Level 7 Conjuration
Casting Time: Action
Range: 90 ft
Components: V, S
Duration: 10 minute
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.
Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.
Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.
Level 7 Evocation
Casting Time: Action
Range: Self
Components: V, S
Duration: @mod hour
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 plus your spellcasting modifier radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
Using a Higher-Level Spell Slot. The number of motes created increases by 2 for each spell slot level above 7.
Level 7 Evocation
Casting Time: Action
Range: 150 ft
Components: V, S, M (a ball of bat guano and sulfur)
Duration: 1 minute
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes 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, and the damage increases by 2d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Level 7 Evocation
Casting Time: Bonus Action
Range: 30 ft
Components: V
Duration: Instantaneous
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, an Aberration, Celestial, Elemental, Fey, or Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.
| Hit Points | Divine Word Effect |
| 0-20 | The target dies. |
| 21-30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. |
| 31040 | The target has the Blinded and Deafened conditions for 10 minutes. |
| 41-50 | The target has the Deafened condition for 1 minute. |
Using a Higher-Level Spell Slot.The range increases by 30 feet for each spell slot level above 7.
Level 7 Transmutation
Casting Time: Bonus Action
Range: Self
Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
Duration: 1 minute
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
Blindsight. You have blindsight with a range of 30 feet.
Breath Weapon. When you cast this spell, and as a Bonus Action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone or 120-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
Wing Attack. You can beat your wings as a Bonus Action. Each creature within 15 feet of you must succeed on a Dexterity saving throw or take 2d6 plus your spellcasting modifier bludgeoning damage and be knocked prone. You can then fly up to half your flying speed.
Using a Higher-Level Spell Slot. If you use a slot of level 9+, this does not require your Concentration..
Level 7 Conjuration
Casting Time: 10 Minutes
Range: 20 ft
Components: V, S, M (a magic item or a willing creature from the destination world)
Duration: 6 hour
You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Level 7 Conjuration
Casting Time: Action
Range: Self
Components: V, S
Duration: 8 hour
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot.You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
Level 7 Necromancy
Casting Time: Action
Range: 60 ft
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d12 + 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 your next turn as an undead creature that is permanently under your command, following your verbal orders to the best of its ability. The animated target uses the Undead Creature stat block.
Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 7.
Level 7 Evocation
Casting Time: Action
Range: 150 ft
Components: V, S
Duration: Instantaneous
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 10d12 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The number of cubes increases by 3 for each spell slot level above 7.
If you cast this with a level 9+ slot, the cubes no longer need to be contiguous with each other.
Level 7 Evocation
Casting Time: Action
Range: 100 ft
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
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 it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by Dispel Magic.
Level 7 Conjuration (ritual)
Casting Time: 1 Minute
Range: 300 ft
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hour
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.
When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.
If you cast this spell again while a previous dwelling is in existence, the previous spell ends.
Level 7 Illusion
Casting Time: 10 Minutes
Range: Other
Components: V, S
Duration: 10 day
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough 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, you 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.
Level 7 Evocation
Casting Time: Action
Range: 90 ft
Components: V, S, M (a miniature sword worth 250+ GP)
Duration: 1 minute
You create a spectral weapon that hovers within range. It lasts for the duration.
When the weapon appears, you make a melee spell attack against a target within 5 feet of the weapon. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.
On your later turns, you can take a Bonus Action to move the weapon up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
Level 7 Conjuration
Casting Time: Action
Range: Touch
Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)
Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You 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 you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Level 7 Enchantment
Casting Time: Action
Range: 60 ft
Components: V
Duration: Instantaneous
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.
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Level 7 Enchantment
Casting Time: Action
Range: 60 ft
Components: V
Duration: Instantaneous
As an Action, but before casting the spell, you can make a Medicine (Wisdom) check check using your spellcasting ability in place of Wisdom to determine whether this spell will affect your target or not. If it would not affect your target, you can use not to cast the spell, preserving the spell slot. If you choose to cast the spell you speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on all D20 Tests. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Level 7 Evocation
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 2d8 to determine which color rays affect it, consulting the Prismatic Rays table. If you roll the same effect twice, the creature is affected twice by the same color.
@Embed[Compendium.materia-dnd.rollable-tables.RollTable.matRolPrismaticR rollable=true caption=false]{Prismatic Rays}
Level 7 Illusion
Casting Time: Action
Range: 500 mi
Components: V, S, M (a statuette of yourself worth 5+ GP)
Duration: 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to twice your speed and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Investigation (Intelligence) check check against your spell save DC. 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.
Level 7 Transmutation
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (A prayer wheel and holy water)
Duration: 1 hour
You touch a creature and stimulate its natural healing ability. The target regains hit points equal to a number of hit dice equal to your spellcasting modifier, adding the target's Constitution modifier to each die rolled in this way. For the duration of the spell, the target regains hit points equal to one of its hit dice, adding the target's Constitution modifier on each die rolled in this way at the end of every minute (60 hit dice over the full one hour duration).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Using a Higher-Level Spell Slot. If you use a spell slot of level 9+, the target always regains hit points equal to the maximum number possible on their hit dice from the healing received by this spell.
Level 7 Necromancy
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.
The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. 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 D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a creature that has been dead for a year or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.
Level 7 Transmutation
Casting Time: Action
Range: 100 ft
Components: V, S, M (a lodestone and iron filings)
Duration: 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 in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Level 7 Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)
Duration: Until Dispelled
With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.
If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.
You can set a condition for the spell to end early. The condition can be anything you 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.
Level 7 Illusion
Casting Time: 12 Hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until Dispelled
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct and its Hit Point maximum is half as much.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. A simulacrum with spell slots may not use a spell slot above 5th level.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.
The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Level 7 Abjuration
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
Duration: Until Dispelled or Triggered
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
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. A creature is targeted only once per turn.
Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.
Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.
Enfeeble. Each target must succeed on a Charisma saving throw or have the Weakened condition for 10 minutes.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.
Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.
Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.
Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
Stupefy. Each target must succeed on a Charisma saving throw or have the Dazed and Deafened conditions for 1 minute.
Level 7 Conjuration
Casting Time: Action
Range: 10 ft
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight willing creatures 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 Large or smaller, 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 DM rolls gmr and consults the Teleportation Outcome table and the explanations after it.
| Familiarity | Mishap | Similar Area | Off Target | On Target |
| Permanent circle | - | - | - | 01-00 |
| Linked object | - | - | - | 01-00 |
| Very familiar | 01-05 | 06-13 | 14-24 | 25-00 |
| Seen casually | 01-33 | 34-43 | 44-53 | 54-00 |
| Viewed once or described | 01-43 | 44-53 | 54-73 | 74-00 |
| False destination | 01-50 | 51-00 | - | - |
Familiarity. Here are the meanings of the terms in the table's Familiarity column:
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Type=Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.
Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
Level 7 Conjuration
Casting Time: 1 Hour
Range: 120 ft
Components: V, S, M (a holy symbol worth at least 5 gp)
Duration: 24 hour
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: aberrations, celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it cannot enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; while nside the temple, it must subtract a d4 from any D20 Tests.
In addition, the sensors created by divination spells cannot appear inside the temple, and creatures within cannot be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your spellcasting ability modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It cannot be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly, unless the temple is permanent.
Casting this spell on the same spot every day for a year makes this effect permanent.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of level 8, it counts as 10 days for the purpose making this effect permanent.
When you cast this spell using a spell slot of level 9+, it counts as 30 days for the purpose making this effect permanent.
Level 7 Necromancy
Casting Time: Action
Range: 60 ft
Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
Duration: 1 hour
Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
Level 7 Evocation
Casting Time: Action
Range: 300 ft
Components: V, M (a piece of straw)
Duration: 1 minute
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 120-foot-high cylinder centered on that point. As a Magic action, you can move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 magical bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 times your spellcasting modifier feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an Action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction, taking fall damage where they impact or land.