1st-level abjuration
This is simply a renaming of armor of agathys to remove reference to a plane (Agathys) that doesn't exist in this game.
1st-level necromancy
This spell is now a necromancy spell, and it functions on undead that do not have the Incorporeal Movement feature.
1st-level divination
This is simply a renaming of detect evil and good to reference the spell's actual function.
5th-level abjuration
This is simply a renaming of dispel evil and good to reference the spell's actual function. Fey and undead are unaffected by the Dismissal option of this spell (the Material plane is their home plane and there is no Shadowfell or Feywild in this game).
6th-level conjuration
The sapphire used as the material component is not destroyed when you summon the marked item and end the spell. It can be used again for another casting of this spell if you cast dispel magic, against a 6th level spell, to remove all traces of the previous spell on the gemstone.
Evocation cantrip
You call forth a projectile of magic (a beam, ray, or other form of projectile) and send it toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 points of magical damage, the type of which is determined by your otherworldly patron.
Otherwordly Patron | Visible Magic | Damage Type |
---|---|---|
The Archfey | sparkling light | radiant |
The Athenaeum | glowing runes | psychic |
The Celestial | golden fire | radiant |
The Chains of Creation | spectral chain | bludgeoning |
The Demon | black fire | necrotic |
The Dragon (black, copper) | green liquid | acid |
The Dragon (silver, white) | ice crystal | cold |
The Dragon (brass, gold, red) | fire | fire |
The Dragon (blue, bronze) | lightning bolt | lightning |
The Dragon (green) | green gas jet | poison |
The Hive | swirling light pattern | psychic |
The Silver Cloak | glowing white spear | piercing |
The Winter Archfey | snowflake shuriken | cold |
The Witch Blade | spectral weapon | slashing |
The Undying | green fire | necrotic |
No Otherworldly Patron | purple lightning bolt | lightning |
The spell creates more than one projectile when you reach higher levels: two projectiles at 5th level, three projectiles at 11th level, and four projectiles at 17th level. You can direct the projectiles at the same target or at different ones. Make a separate attack roll for each projectile.
1st-level conjuration (ritual)
If you are a School of Necromancy wizard, you may choose to have your familiar be an undead spirit that occupies and animates either the corpse of a Tiny beast (one suitable as the form of a normal familiar) or the skull of a Small or Medium humanoid. When you cast the spell in this way, you must provide a corpse or skull for the spirit to animate.
The animated familiar is an undead creature subject to anything that might affect a zombie or skeleton. It's eyes glow with dim points of magical light. The familiar's body is not immune to decay. Skeletal forms may not be able to fly or swim. An animated skull can move its mandible, but it is otherwise immobile.
1st-level necromancy
This is simply a renaming of chill touch to reference the spell's actual function.
1st-level evocation
Unless you touch the target while casting this spell, it can't heal if it can't hear you (it only affects an unconscious or deafened creature if cast as a Touch-range spell).
3rd-level conjuration
This is a renaming of hunger of hadar to remove reference to a being (Hadar) and theme (eldritch horrors from beyond reality) that don't exist in this game. It does not make strange noises. The acid damage from a failed Dexterity saving throw is changed to slashing damage.
1st-level conjuration
This is simply a renaming of arms of hadar to remove reference to a being (Hadar) that doesn't exist in this game.
3rd-level evocation
When you cast this spell, you decide if the hemisphere has a horizontal barrier of force at bottom.
The spell allows breathable air to pass through it, but prevents all other material and objects from outside the dome from entering it.
5th-level necromancy
This spell is now a necromancy spell, and it functions on undead that do not have the Incorporeal Movement feature.
3rd-level evocation
Unless you touch a target while casting this spell, it can't heal if it can't hear you (it only affects an unconscious or deafened creature if cast as a Touch-range spell).
4th-level transmutation
You must have seen a particular type of beast, or have studied it in great depth (with accurate information and art from multiple sources), before you can transform a target into one. The types of beasts seen in the past would be more common ones, while more exotic ones may have been seen during travels to different places.
3rd-level abjuration
This is simply a renaming of protection from evil and good to reference the spell's actual function.
9th-level evocation
The target must be able to hear you to be affected by this spell, unless you are within 5 feet of the target.
8th-level enchantment
The target must be able to hear you to be affected by this spell, unless you are within 5 feet of the target.
5th-level necromancy
The material component has been changed from a diamond to any type of gemstone.
7th-level necromancy
The material component has been changed from a diamond to any type of gemstone.
3rd-level necromancy
The material component has been changed from a diamond to any type of gemstone.
3rd-level abjuration
You can cast this spell as an action to remove the effects of a bestow curse, hex, or other curse spell of 3rd level or lower. For higher level spells, it works just like dispel magic.
You can cast this spell as a special 10-minute ritual to remove other types of curses. The type of ritual may be different for each caster, depending on the source of your spellcasting ability (patron deity, otherworldly patron, spell source, etc.).
9th-level necromancy
The material component has been changed from diamonds to any type of gemstones. Each gemstone used must be worth at least 1,000 gp.
Spells from other sources, be it homebrew from The Amethyst Dragon or published by WotC in books like Xanathar's Guide to Everything, need to be approved by the DM before you can add them to your character's spell list or spell book.
Do not be afraid to ask for access to new spells, as more variety in spells can help set your PC apart from characters you've played in the past or from other spellcasters in general.