Level 7 Spells

Spell Action
Arcane Sword Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
{name} creates a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, they make a melee spell attack {"(1d20 + "}{spAtk}{")"} against a target of their choice within {"5 feet"} of the sword. On a hit, the target takes {"3d10"} force damage. Until the spell ends, they can use a bonus action on each of their turns to move the sword up to {"20 feet"} to a spot they can see and repeat this attack against the same target or a different one.

Materials: a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp
Conjure Celestial Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
{name} summons a celestial of challenge rating {4} or lower, which appears in an unoccupied space that they can see within range. The celestial disappears when it drops to {"0 hit points"} or when the spell ends.
The celestial is friendly to {name} and their companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that {name} issues to it (no action required by them), as long as they don’t violate its alignment. If they don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the celestial’s statistics.

When {name} casts this spell using a {"9th-level"} spell slot, they summon a celestial of challenge rating {5} or lower.
Delayed Blast Fireball Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
A beam of yellow light flashes from {name}'s 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 their concentration is broken or because they 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 DC {ssDC}. 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 {name}'s 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 DC {ssDC}. 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.

When {name} casts this spell using a spell slot of {"8th level or higher"}, the base damage increases by {"1d6"} for each slot level above {"7th"}.

Materials: a tiny ball of bat guano and sulfur
Divine Word Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Instantaneous
{name} utters a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures {name} can see within range. Each creature that can hear them must make a Charisma saving throw DC {ssDC}. On a failed save, a creature suffers an effect based on its current hit points:

_ {50} hit points or fewer: deafened for {1} minute
_ {40} hit points or fewer: deafened and blinded for {10} minutes
_ {30} hit points or fewer: blinded, deafened, and stunned for {1} hour
_ {20} hit points or fewer: killed instantly 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 {name}'s current plane for {"24 hours"} by any means short of a wish spell.
Etherealness Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
{name} steps into the border regions of the Ethereal Plane, in the area where it overlaps with their current plane. They remain in the Border Ethereal for the duration or until they use their action to dismiss the spell. During this time, they can move in any direction. If they move up or down, every foot of movement costs an extra foot. They can see and hear the plane they originated from, but everything there looks gray, and they can’t see anything more than {"60 feet"} away.
While on the Ethereal Plane, they can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive them and can’t interact with them, unless a special ability or magic has given them the ability to do so.
{name} ignores all objects and effects that aren’t on the Ethereal Plane, allowing them to move through objects they perceive on the plane they originated from.
When the spell ends, they immediately return to the plane they originated from in the spot they currently occupy. If they occupy the same spot as a solid object or creature when this happens, they are immediately shunted to the nearest unoccupied space that they can occupy and take force damage equal to twice the number of feet they are moved.
This spell has no effect if they cast it while they are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

When {name} casts this spell using a spell slot of {"8th level or higher"}, they can target up to three willing creatures (including themselves) for each slot level above {"7th"}. The creatures must be within {"10 feet"} of them when they cast the spell.
Finger of Death Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
{name} sends negative energy coursing through a creature that they can see within range, causing it searing pain. The target must make a Constitution saving throw DC {ssDC}. It takes !(7d8 + 30) necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of {name}'s next turn as a zombie that is permanently under their command, following their verbal orders to the best of its ability.
Fire Storm 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 {name} chooses within range. The area of the storm consists of up to {"ten 10-foot"} cubes, which they can arrange as they wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw DC {ssDC}. It takes !(7d10) fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If {name} chooses, plant life in the area is unaffected by this spell.
Forcecage Casting Time: 1 action
Range: 100 feet
Components: V, S, M
Duration: 1 hour
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area {name} chooses within range. The prison can be a cage or a solid box, as they 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 they 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 DC {ssDC}. 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.

Materials: ruby dust worth 1,500 gp
Magnificent Mansion Casting Time: 1 minute
Range: 300 feet
Components: V, S, M
Duration: 24 hours
Details of the mansion are available at 5eSRD

{name} conjures an extradimensional dwelling in range that lasts for the duration. They choose where its one entrance is located. The entrance shimmers faintly and is {"5 feet"} wide and {"10 feet"} tall. {name} and any creature they designate when they cast the spell can enter the extradimensional dwelling as long as the portal remains open. They can open or close the portal if they are within {"30 feet"} of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Materials: a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp
Mirage Arcane Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
{name} makes terrain in an area up to {"1 mile"} square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, {name} can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Plane Shift Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous
{name} and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. They can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and they appear in or near that destination. If they are trying to reach the City of Brass, for example, they might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
Alternatively, if they know the sigil sequence of a teleportation circle on another plane of existence, this spell can take them to that circle. If the teleportation circle is too small to hold all the creatures they transported, they appear in the closest unoccupied spaces next to the circle.
{name} can use this spell to banish an unwilling creature to another plane. Choose a creature within their reach and make a melee spell attack against it (!(1d20 + {spAtk})). On a hit, the creature must make a Charisma saving throw DC {ssDC}. If the creature fails this save, it is transported to a random location on the plane of existence {name} specifies. A creature so transported must find its own way back to {name}'s current plane of existence.

Materials: a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Prismatic Spray Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
Full details for the spray are available at 5eSRD

Eight multicolored rays of light flash from {name}'s 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 DC {ssDC}. 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.
_ Violet.
_ Special. The target is struck by two rays. Roll twice more, rerolling any {8}.
Project Image Casting Time: 1 action
Range: 500 miles
Components: V, S, M
Duration: Concentration, up to 1 day
{name} creates an illusory copy of themselves that lasts for the duration. The copy can appear at any location within range that they have seen before, regardless of intervening obstacles. The illusion looks and sounds like them but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
{name} can use their action to move this illusion up to twice their speed, and make it gesture, speak, and behave in whatever way they choose. It mimics their mannerisms perfectly.
{name} can see through its eyes and hear through its ears as if they were in its space. On their turn as a bonus action, they can switch from using its senses to using their own, or back again. While they are using its senses, they are blinded and deafened in regard to their own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A
creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against DC {ssDC}. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Materials: a small replica of {name} made from materials worth at least 5 gp
Regenerate Casting Time: 1 minute
Range: Touch
Components: V, S, M
Duration: 1 hour
{name} touches a creature and stimulates its natural healing ability. The target regains !(4d8 + 15) hit points. For the duration of the spell, 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 {name} has the severed part and holds it to the stump, the spell instantaneously causes the limb to knit to the stump.
Resurrection Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Instantaneous
{name} touches 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 {name} greatly. Until they finish a long rest, they can’t cast spells again, and they have disadvantage on all attack rolls, ability checks, and saving throws.

Materials: a diamond worth at least 1,000 gp, which the spell consumes
Reverse Gravity Casting Time: 1 action
Range: 100 feet
Components: V, S, M
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 {name} casts this spell. A creature can make a Dexterity saving throw DC {ssDC} to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.

Materials: a lodestone and iron filings
Sequester Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Until dispelled
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When {name} casts the spell and touches the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
{name} can set a condition for the spell to end early. The condition can be anything they choose, but it must occur or be visible within {"1 mile"} of the target. Examples include ""after 1,000 years"" or ""when the tarrasque awakens."" This spell also ends if the target takes any damage.

Materials: a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes
Simulacrum Casting Time: 12 hours
Range: Touch
Components: V, S, M
Duration: Until dispelled
{name} shapes 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.
The simulacrum is friendly to {name} and creatures they designate. It obeys their spoken commands, moving and acting in accordance with their wishes and acting on their 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, {name} 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 {name} cast this spell again, any currently active duplicates they created with this spell are instantly destroyed.

Materials: 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
Symbol Casting Time: 1 minute
Range: Touch
Components: V, S, M
Duration: Until dispelled or triggered
Full description and effect details, are available at 5eSRD

When {name} casts this spell, they inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph. If they choose a surface, the glyph can cover an area of the surface no larger than {"10 feet"} in diameter. If they choose an object, that object must remain in its place; if the object is moved more than {"10 feet"} from where they 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 DC {ssDC} to find it.
When {name} inscribes 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 _ Discord _ Fear _ Hopelessness _ Insanity _ Pain _ Sleep _ Stunning

Materials: mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes
Teleport Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
The table for this spell is available at 5eSRD

This spell instantly transports {name} and up to eight willing creatures of their choice that they can see within range, or a single object that they can see within range, to a destination they select. If they 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 they choose must be known to them, and it must be on the same plane of existence as them. Their familiarity with the destination determines whether they arrive there successfully. The GM rolls d100 and consults the table.

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article