7th-Level Spells

Spell lists are in Class Spell Lists. Attribution and reading notes are in the Spells index.

Delayed Blast Fireball

  • 7th-level evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Concentration, up to 1 minute
    A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Fire Storm

  • 7th-level evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
    A storm made up of sheets of roaring flame appears in a location you choose. The area of the storm consists of up to ten 10‑foot cubes, which you can arrange as you wish but which must be contiguous. Each creature in the area must make a Dexterity saving throw, taking 7d10 fire damage on a failed save, or half as much on a success. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Forcecage

  • 7th-level evocation
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp)
  • Duration: 1 hour
    An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by dispel magic.

Mirage Arcane

  • 7th-level illusion
  • Casting Time: 10 minutes
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 10 days
    You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Structures, roads, and bodies of water can be altered. Creatures with Intelligence 3 or lower can’t see through the illusion. The tactile characteristics are so convincing that creatures can walk on illusory ground or treat illusory water as difficult terrain (DM adjudicates interactions). The illusion includes changes to ambient conditions like temperature and wind. A creature can make an Intelligence (Investigation) check against your spell save DC to disbelieve the effect when it interacts with the illusion.

Oztagh Tornado

The Gushbek read a sandstorm hours before it arrives, which is the skill that let them chart the Oztagh before the clans thought the desert was worth claiming. Reading one long enough teaches you how it is assembled. The Gushbek do not romanticize what they built out of that knowledge. A tornado picks things up and puts them somewhere else, and out on the sand there is rarely anything worth putting them down on.

  • 7th-level evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a handful of hot sand)
  • Duration: Concentration, up to 1 minute
    A column of screaming sand and wind 10 feet in radius and 30 feet high rises at a point on the ground you can see within range. The column heavily obscures its area.
    When a creature enters the column for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it takes 6d6 bludgeoning damage and is hurled up to 30 feet in a direction you choose, landing prone. If it strikes a solid surface before travelling the full distance, it stops there and takes an extra 1d6 bludgeoning damage for every 10 feet it did not travel. On a successful save, it takes half as much damage and isn’t moved.
    A creature can be affected by this spell only once on each turn.
    As an action on your turn, you can move the column up to 30 feet along the ground.

Prismatic Spray

  • 7th-level evocation

  • Casting Time: 1 action

  • Range: Self (60-foot cone)

  • Components: V, S

  • Duration: Instantaneous
    Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

  • Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

  • Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

  • Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

  • Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

  • Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

  • Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

  • Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

  • Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Regenerate

  • 7th-level transmutation
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a prayer wheel and holy water)
  • Duration: 1 hour
    You touch a creature, stimulating natural healing. The target regains 4d8 + 15 hit points. For the duration, 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 the creature has the severed part and holds it to the stump, the spell instantaneously causes the limb to knit to the stump.

Resurrection

  • 7th-level necromancy
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
    You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Reverse Gravity

  • 7th‑level transmutation
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute
    This spell reverses gravity in a 50‑foot‑radius, 100‑foot‑high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If an object or surface stops the fall within the area (such as a ceiling), objects and creatures strike it just as they would during a normal downward fall. If no solid object or surface interrupts the fall, creatures and objects keep falling for the duration, and at the end of the duration fall downward again.

8th-Level

Simulacrum

  • 7th-level illusion
  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled
    You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Teleport

  • 7th-level conjuration
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
    This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.

Table- Teleport Familiarity

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--

Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).