# Level 7 Spells

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/spells/level-7-spells.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

## Aura of Evasion
*Level 7 abjuration* · action · self · VS · minutes 1 · Sorcerer, Warlock, Wizard

You and allies in a 30-foot Emanation have Advantage on Dexterity saves. Against Dexterity saves for half damage, success deals none and failure deals half. Incapacitated creatures receive no benefit.

## Conjure Celestial
*Level 7 conjuration* · action · 90 ft · VS · minutes 10 · Cleric

A brightly lit Cylinder (10-foot radius, 40 feet high) appears at a point in range; each creature you can see in it either regains 4d12 + your spellcasting modifier Hit Points or makes a Dexterity save against 6d12 Radiant damage (half on a success), your pick per creature. The same happens when the Cylinder moves onto a creature, or a creature enters it or ends its turn there, at most once per turn, and the Cylinder can move up to 30 feet when you move. Higher slots add 1d12 to both the healing and the damage per level above 7.

## Delayed Blast Fireball
*Level 7 evocation* · action · 150 ft · VS M · minutes 1 · Sorcerer, Wizard

A glowing bead hangs at a point in range until the spell ends, then bursts: each creature within 20 feet of it makes a Dexterity save, taking the stored Fire damage on a failure or half on a success. The damage starts at 12d6 and grows by 1d6 at the end of each of your turns; a creature that touches the bead first makes a Dexterity save, setting it off on a failure or throwing it up to 40 feet on a success. Higher slots add 1d6 to the starting damage per level above 7.

## Divine Word
*Level 7 evocation* · bonus action · 30 ft · V · instantaneous · Cleric

Creatures of your choice that you can see in range make a Charisma save. A failed creature with 0-20 Hit Points dies, 21-30 is Blinded, Deafened and Stunned for 1 hour, 31-40 is Blinded and Deafened for 10 minutes, and 41-50 is Deafened for 1 minute. A failed Celestial, Elemental, Fey or Fiend is also sent to its home plane and can't come back for 24 hours except by Wish.

## Etherealness
*Level 7 conjuration* · action · self · VS · hours 8 · Bard, Cleric, Sorcerer, Warlock, Wizard

You step into the border regions of the Ethereal Plane, where it overlaps your current plane. You stay there for the duration or until you take an action to end the spell. While there you can move in any direction, see and hear the plane you left in shades of gray out to 60 feet, and affect or be affected only by other creatures on the Ethereal Plane. When the spell ends you return to the plane you left, in the spot you now occupy (or the nearest unoccupied space). In a fight, the caster leaves the battle.

## Finger of Death
*Level 7 necromancy* · action · 60 ft · VS · instantaneous · Sorcerer, Warlock, Wizard

A creature you can see in range makes a Constitution save, taking 7d8 + 30 Necrotic damage on a failure or half on a success. A Humanoid killed by it rises at the start of your next turn as a Zombie that obeys your spoken orders.

## Fire Storm
*Level 7 evocation* · action · 150 ft · VS · instantaneous · Cleric, Druid, Sorcerer

You fill up to ten 10-foot Cubes in range with fire, arranged as you like as long as each touches another. Each creature in them makes a Dexterity save, taking 7d10 Fire damage on a failure or half on a success; unattended flammable objects ignite.

## Forcecage
*Level 7 evocation* · action · 100 ft · VS M · hours 1 · Bard, Warlock, Wizard

Creatures wholly inside the cage or box are trapped and can't leave by nonmagical means; creatures partly inside are pushed out. Teleporting or planar travel out needs a Charisma save first (a failure wastes the attempt), a solid box also blocks spells in or out, and Dispel Magic can't end it.

## Fractured Awareness
*Level 7 divination* · action · 120 ft · VS · minutes 1 · Bard, Sorcerer, Warlock, Wizard

Intelligence save: 12d10 Psychic and Disadvantage on D20 Tests for up to 1 minute with Concentration; success deals half damage without the penalty. Repeat the save at each turn’s end to end the effect.

## Mordenkainen's Sword
*Level 7 evocation* · action · 90 ft · VS M · minutes 1 · Bard, Wizard

A spectral sword appears in range and you make a melee spell attack against a creature within 5 feet of it, dealing 4d12 + your spellcasting modifier Force damage on a hit. On later turns a Bonus Action moves it up to 30 feet and repeats the attack.

## Plane Shift
*Level 7 conjuration* · action · touch · VS M · instantaneous · Cleric, Druid, Sorcerer, Warlock, Wizard

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence, arriving at a destination of your choice there or a random spot if you lack a destination. Alternatively, you can make a melee spell attack against an unwilling creature; on a hit it makes a Charisma saving throw or is sent to a random spot on a plane you name. In a fight, the caster (and its companions) leave the battle.

## Power Word Fortify
*Level 7 enchantment* · action · 60 ft · V · instantaneous · Bard, Cleric

Choose up to six creatures you can see in range and divide 120 Temporary Hit Points among them however you like.

## Power Word Pain
*Level 7 enchantment* · action · 60 ft · V · minutes 1 · Bard, Sorcerer, Warlock, Wizard

One visible creature takes 6d8 Force. If initially at 100 HP or fewer it is also Charmed: Speed capped at 10 feet, Disadvantage on D20 Tests except Constitution saves, and casting requires a successful Constitution save or wastes the action but not the spell slot. Repeat Constitution at each turn end to end the spell.

## Prismatic Spray
*Level 7 evocation* · action · self · VS · instantaneous · Bard, Sorcerer, Wizard

Roll 1d8 per creature: 1-5 deal 12d6 Fire, Acid, Lightning, Poison or Cold (half on a success); 6 Restrains on a failure, then Con saves at the end of its turns until three successes free it or three failures Petrify it; 7 Blinds on a failure, then a Wis save at the start of your next turn ends it or, on a failure, sends the creature to another plane. On an 8 the creature is hit by two rays (reroll 8s).

## Regenerate
*Level 7 transmutation* · 1 minute · touch · VS M · hours 1 · Bard, Cleric, Druid

The target regains 4d8 + 15 Hit Points at once. For the next hour it also regains 1 Hit Point at the start of each of its turns, and lost body parts grow back after 2 minutes.

## Resurrection
*Level 7 necromancy* · 1 hour · touch · VS M · instantaneous · Bard, Cleric

Works unless the creature died of old age or was Undead; it also ends poisons, closes mortal wounds and restores missing parts. The -4 penalty to D20 Tests drops by 1 per Long Rest. Reviving a creature dead 365 days or more leaves you unable to cast spells and with Disadvantage on D20 Tests until you finish a Long Rest.

## Reverse Gravity
*Level 7 transmutation* · action · 100 ft · VS M · minutes 1 · Druid, Sorcerer, Wizard

A creature can make a Dexterity save to grab a fixed object within reach and stay put; anything that hits a ceiling takes falling damage, and the rest hovers at the top. Everything falls back down when the spell ends.

## Reweave Fate
*Level 7 divination* · reaction · 60 ft · S · instantaneous · Bard, Cleric, Warlock, Wizard

A visible creature that just failed a D20 Test rerolls with Advantage and must use the new result. Success also grants it 6d10 Temporary HP.

## Simbul’s Synostodweomer
*Level 7 transmutation* · action · touch · VS · hours 1 · Sorcerer, Wizard

For 1 hour, the creature you touch can mend itself with its magic: right after it casts a spell with a spell slot, it can spend unused Hit Dice, up to the slot's level, and regain Hit Points equal to their total plus your spellcasting modifier. In a fight it spends them while it's hurt.

## Transfix
*Level 7 enchantment* · action · 60 ft · VS · minutes 1 · Bard, Warlock, Wizard

A creature you can see within 60 feet makes a Charisma save or is Charmed and Incapacitated, and on its turns it moves straight toward you, provoking Opportunity Attacks as usual. If it ends a turn within 5 feet of you it takes 4d8 Psychic damage (+1d8 per slot level above 7). Later, a Magic action lets you target another creature with it; a creature that saved against this casting can't be targeted again. (The book also has it save again before walking into a harmful area; the game doesn't stop it.)
