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CATNAP
3rd-level en chantment
Casting Time: 1 action
Range: 30 feet
Components: S , M (a pinch of sand)
Duration: 10 minutes
You make a calming gesture, and up to three willing
creatures of your choice that you can see within range
fall unconscio us for the spell's dura tion. The spell ends
on a targe t early if it takes damage or someone uses a n
action to sha ke or s la p it awake. Jf a target re m a ins un-
conscious for the full duration, that ta rget gains the be n-
efit of a short rest, a nd it can't be affected by this spell
again until it finis hes a lon g rest.
At Higher Levels. Whe n you cast t hi s s pell using a
spell s lot of 4th level or h igher, you can targe t one addi-
tiona l willing c reature for each s lot level above 3 rd.
CAUSE FEAR
1st-level necrom ancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awake n the sense of mortality io one creature you
can see w ithin ra nge. A construct or a n undead is im-
mune to this effect. The targe t must s ucceed on a Wis-
dom saving throw or become frightened of you until the
spell ends. The frighte ned target can repeat the saving
throw at the end of each o f its turns, e nding the effect on
itself on a success.
At Higher Levels. Whe n you cast this spell using
a spell s lot of 2nd leve l or higher, you can target one
additional c reature for each s lot level above 1st. The
c reatures must be within 30 feet of each other when you
target them.
CEREMONY
l s t-/eve/ abjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S , M (25 gp worth of powde re d silver,
which the spell consumes)
Duration: Instanta neous
You pe rform a specia l religious ceremony that is infused
with magic. Whe n you cast the spell, choose one of the
following rites, the ta rge t o f whic h must be within 10
feet of you throughout the casting.
Atonement. You touch one willing creature whose
a lignment has cha nged, and you make a DC 20 Wisdom
(Insight) check. On a s uccessful check, you restore the
target to its original a lignme nt.
Bless Water. You touch one vial of wate r a nd cause it
to become holy water.
Coming of Age. You touch one humanoid who is a
young adult. For the next 24 hours, wheneve r the target
makes a n ability check, it can roll a d4 and a dd the num-
ber rolled to the ability c heck. A c reature can be nefit
from this rite only once.
Dedication. You touch one huma noid who w is hes
to be de dicated to your god's service. For the next 24
hours, whenever the ta rget makes a saving throw, it can
roll a d4 and add the numbe r rolled to the save. A crea-
ture can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next
7 days, the target can't become undead by any means
s hort of a wis h s pell.
Wedding. You touch adult humanoids w ill ing to be
bonded togethe r in marriage. For the next 7 days, each
targe t gains a +2 bonus to AC while they a re within 30
feet of each other. A c reature can be nefit from this rite
again only if w idowe d.
CHAOS BOLT
I st-le vel evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Ins tanta neous
You hurl a n undulating, warbling mass of chaotic en e rgy
at one c reature in range. Make a ranged spell attack
against the target. On a hit, the target takes 2d8 + ld6
damage. Choose one of the d8s. The numbe r rolled
on that die determines the attack's damage type, as
s hown below.
d8 Damage Type
Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you roll the same number on both d8s, the chaotic
energy leaps from the target to a different c reature of
your choice w ithin 30 feet of it. Make a ne w attack roll
agains t the new targe t, and make a new damage roll,
which could cause the c haotic ene rgy to leap again.
A creature can be ta rgete d only once by each casting
of this spell.
At Higher Levels. When you cast th is spell using
a spell s lot of 2nd level or highe r, each targe t takes
ld6 extra da mage of the type rolle d for each s lot level
above 1st.
CHARM MONSTER
4th-level enchantm ent
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to c harm a creature you can see within
range. It must make a Wisdom saving throw, and it does
so w ith a dvantage if you or your compa nions are fight-
ing it. If it fails the saving throw, it is charme d by you
unti l the spell ends or until you or your companions do
a nything harmful to it. The charmed creature is friendly
to you. Whe n the s pell ends, the creature knows it was
charme d by you.