Ot il u k e’s Re s il ie n t Sph e re
4th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a hemispherical piece of
clear crystal and a matching hemispherical piece
of gum arabic)
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature
or object of Large size or smaller within range. An
unwilling creature must make a Dexterity saving
throw. On a failed save, the creature is enclosed for
the duration.
Nothing—not physical objects, energy, or other spell
effects—can pass through the barrier, in or out, though
a creature in the sphere can breathe there. The sphere
is immune to all damage, and a creature or object inside
can’t be damaged by attacks or effects originating from
outside, nor can a creature inside the sphere damage
anything outside it.
The sphere is weightless and just large enough to
contain the creature or object inside. An enclosed
creature can use its action to push against the sphere’s
walls and thus roll the sphere at up to half the creature’s
speed. Similarly, the globe can be picked up and moved
by other creatures.
A disintegrate spell targeting the globe destroys it
without harming anything inside it.
Ot t o’s Ir r e s is t ib l e Da n c e
6th-level enchantm ent
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The
target begins a com ic dance in place: shuffling, tapping
its feet, and capering for the duration. Creatures that
can’t be charmed are immune to this spell.
A dancing creature must use all its movement to
dance without leaving its space and has disadvantage
on Dexterity saving throws and attack rolls. While
the target is affected by this spell, other creatures
have advantage on attack rolls against it. As an
action, a dancing creature makes a W isdom saving
throw to regain control of itself. On a successful save,
the spell ends.
Pa ss w it h o u t Tr a c e
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of
mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you,
masking you and your companions from detection.
For the duration, each creature you choose within 30
feet of you (including you) has a +10 bonus to Dexterity
(Stealth) checks and can’t be tracked except by magical
means. A creature that receives this bonus leaves
behind no tracks or other traces of its passage.
Pa ss w a l l
5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of sesam e seeds)
Duration: 1 hour
A passage appears at a point of your choice that you
can see on a wooden, plaster, or stone surface (such as
a wall, a ceiling, or a floor) within range, and lasts for
the duration. You choose the opening’s dimensions: up
to 5 feet wide, 8 feet tall, and 20 feet deep. The passage
creates no instability in a structure surrounding it.
When the opening disappears, any creatures or
objects still in the passage created by the spell are safely
ejected to an unoccupied space nearest to the surface on
which you cast the spell.
Ph a n t a s m a l Fo r c e
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a
creature that you can see within range. The target must
make an Intelligence saving throw. On a failed save, you
create a phantasmal object, creature, or other visible
phenomenon of your choice that is no larger than a
10-foot cube and that is perceivable only to the target
for the duration. This spell has no effect on undead
or constructs.
The phantasm includes sound, temperature, and other
stimuli, also evident only to the creature.
The target can use its action to examine the phantasm
with an Intelligence (Investigation) check against your
spell save DC. If the check succeeds, the target realizes
that the phantasm is an illusion, and the spell ends.
W hile a target is affected by the spell, the target treats
the phantasm as if it were real. The target rationalizes
any illogical outcom es from interacting with the
phantasm. For example, a target attempting to walk
across a phantasmal bridge that spans a chasm falls
once it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and com es up
with som e other explanation for its fall—it was pushed,
it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s
reality that it can even take damage from the illusion. A
phantasm created to appear as a creature can attack the
target. Similarly, a phantasm created to appear as fire, a
pool of acid, or lava can burn the target. Each round on
your turn, the phantasm can deal 1d6 psychic damage
to the target if it is in the phantasm’s area or within 5
feet of the phantasm, provided that the illusion is of a
creature or hazard that could logically deal damage,
such as by attacking. The target perceives the damage
as a type appropriate to the illusion.