingers, legs, tails, and
you can use a bonus action on each of your turns to move the so on), if any, are restored after 2 minutes. If you have the
sword up to 60 feet to a spot you can see and repeat this severed part and hold it to the stump, the spell
attack against the same target or a different one. instantaneously causes the limb to knit to the stump.
-* (a miniature platinum sword with a grip and pommel of -* (a prayer wheel and holy water)
copper and zinc, worth 250 gp)
Sequester
Prismatic Spray 7th level transmutation
7th level evocation Casting Time: 1 action
Casting Time: 1 action Range: touch
Range: self Components: V, S, M*
Components: V, S Duration: Until Dispelled
Duration: Instantaneous By means of this spell, a willing creature or an object can be
Eight multicolored rays of light flash from your hand. Each ray hidden away, safe from detection for the duration. When you
is a different color and has a different power and purpose. cast the spell and touch the target, it becomes invisible and
Each creature in a 60-foot cone must make a Dexterity saving can't be targeted by divination spells or perceived through
throw. For each target, roll two d8's to determine which color scrying sensors created by divination spells.
rays affect it. If you roll the same effect twice, the creature is If the target is a creature, it falls into a state of suspended
affected twice by the same color. animation. Time ceases to flow for it, and it doesn't grow
1. Red. The target takes 10d6 fire damage on a failed save, older.
or half as much damage on a successful one. You can set a condition for the spell to end early. The
2. Orange. The target takes 10d6 acid damage on a failed condition can be anything you choose, but it must occur or be
save, or half as much damage on a successful one. visible within 1 mile of the target. Examples include "after
3. Yellow. The target takes 10d6 lightning damage on a 1,000 years" or "when the tarrasque awakens." This spell also
failed save, or half as much damage on a successful one. ends if the target takes any damage.
4. Green. The target takes 10d6 poison damage on a failed -* (a powder composed of diamond, emerald, ruby, and
save, or half as much damage on a successful one. sapphire dust worth at least 500 gp, which the spell
5. Blue. The target takes 10d6 cold damage on a failed consumes)
save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must Simulacrum
then make a Constitution saving throw at the end of each of 7th level illusion
its turns. If it successfully saves three times, the spell ends. If Casting Time: 12 hours
it fails its save three times, it permanently turns to stone and Range: touch
is subjected to the petrified condition. The successes and Components: V, S, M*
failures don't need to be consecutive; keep track of both until Duration: Until Dispelled
the target collects three of a kind. You shape an illusory duplicate of one beast or humanoid that
7. Violet. On a failed save, the target is blinded. It must then is within range for the entire casting time of the spell. The
make a Wisdom saving throw at the start of your next turn. A duplicate is a creature, partially real and formed from ice or
successful save ends the blindness. If it fails that save, the snow, and it can take actions and otherwise be affected as a
creature is transported to another plane of existence of the normal creature. It appears to be the same as the original, but
GM's choosing and is no longer blinded. (Typically, a creature it has half the creature's hit point maximum and is formed
that is on a plane that isn't its home plane is banished home, without any equipment. Otherwise, the illusion uses all the
while other creatures are usually cast into the Astral or statistics of the creature it duplicates, except that it is a
Ethereal planes.) construct.
8. Special. The target is struck by an additional ray. Roll
twice more, rerolling any 8.
Page 2 | Spells (7th): The Treantmonk Variant
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The simulacrum is friendly to you and creatures you Discord. Each target must make a Constitution saving
designate. It obeys your spoken commands, moving and throw. On a failed save, a target bickers and argues with other
acting in accordance with your wishes and acting on your turn creatures for 1 minute. During this time, it is incapable of
in combat. The simulacrum lacks the ability to learn or meaningful communication and has disadvantage on attack
become more powerful, so it never increases its level or other rolls and ability checks.
abilities, nor does it gain any benefits from short or long rests. Fear. Each target must make a Wisdom saving throw and
A simulacrum with spell slots may not use a spell slot above becomes frightened for 1 minute on a failed save. While
5th level. frightened, the target drops whatever it is holding and must
If the simulacrum is damaged, it can only be repaired in an move at least 30 feet away from the glyph on each of its turns,
alchemical laboratory, using rare herbs and minerals worth if able.
100 gp per hit point it regains. The simulacrum lasts until it Hopelessness. Each target must make a Charisma saving
drops to 0 hit points, at which point it reverts to snow and throw. On a failed save, the target is overwhelmed with
melts instantly. despair for 1 minute. During this time, it can't attack or target
If you cast this spell again, any duplicate you created with any creature with harmful abilities, spells, or other magical
this spell is instantly destroyed. effects.
-* (snow or ice in quantities sufficient to made a life-size Insanity. Each target must make an Intelligence saving
copy of the duplicated creature; some hair, fingernail throw. On a failed save, the target is driven insane for 1
clippings, or other piece of that creature's body placed inside minute. An insane creature can't take actions, can't
the snow or ice; and powdered ruby worth 1,500 gp, sprinkled understand what other creatures say, can't read, and speaks
over the duplicate and consumed by the spell) only in gibberish. The GM controls its movement, which is
erratic.
Symbol Pain. Each target must make a Constitution saving throw
7th level abjuration and becomes incapacitated with excruciating pain for 1
Casting Time: 1 minute minute on a failed save.
Range: touch Sleep. Each target must make a Wisdom saving throw and
Components: V, S, M* falls unconscious for 10 minutes on a failed save. A creature
Duration: Until Dispelled or triggered awakens if it takes damage or if someone uses an action to
shake or slap it awake.
When you cast this spell, you inscribe a harmful glyph either Stunning. Each target must make a Wisdom saving throw
on a surface (such as a section of floor, a wall, or a table) or and becomes stunned for 1 minute on a failed save.
within an object that can be closed to conceal the glyph (such -* (mercury, phosphorus, and powdered diamond and opal
as a book, a scroll, or a treasure chest). If you choose a with a total value of at least 100 gp, which the spell
surface, the glyph can cover an area of the surface no larger consumes)
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.
Page 3 | Spells (7th): The Treantmonk Variant
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.
If you would like to support the GM Binder developers,
consider joining our Patreon community.
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