TEXT: animated spells
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  LEVEL 6 
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  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: JAMES FRIO
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Blade Barrier
  LEVEL 6 
  EVOCATION
  C.10 MINS
  V, S
  1 ACTION
  90'
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  ANIMATION: JASON ENGLE
  ART: MENG HER
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Chain Lightning
  LEVEL 6 
  EVOCATION
  INSTANT
  V, S, M
  1 ACTION
  150'
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  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
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  Circle of death
  LEVEL 6 
  NECROMANCY
  INSTANT
  V, S, M
  1 ACTION
  150'
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  ANIMATION: JASON ENGLE
  ART:  MIMI CHIU
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  Conjure Fey
  LEVEL 6 
  CONJURATION
  C. 1 HR
  V, S
  1 MIN
  90'
  
  You create a vertical wall of whirling, razor-sharp 
  blades made of magical energy. The wall appears 
  within range and lasts for the duration. You can 
  make a straight wall up to 100 feet long, 20 feet 
  high, and 5 feet thick, or a ringed wall up to 60 feet 
  in diameter, 20 feet high, and 5 feet thick. The wall 
  provides three-quarters cover to creatures behind it, 
  and its space is difficult terrain.
  When a creature enters the wall’s area for the first 
  time on a turn or starts its turn there, the creature 
  must make a Dexterity saving throw. On a failed 
  save, the creature takes 6d10 slashing damage.  
  On a successful save, the creature takes half as  
  much damage.
  Blade Barrier
  6TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet
  Concentration,  
  up to 10 minutes
  1 Action
  V, S
  CLERIC
  You create a bolt of lightning that arcs toward a target of 
  your choice that you can see within range. Three bolts 
  then leap from that target to as many as three other 
  targets, each of which must be within 30 feet of the first 
  target. A target can be a creature or an object and can be 
  targeted by only one of the bolts.
  A target must make a Dexterity saving throw. The target 
  takes 10d8 lightning damage on a failed save, or half as 
  much damage on a successful one.
  At Higher Levels. When you cast this spell using a  
  spell slot of 7th level or higher, one additional bolt leaps  
  from the first target to another target for each slot level  
  above 6th.
  chain lightning
  6TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  150 Feet
  Instantaneous
  1 Action
  V, S, M
  SORCERER | WIZARD
  A bit of fur; a piece of amber, glass, or a crystal rod;  
  and three silver pins.
  MATERIAL COMPONENTS
  A sphere of negative energy ripples out in a 60-foot-radius 
  sphere from a point within range. Each creature in that 
  area must make a Constitution saving throw. A target 
  takes 8d6 necrotic damage on a failed save, or half as 
  much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, the damage increases by 2d6 for 
  each slot level above 6th.
  Circle of Death
  6TH LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  150 Feet 
  (60-Foot-Radius Sphere)
  Instantaneous
  1 Action
  V, S, M
  SORCERER | WARLOCK | WIZARD
  The powder of a crushed black pearl worth at least 500 gp.
  MATERIAL COMPONENTS
  You summon a fey creature of challenge rating 6 or lower, or a fey 
  spirit that takes the form of a beast of challenge rating 6 or lower. 
  It appears in an unoccupied space that you can see within range. 
  The fey creature disappears when it drops to 0 hit points or when 
  the spell ends. 
  The fey creature is friendly to you and your companions for the 
  duration. Roll initiative for the creature, which has its own turns. 
  It obeys any verbal commands that you issue to it (no action 
  required by you), as long as they don’t violate its alignment.  
  If you don’t issue any commands to the fey creature, it defends 
  itself from hostile creatures but otherwise takes no actions.
  If your concentration is broken, the fey creature doesn’t disappear. 
  Instead, you lose control of the fey creature, it becomes hostile 
  toward you and your companions, and it might attack.  
  An uncontrolled fey creature can’t be dismissed by you, and it 
  disappears 1 hour after you summoned it.
  The GM has the fey creature’s statistics. Some sample creatures  
  are listed below.
  At Higher Levels. When you cast this spell using a spell slot of  
  7th level or higher, the challenge rating increases by 1 for each  
  slot level above 6th.
  Conjure Fey
  6TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet
  Concentration 
  up to 1 hour
  1 Minute
  V, S
  DRUID | WARLOCK
  
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  Contingency
  LEVEL 6 
  EVOCATION
  10 DAYS
  V, S, M
  10 MIN
  SELF
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  ANIMATION: JASON ENGLE
  ART: JONATHON HIGAREDA
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  eyebite
  LEVEL 6 
  NECROMANCY
  C. 1 MIN
  V, S
  1 ACTION
  SELF
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: JONATHAN HIGAREDA 
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  Create Undead
  LEVEL 6 
  NECROMANCY
  INSTANT
  V, S, M
  1 MIN
  10'
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  ART: MATEI MONORANU
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  Disintegrate
  LEVEL 6 
  TRANSMUTATION
  INSTANT
  V, S, M
  1 ACTION
  60'
  
  Choose a spell of 5th level or lower that you can cast, that has  
  a casting time of 1 action, and that can target you. You cast  
  that spell—called the contingent spell—as part of casting 
  contingency, expending spell slots for both, but the contingent 
  spell doesn’t come into effect. Instead, it takes effect when a 
  certain circumstance occurs. You describe that circumstance  
  when you cast the two spells. For example, a contingency cast  
  with water breathing might stipulate that water breathing comes 
  into effect when you are engulfed in water or a similar liquid.
  The contingent spell takes effect immediately after the 
  circumstance is met for the first time, whether or not you  
  want it to, and then contingency ends.
  The contingent spell takes effect only on you, even if it can 
  normally target others. You can use only one contingency spell  
  at a time.
  If you cast this spell again, the effect of another contingency 
  spell on you ends. Also, contingency ends on you if its material 
  component is ever not on your person.
  Contingency
  6TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  10 Days
  10 Minutes
  V, S, M
  WIZARD
  A statuette of yourself carved from ivory and decorated with gems 
  worth at least 1,500 gp.
  MATERIAL COMPONENTS
  You can cast this spell only at night. Choose up to three corpses of Medium 
  or Small humanoids within range. Each corpse becomes a ghoul under your 
  control. (The GM has game statistics for these creatures.)
  As a bonus action on each of your turns, you can mentally command any 
  creature you animated with this spell if the creature is within 120 feet of you 
  (if you control multiple creatures, you can command any or all of them at the 
  same time, issuing the same command to each one). You decide what action 
  the creature will take and where it will move during its next turn, or you can 
  issue a general command, such as to guard a particular chamber or corridor. 
  If you issue no commands, the creature only defends itself against hostile 
  creatures. Once given an order, the creature continues to follow it until its 
  task is complete.
  The creature is under your control for 24 hours, after which it stops obeying 
  any command you have given it. To maintain control of the creature for 
  another 24 hours, you must cast this spell on the creature before the current 
  24-hour period ends. This use of the spell reasserts your control over up to 
  three creatures you have animated with this spell, rather than animating 
  new ones.
  At Higher Levels. When you cast this spell using a 7th level spell slot, you 
  can animate or reassert control over four ghouls. When you cast this spell 
  using an 8th level spell slot, you can animate or reassert control over five 
  ghouls or two ghasts or wights. When you cast this spell using a 9th level  
  spell slot, you can animate or reassert control over six ghouls, three ghasts  
  or wights, or two mummies.
  Create undead
  6TH LEVEL NECROMANCY
  CLERIC | WARLOCK | WIZARD
  One clay pot filled with grave dirt, one clay pot filled with brackish water, 
  and one 150 gp black onyx stone for each corpse.
  MATERIAL COMPONENTS
  RANGE
  10 Feet
  DURATION
  Instantaneous
  CASTING TIME
  1 Minute
  COMPONENTS
  V, S, M
  A thin green ray springs from your pointing finger to a target  
  that you can see within range. The target can be a creature, an 
  object, or a creation of magical force, such as the wall created  
  by wall of force.
  A creature targeted by this spell must make a Dexterity saving 
  throw. On a failed save, the target takes 10d6 + 40 force damage. 
  The target is disintegrated if this damage leaves it with 0 hit points.
  A disintegrated creature and everything it is wearing and carrying, 
  except magic items, are reduced to a pile of fine gray dust.  
  The creature can be restored to life only by means of a true 
  resurrection or a wish spell.
  This spell automatically disintegrates a Large or smaller 
  nonmagical object or a creation of magical force. If the target is a 
  Huge or larger object or creation of force, this spell disintegrates a 
  10-foot-cube portion of it. A magic item is unaffected by this spell.
  At Higher Levels. When you cast this spell using a spell slot of 
  7th level or higher, the damage increases by 3d6 for each slot level 
  above 6th.
  Disintegrate
  6TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Instantaneous
  1 Action
  V, S, M
  SORCERER | WIZARD
  A lodestone and a pinch of dust.
  MATERIAL COMPONENTS
  For the spell’s duration, your eyes become an inky void 
  imbued with dread power. One creature of your choice within 
  60 feet of you that you can see must succeed on a Wisdom 
  saving throw or be affected by one of the following effects of 
  your choice for the duration. On each of your turns until the 
  spell ends, you can use your action to target another creature 
  but can’t target a creature again if it has succeeded on a saving 
  throw against this casting of eyebite.
  Asleep. The target falls unconscious. It wakes up if it takes  
  any damage or if another creature uses its action to shake the 
  sleeper awake.
  Panicked. The target is frightened of you. On each of its 
  turns, the frightened creature must take the Dash action and 
  move away from you by the safest and shortest available route, 
  unless there is nowhere to move. If the target moves to a place 
  at least 60 feet away from you where it can no longer see you, 
  this effect ends.
  Sickened. The target has disadvantage on attack rolls and 
  ability checks. At the end of each of its turns, it can make 
  another Wisdom saving throw. If it succeeds, the effect ends.
  Eyebite
  6TH LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Concentration, 
  up to 1 minute
  1 Action
  V, S
  BARD | SORCERER | WARLOCK | WIZARD
  
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  ART: MIMI CHIU
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  Find the path
  LEVEL 6 
  DIVINATION
  C. 1 DAY
  V, S, M
  1 MIN
  SELF
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: JAMES FRIO 
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Flesh to Stone
  LEVEL 6 
  TRANSMUTATION
  C. 1 MIN
  V, S, M
  1 ACTION
  60'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Forbiddance
  LEVEL 6 
  ABJURATION (R)
  1 DAY
  V, S, M
  10 MIN
  TOUCH
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MATEI MONORANU
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  Freezing Sphere
  LEVEL 6 
  EVOCATION
  INSTANT
  V, S, M
  1 ACTION
  300'
  
  This spell allows you to find the shortest, most direct 
  physical route to a specific fixed location that you are 
  familiar with on the same plane of existence. If you name 
  a destination on another plane of existence, a destination 
  that moves (such as a mobile fortress), or a destination 
  that isn’t specific (such as “a green dragon’s lair”), the  
  spell fails.
  For the duration, as long as you are on the same plane of 
  existence as the destination, you know how far it is and 
  in what direction it lies. While you are traveling there, 
  whenever you are presented with a choice of paths along 
  the way, you automatically determine which path is the 
  shortest and most direct route (but not necessarily the 
  safest route) to the destination.
  find the path
  6TH LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Concentration, 
  up to 1 day
  1 Minute
  V, S, M
  BARD | CLERIC | DRUID
  A set of divinatory tools—such as bones, ivory sticks, 
  cards, teeth, or carved runes—worth 100 gp and an object 
  from the location you wish to find.
  MATERIAL COMPONENTS
  You attempt to turn one creature that you can see within range 
  into stone. If the target’s body is made of flesh, the creature must 
  make a Constitution saving throw. On a failed save, it is restrained 
  as its flesh begins to harden. On a successful save, the creature 
  isn’t affected.
  A creature restrained by this spell must make another Constitution 
  saving throw at the end of each of its turns. If it successfully saves 
  against this spell three times, the spell ends. If it fails its saves 
  three times, it is turned to stone and subjected to the petrified 
  condition for the duration. The successes and failures don’t need 
  to be consecutive; keep track of both until the target collects three 
  of a kind.
  If the creature is physically broken while petrified, it suffers from 
  similar deformities if it reverts to its original state.
  If you maintain your concentration on this spell for the entire 
  possible duration, the creature is turned to stone until the effect 
  is removed.
  flesh to stone
  6TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V, S, M
  WARLOCK | WIZARD
  A pinch of lime, water, and earth.
  MATERIAL COMPONENTS
  You create a ward against magical travel that protects up to 40,000 
  square feet of floor space to a height of 30 feet above the floor.  
  For the duration, creatures can’t teleport into the area or use portals, 
  such as those created by the gate spell, to enter the area. The spell 
  proofs the area against planar travel, and therefore prevents creatures 
  from accessing the area by way of the Astral Plane, Ethereal Plane, 
  Feywild, Shadowfell, or the plane shift spell.
  In addition, the spell damages types of creatures that you choose when 
  you cast it. Choose one or more of the following: celestials, elementals, 
  fey, fiends, and undead. When a chosen creature enters the spell’s area 
  for the first time on a turn or starts its turn there, the creature takes 
  5d10 radiant or necrotic damage (your choice when you cast this spell).
  When you cast this spell, you can designate a password. A creature that 
  speaks the password as it enters the area takes no damage from the spell.
  The spell’s area can’t overlap with the area of another forbiddance spell. 
  If you cast forbiddance every day for 30 days in the same location, 
  the spell lasts until it is dispelled, and the material components are 
  consumed on the last casting.
  Forbiddance
  6TH LEVEL ABJURATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch 
  (40,000 Square Feet)
  1 Day
  10 Minutes
  V, S, M
  CLERIC
  A sprinkling of holy water, rare incense, and powdered ruby worth at 
  least 1,000 gp.
  MATERIAL COMPONENTS
  A frigid globe of cold energy streaks from your fingertips to a point of your 
  choice within range, where it explodes in a 60-foot-radius sphere. Each 
  creature within the area must make a Constitution saving throw. On a failed 
  save, a creature takes 10d6 cold damage. On a successful save, it takes half as 
  much damage.
  If the globe strikes a body of water or a liquid that is principally water (not 
  including water-based creatures), it freezes the liquid to a depth of 6 inches 
  over an area 30 feet square. This ice lasts for 1 minute. Creatures that were 
  swimming on the surface of frozen water are trapped in the ice. A trapped 
  creature can use an action to make a Strength check against your spell save 
  DC to break free.
  You can refrain from firing the globe after completing the spell, if you wish. 
  A small globe about the size of a sling stone, cool to the touch, appears in 
  your hand. At any time, you or a creature you give the globe to can throw 
  the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal 
  range). It shatters on impact, with the same effect as the normal casting of 
  the spell. You can also set the globe down without shattering it. After  
  1 minute, if the globe hasn’t already shattered, it explodes.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or 
  higher, the damage increases by 1d6 for each slot level above 6th.
  Freezing Sphere
  6TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  300 Feet 
  (60-Foot-Radius Sphere)
  Instantaneous
  1 Action
  V, S, M
  WIZARD
  A small crystal sphere.
  MATERIAL COMPONENTS
  
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  Globe of Invulnerability
  LEVEL 6 
  ABJURATION
  C. 1 MIN
  V, S, M
  1 ACTION
  SELF
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: JONATHAN HIGAREDA 
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  Harm
  LEVEL 6 
  NECROMANCY
  INSTANT
  V, S
  1 ACTION
  60'
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  ANIMATION: JASON ENGLE
  ART: CHRIS DICKINSON
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  Guards and wards
  LEVEL 6 
  ABJURATION
  24 HRS
  V, S, M
  10 MINS
  TOUCH
  Guards and Wards (continued)
  ART: CHRIS DICKINSON
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  LEVEL 6
  ABJURATION
  
  You unleash a virulent disease on a creature that 
  you can see within range. The target must make a 
  Constitution saving throw. On a failed save, it takes 
  14d6 necrotic damage, or half as much damage 
  on a successful save.The damage can’t reduce the 
  target’s hit points below 1. If the target fails the 
  saving throw, its hit point maximum is reduced for 
  1 hour by an amount equal to the necrotic damage 
  it took. Any effect that removes a disease allows a 
  creature’s hit point maximum to return to normal 
  before that time passes.
  harm
  6TH LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Instantaneous
  1 Action
  V, S
  CLERIC
  An immobile, faintly shimmering barrier springs into 
  existence in a 10-foot radius around you and remains  
  for the duration.
  Any spell of 5th level or lower cast from outside the barrier 
  can’t affect creatures or objects within it, even if the spell 
  is cast using a higher level spell slot. Such a spell can 
  target creatures and objects within the barrier, but the 
  spell has no effect on them. Similarly, the area within the 
  barrier is excluded from the areas affected by such spells.
  At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, the barrier blocks spells of one 
  level higher for each slot level above 6th.
  Globe of Invulnerability
  6TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self 
  (10-Foot-Radius Sphere)
  Concentration, 
  up to 1 Minute
  1 Action
  V, S, M
  SORCERER | WIZARD
  A glass or crystal bead that shatters when the spell ends.
  MATERIAL COMPONENTS
  You create a ward that protects up to 2,500 square feet of floor 
  space (an area 50 feet square, or one hundred 5-foot squares or 
  twenty-five 10-foot squares). The warded area can be up to 20 
  feet tall, and shaped as you desire. You can ward several stories of 
  a stronghold by dividing the area among them, as long as you can 
  walk into each contiguous area while you are casting the spell.
  When you cast this spell, you can specify individuals that are 
  unaffected by any or all of the effects that you choose. You can 
  also specify a password that, when spoken aloud, makes the 
  speaker immune to these effects.
  Guards and wards creates the following effects within the  
  warded area.
  Corridors. Fog fills all the warded corridors, making them heavily 
  obscured. In addition, at each intersection or branching passage 
  offering a choice of direction, there is a 50 percent chance that 
  a creature other than you will believe it is going in the opposite 
  direction from the one it chooses.
  Doors. All doors in the warded area are magically locked, as if 
  sealed by an arcane lock spell. In addition, you can cover up to ten 
  doors with an illusion (equivalent to the illusory object function 
  of the minor illusion spell) to make them appear as plain sections 
  of wall.
  Guards and Wards
  6TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch 
  (2,500 Square Feet)
  24 Hours
  10 Minutes
  V, S, M
  BARD | WIZARD
  Stairs. Webs fill all stairs in the warded area from top to bottom, 
  as the web spell. These strands regrow in 10 minutes if they are 
  burned or torn away while guards and wards lasts.
  Other Spell Effect. You can place your choice of one of the 
  following magical effects within the warded area of the stronghold.
  • Place dancing lights in four corridors. You can designate 
  a simple program that the lights repeat as long as guards 
  and wards lasts.
  • Place magic mouth in two locations.
  • Place stinking cloud in two locations. The vapors appear in 
  the places you designate; they return within 10 minutes if 
  dispersed by wind while guards and wards lasts.
  • Place a constant gust of wind in one corridor or room.
  • Place a suggestion in one location. You select an area of 
  up to 5 feet square, and any creature that enters or passes 
  through the area receives the suggestion mentally.
  The whole warded area radiates magic. A dispel magic cast on a 
  specific effect, if successful, removes only that effect.
  You can create a permanently guarded and warded structure by 
  casting this spell there every day for one year.
  Guards and Wards
  6TH LEVEL ABJURATION
  BARD | WIZARD
  Burning incense, a small measure of brimstone and oil, a knotted 
  string, a small amount of monster blood, and a small silver rod 
  worth at least 10 gp.
  MATERIAL COMPONENTS
  
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  Heal
  LEVEL 6 
  EVOCATION
  INSTANT
  V, S
  1 ACTION
  60'
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  ANIMATION: JASON ENGLE
  ART: MIMI CHIU 
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Irresistible Dance
  LEVEL 6 
  ENCHANTMENT
  C. 1 MIN
  V
  1 ACTION
  30'
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  ANIMATION: JASON ENGLE
  ART: MIMI CHIU 
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  Heroes’ feast
  LEVEL 6 
  CONJURATION
  INSTANT
  V, S, M
  10 MINS
  30'
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  ANIMATION: JASON ENGLE
  ART: JONATHAN HIGAREDA 
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  Instant Summons
  LEVEL 6 
  CONJURATION (R)
  DISPELLED
  V, S, M
  1 MIN
  TOUCH
  
  Choose one creature that you can see within range. 
  The target begins a comic dance in place: shuffling, 
  tapping its feet, and capering for the duration. 
  Creatures that can’t be charmed are immune to  
  this spell.
  A dancing creature must use all its movement 
  to dance without leaving its space and has 
  disadvantage on Dexterity saving throws and attack 
  rolls. While the target is affected by this spell, other 
  creatures have advantage on attack rolls against it. 
  As an action, a dancing creature makes a Wisdom 
  saving throw to regain control of itself. On a 
  successful save, the spell ends.
  Irresistible Dance
  6TH LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V
  BARD | WIZARD
  Choose a creature that you can see within range. 
  A surge of positive energy washes through the 
  creature, causing it to regain 70 hit points. This 
  spell also ends blindness, deafness, and any diseases 
  affecting the target. This spell has no effect on 
  constructs or undead.
  At Higher Levels. When you cast this spell using 
  a spell slot of 7th level or higher, the amount of 
  healing increases by 10 for each slot level above 6th.
  heal
  6TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Instantaneous
  1 Action
  V, S
  CLERIC | DRUID
  You bring forth a great feast, including magnificent 
  food and drink. The feast takes 1 hour to consume 
  and disappears at the end of that time, and the 
  beneficial effects don’t set in until this hour is over. 
  Up to twelve creatures can partake of the feast.
  A creature that partakes of the feast gains several 
  benefits. The creature is cured of all diseases and 
  poison, becomes immune to poison and being 
  frightened, and makes all Wisdom saving throws 
  with advantage. Its hit point maximum also 
  increases by 2d10, and it gains the same number  
  of hit points. These benefits last for 24 hours.
  heroes’ feast
  6TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Instantaneous
  10 Minutes
  V, S, M
  CLERIC | DRUID
  A gem-encrusted bowl worth at least 1,000 gp, 
  which the spell consumes.
  MATERIAL COMPONENTS
  You touch an object weighing 10 pounds or less whose 
  longest dimension is 6 feet or less. The spell leaves an 
  invisible mark on its surface and invisibly inscribes the 
  name of the item on the sapphire you use as the material 
  component. Each time you cast this spell, you must use  
  a different sapphire.
  At any time thereafter, you can use your action to speak 
  the item’s name and crush the sapphire. The item instantly 
  appears in your hand regardless of physical or planar 
  distances, and the spell ends.
  If another creature is holding or carrying the item, crushing 
  the sapphire doesn’t transport the item to you, but instead 
  you learn who the creature possessing the object is and 
  roughly where that creature is located at that moment.
  Dispel magic or a similar effect successfully applied to the 
  sapphire ends this spell’s effect.
  Instant Summons
  6TH LEVEL CONJURATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Until Dispelled
  1 Minute
  V, S, M
  WIZARD
  A sapphire worth 1,000 gp.
  MATERIAL COMPONENTS
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART:  JAMES FRIO
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Magic Jar
  LEVEL 6 
  NECROMANCY
  DISPELLED
  V, S, M
  1 MIN
  SELF
  Magic Jar (continued)
  ART: JAMES FRIO 
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  LEVEL 6
  NECROMANCY
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART:  MATEI MONORANU
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Mass Suggestion
  LEVEL 6 
  ENCHANTMENT
  24 HR
  V, M
  1 ACTION
  60'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MENG HER 
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Move Earth
  LEVEL 6 
  TRANSMUTATION
  C. 2 HRS
  V, S, M
  1 ACTION
  120'
  
  Choose an area of terrain no larger than 40 feet on a side within 
  range. You can reshape dirt, sand, or clay in the area in any manner 
  you choose for the duration. You can raise or lower the area’s elevation, 
  create or fill in a trench, erect or flatten a wall, or form a pillar. The 
  extent of any such changes can’t exceed half the area’s largest dimension. 
  So, if you affect a 40-foot square, you can create a pillar up to 20 feet 
  high, raise or lower the square’s elevation by up to 20 feet, dig a trench 
  up to 20 feet deep, and so on. It takes 10 minutes for these changes  
  to complete.
  At the end of every 10 minutes you spend concentrating on the spell, 
  you can choose a new area of terrain to affect.
  Because the terrain’s transformation occurs slowly, creatures in the area 
  can’t usually be trapped or injured by the ground’s movement.
  This spell can’t manipulate natural stone or stone construction. Rocks 
  and structures shift to accommodate the new terrain. If the way you 
  shape the terrain would make a structure unstable, it might collapse.
  Similarly, this spell doesn’t directly affect plant growth. The moved 
  earth carries any plants along with it.
  Move Earth
  6TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Concentration, 
  up to 2 hours
  1 Action
  V, S, M
  DRUID | SORCERER | WIZARD
  An iron blade and a small bag containing a mixture of soils—clay, loam, 
  and sand.
  MATERIAL COMPONENTS
  Your body falls into a catatonic state as your soul leaves it and 
  enters the container you used for the spell’s material component. 
  While your soul inhabits the container, you are aware of your 
  surroundings as if you were in the container’s space. You can’t 
  move or use reactions. The only action you can take is to project 
  your soul up to 100 feet out of the container, either returning  
  to your living body (and ending the spell) or attempting to  
  possess a humanoids body.
  You can attempt to possess any humanoid within 100 feet of  
  you that you can see (creatures warded by a protection from evil 
  and good or magic circle spell can’t be possessed). The target must 
  make a Charisma saving throw. On a failure, your soul moves  
  into the target’s body, and the target’s soul becomes trapped in  
  the container. On a success, the target resists your efforts to 
  possess it, and you can’t attempt to possess it again for 24 hours.
  Once you possess a creature’s body, you control it. Your game 
  statistics are replaced by the statistics of the creature, though  
  you retain your alignment and your Intelligence, Wisdom,  
  and Charisma scores. You retain the benefit of your own class 
  features. If the target has any class levels, you can’t use any of  
  its class features.
  Magic Jar
  6TH LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Until Dispelled
  1 Minute
  V, S, M
  WIZARD
  Meanwhile, the possessed creature’s soul can perceive 
  from the container using its own senses, but it can’t move 
  or take actions at all.
  While possessing a body, you can use your action to 
  return from the host body to the container if it is within 
  100 feet of you, returning the host creature’s soul to its 
  body. If the host body dies while you’re in it, the creature 
  dies, and you must make a Charisma saving throw against 
  your own spellcasting DC. On a success, you return to 
  the container if it is within 100 feet of you. Otherwise, 
  you die.
  If the container is destroyed or the spell ends, your soul 
  immediately returns to your body. If your body is more 
  than 100 feet away from you or if your body is dead when 
  you attempt to return to it, you die. If another creature’s 
  soul is in the container when it is destroyed, the creature’s 
  soul returns to its body if the body is alive and within 100 
  feet. Otherwise, that creature dies.
  When the spell ends, the container is destroyed.
  Magic Jar
  6TH LEVEL NECROMANCY
  WIZARD
  A gem, crystal, reliquary, or some other ornamental 
  container worth at least 500 gp.
  MATERIAL COMPONENTS
  You suggest a course of activity (limited to a sentence or two) and magically 
  influence up to twelve creatures of your choice that you can see within range 
  and that can hear and understand you. Creatures that can’t be charmed are 
  immune to this effect. The suggestion must be worded in such a manner as to 
  make the course of action sound reasonable. Asking the creature to stab itself, 
  throw itself onto a spear, immolate itself, or do some other obviously harmful 
  act automatically negates the effect of the spell.
  Each target must make a Wisdom saving throw. On a failed save, it pursues 
  the course of action you described to the best of its ability. The suggested 
  course of action can continue for the entire duration. If the suggested activity 
  can be completed in a shorter time, the spell ends when the subject finishes 
  what it was asked to do.
  You can also specify conditions that will trigger a special activity during the 
  duration. For example, you might suggest that a group of soldiers give all 
  their money to the first beggar they meet. If the condition isn’t met before 
  the spell ends, the activity isn’t performed.
  If you or any of your companions damage a creature affected by this spell,  
  the spell ends for that creature.
  At Higher Levels. When you cast this spell using a 7th level spell slot, the 
  duration is 10 days. When you use an 8th level spell slot, the duration is  
  30 days. When you use a 9th level spell slot, the duration is a year and a day.
  Mass Suggestion
  6TH LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  24 Hours
  1 Action
  V, M
  BARD | SORCERER | WARLOCK | WIZARD
  A snake’s tongue and either a bit of honeycomb or a drop of  
  sweet oil.
  MATERIAL COMPONENTS
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MATEI MONORANU
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Planar Ally
  LEVEL 6 
  CONJURATION
  INSTANT
  V, S
  10 MINS
  60'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Programmed Illusion
  LEVEL 6 
  ILLUSION
  DISPELLED
  V, S, M
  1 ACTION
  120'
  ANIMATION: JASON ENGLE
  ART: MATEI MONORANU  
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Sunbeam
  LEVEL 6 
  EVOCATION
  C. 1 MIN
  V, S, M
  1 ACTION
  SELF
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MIMI CHIU 
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Transport via Plants
  LEVEL 6 
  CONJURATION
  1 ROUND
  V, S
  1 ACTION
  10'
  
  This spell creates a magical link between a Large 
  or larger inanimate plant within range and 
  another plant, at any distance, on the same plane 
  of existence. You must have seen or touched the 
  destination plant at least once before. For the 
  duration, any creature can step into the target  
  plant and exit from the destination plant by  
  using 5 feet of movement.
  Transport via Plants
  6TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  10 Feet
  1 Round
  1 Action
  V, S
  DRUID
  RANGE
  60 Feet
  DURATION
  Instantaneous
  CASTING TIME
  10 Minutes
  COMPONENTS
  V, S
  You beseech an otherworldly entity for aid. The being must be known to 
  you: a god, a primordial, a demon prince, or some other being of cosmic 
  power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid 
  you, making the creature appear in an unoccupied space within range. If 
  you know a specific creature’s name, you can speak that name when you cast 
  this spell to request that creature, though you might get a different creature 
  anyway (GM’s choice).
  When the creature appears, it is under no compulsion to behave in any 
  particular way. You can ask the creature to perform a service in exchange for 
  payment, but it isn’t obliged to do so. The requested task could range from 
  simple (fly us across the chasm, or help us fight a battle) to complex (spy on 
  our enemies, or protect us during our foray into the dungeon). You must be 
  able to communicate with the creature to bargain for its services.
  Payment can take a variety of forms. A celestial might require a sizable 
  donation of gold or magic items to an allied temple, while a fiend might 
  demand a living sacrifice or a gift of treasure. Some creatures might exchange 
  their service for a quest undertaken by you.
  As a rule of thumb, a task that can be measured in minutes requires a 
  payment worth 100 gp per minute. A task measured in hours requires 1,000 
  gp per hour. And a task measured in days (up to 10 days) requires 10,000 
  gp per day. The GM can adjust these payments based on the circumstances 
  under which you cast the spell. If the task is aligned with the creature’s ethos, 
  the payment might be halved or even waived. Nonhazardous tasks typically 
  require only half the suggested payment, while especially dangerous tasks 
  might require a greater gift. Creatures rarely accept tasks that seem suicidal.
  After the creature completes the task, or when the agreed-upon duration of 
  service expires, the creature returns to its home plane after reporting back to 
  you, if appropriate to the task and if possible. If you are unable to agree on  
  a price for the creature’s service, the creature immediately returns to its  
  home plane.
  A creature enlisted to join your group counts as a member of it, receiving a 
  full share of experience points awarded.
  Planar Ally
  6TH LEVEL CONJURATION
  CLERIC
  You create an illusion of an object, a creature, or some other visible 
  phenomenon within range that activates when a specific condition 
  occurs. The illusion is imperceptible until then. It must be no larger 
  than a 30-foot cube, and you decide when you cast the spell how the 
  illusion behaves and what sounds it makes. This scripted performance 
  can last up to 5 minutes.
  When the condition you specify occurs, the illusion springs into 
  existence and performs in the manner you described. Once the illusion 
  finishes performing, it disappears and remains dormant for 10 minutes. 
  After this time, the illusion can be activated again.
  The triggering condition can be as general or as detailed as you like, 
  though it must be based on visual or audible conditions that occur 
  within 30 feet of the area. For example, you could create an illusion of 
  yourself to appear and warn off others who attempt to open a trapped 
  door, or you could set the illusion to trigger only when a creature says 
  the correct word or phrase.
  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 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.
  Programmed Illusion
  6TH LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet 
  (30-Foot Cube)
  Until Dispelled
  1 Action
  V, S, M
  BARD | WIZARD
  A bit of fleece and jade dust worth at least 25 gp.
  MATERIAL COMPONENTS
  A beam of brilliant light flashes out from your hand in a 
  5-foot-wide, 60-foot-long line. Each creature in the line 
  must make a Constitution saving throw. On a failed save, 
  a creature takes 6d8 radiant damage and is blinded until 
  your next turn. On a successful save, it takes half as much 
  damage and isn’t blinded by this spell. Undead and oozes 
  have disadvantage on this saving throw.
  You can create a new line of radiance as your action on 
  any turn until the spell ends.
  For the duration, a mote of brilliant radiance shines in 
  your hand. It sheds bright light in a 30-foot radius and 
  dim light for an additional 30 feet. This light is sunlight.
  Sunbeam
  6TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self (60-Foot Line)
  Concentration, 
  up to 1 minute
  1 Action
  V, S, M
  DRUID | SORCERER | WIZARD
  A magnifying glass.
  MATERIAL COMPONENTS
  
  ANIMATION: JASON ENGLE
  ART: JAMES FRIO
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  true seeing
  LEVEL 6 
  DIVINATION
  1 HR
  V, S, M
  1 ACTION
  TOUCH
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART:  MENG HER
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Wall of Ice
  LEVEL 6 
  EVOCATION
  C. 10 MINS
  V, S, M
  1 ACTION
  120'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: JONATHAN HIGAREDA 
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Wall of Thorns
  LEVEL 6 
  CONJURATION
  C. 10 MINS
  V, S, M
  1 ACTION
  120'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MIMI CHIU
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Wind Walk
  LEVEL 6 
  TRANSMUTATION
  8 HRS
  V, S, M
  1 MIN
  30'
  
  You and up to ten willing creatures you can see within 
  range assume a gaseous form for the duration, appearing 
  as wisps of cloud. While in this cloud form, a creature has 
  a flying speed of 300 feet and has resistance to damage 
  from nonmagical weapons. The only actions a creature 
  can take in this form are the Dash action or to revert to 
  its normal form. Reverting takes 1 minute, during which 
  time a creature is incapacitated and can’t move. Until the 
  spell ends, a creature can revert to cloud form, which also 
  requires the 1-minute transformation.
  If a creature is in cloud form and flying when the effect 
  ends, the creature descends 60 feet per round for 1 
  minute until it lands, which it does safely. If it can’t land 
  after 1 minute, the creature falls the remaining distance.
  Wind Walk
  6TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  8 Hours
  1 Minute
  V, S, M
  DRUID
  Fire and holy water.
  MATERIAL COMPONENTS
  This spell gives the willing creature you touch 
  the ability to see things as they actually are. For 
  the duration, the creature has truesight, notices 
  secret doors hidden by magic, and can see into the 
  Ethereal Plane, all out to a range of 120 feet.
  True Seeing
  6TH LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  1 Hour
  1 Action
  V, S, M
  BARD | CLERIC | SORCERER | WARLOCK | WIZARD
  An ointment for the eyes that costs 25 gp; is made 
  from mushroom powder, saffron, and fat; and is 
  consumed by the spell.
  MATERIAL COMPONENTS
  You create a wall of ice on a solid surface within range. You can form it 
  into a hemispherical dome or a sphere with a radius of up to 10 feet, or 
  you can shape a flat surface made up of ten 10-foot-square panels. Each 
  panel must be contiguous with another panel. In any form, the wall is 1 
  foot thick and lasts for the duration.
  If the wall cuts through a creature’s space when it appears, the creature 
  within its area is pushed to one side of the wall and must make a 
  Dexterity saving throw. On a failed save, the creature takes 10d6 cold 
  damage, or half as much damage on a successful save.
  The wall is an object that can be damaged and thus breached. It  
  has AC 12 and 30 hit points per 10-foot section, and it is vulnerable  
  to fire damage. Reducing a 10-foot section of wall to 0 hit points 
  destroys it and leaves behind a sheet of frigid air in the space the wall 
  occupied. A creature moving through the sheet of frigid air for the first 
  time on a turn must make a Constitution saving throw. That creature 
  takes 5d6 cold damage on a failed save, or half as much damage on a 
  successful one.
  At Higher Levels. When you cast this spell using a spell slot of 7th level  
  or higher, the damage the wall deals when it appears increases by 2d6, 
  and the damage from passing through the sheet of frigid air increases 
  by 1d6, for each slot level above 6th.
  wall of ice
  6TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Concentration, 
  up to 10 minutes
  1 Action
  V, S, M
  WIZARD
  A small piece of quartz.
  MATERIAL COMPONENTS
  You create a wall of tough, pliable, tangled brush bristling with 
  needle-sharp thorns. The wall appears within range on a solid 
  surface and lasts for the duration. You choose to make the wall up 
  to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 
  20-foot diameter and is up to 20 feet high and 5 feet thick. 
  The wall blocks line of sight.
  When the wall appears, each creature within its area must make 
  a Dexterity saving throw. On a failed save, a creature takes 7d8 
  piercing damage, or half as much damage on a successful save.
  A creature can move through the wall, albeit slowly and painfully. 
  For every 1 foot a creature moves through the wall, it must spend 
  4 feet of movement. Furthermore, the first time a creature enters 
  the wall on a turn or ends its turn there, the creature must make 
  a Dexterity saving throw. It takes 7d8 slashing damage on a failed 
  save, or half as much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell slot of 7th 
  level or higher, both types of damage increase by 1d8 for each slot 
  level above 6th.
  wall of thorns
  6TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Concentration, 
  up to 10 minutes
  1 Action
  V, S, M
  DRUID
  A handful of thorns.
  MATERIAL COMPONENTS
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MATEI MONORANU
  THE DECK OF MANY © HIT POINT PRESS INC. 2020
  Word of Recall
  LEVEL 6 
  CONJURATION
  INSTANT
  V
  1 ACTION
  5'
  
  You and up to five willing creatures within 5 feet of you 
  instantly teleport to a previously designated sanctuary. 
  You and any creatures that teleport with you appear in the 
  nearest unoccupied space to the spot you designated when 
  you prepared your sanctuary. If you cast this spell without 
  first preparing a sanctuary, the spell has no effect.
  You must designate a sanctuary by casting this spell within 
  a location, such as a temple, dedicated to or strongly 
  linked to your deity. If you attempt to cast the spell in 
  this manner in an area that isn’t dedicated to your deity, 
  the spell has no effect.
  Word of recall
  6TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  5 Feet
  Instantaneous
  1 Action
  V
  CLERIC
  
  LICENCE
  The terms of the Open Gaming License Version 1.0a 
  are as follows: 
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  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in anoth-
  er, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except 
  as expressly licensed in another, independent Agree-
  ment with the owner of such Trademark or Regis-
  tered Trademark. The use of any Product 
  
  Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Iden-
  tity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest 
  in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. 
  You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game Con-
  tent You Distribute. 
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of 
  any Contributor unless You have written permission 
  from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automat-
  ically if You fail to comply with all terms herein and 
  fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE Open Game License v 1.0a 
  Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jere-
  my Crawford, Chris Perkins, Rodney Thompson, Peter 
  Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  END OF LICENSE
  PRODUCT IDENTITY
  The  following  items  are  designated  Product  Identi-
  ty, as  defined  in  Section  1(e)  of  the  Open  Gaming  
  License Version  1.0a  and  are  subject  to  the  condi-
  tions  set  forth in  Section  7  of  the  Open  Gaming  
  Licence,  and  are  not Open  Content:
   
  All  artwork,  including  but  not  limited  to,  works  
  created  by Mimi Chiu, Sam Allen, Meng Her, Matei 
  Monoranu, James, Frio, Johnathan Higareda,  
  Natalie Chenard, Chris Dickinson
  Hit Point Press Inc.  branding,  including  but  not  lim-
  ited  to, logos,  trademarks,  graphic  design,  layouts  
  and  identifying  marks,
   
  The  Deck  of  Many  branding,  including  but  not  
  limited  to  logos,  trademarks,  graphic  design,  lay-
  outs  and identifying  marks,
   
  The Deck of Many Animated Spells  branding,  includ-
  ing  but  not  limited  to, logos,  trademarks,  graphic  
  design,  layouts  and  identifying  marks,
   
  Graphic  design  elements  of  the  Deck  of  Many,  
  including  but  not  limited  to,  layouts,  box  design,  
  graphics, and  iconography,
   
  All  text  created  by  Hit Point Press Inc.  not  found  
  in  the Open  Gaming  License  Version  1.0a,  System  
  Reference Document  5.1  found  at  the  internet  link  
  http://media.wizards.com/2016/downloads/DND/SRD-
  OGL_V5.1.pdf, 
   
  Promotional  materials  for  the  Deck  of  Many,  in-
  cluding but  not  limited  to,  video,  animation,  and  
  social  media  content, 
   
  All  merchandise  associated  with  the  Deck  of  
  Many, including  but  not  limited  to,  enamel  pins, 
  deck boxes, books, figurines, card  names,  statistics,  
  abilities,  spells,  and  all information  found  on  all  
  cards.
   
  OPEN GAMING CONTENT
  All content from the System Reference Document 5.1 
  is Open Game Content as described in Section 1(d) of 
  the License.  No portion of this work other than the 
  material designated as Open Game Content may be 
  reproduced in any form without permission.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Deck of Many - Animated Spells Master V.02 [Mar 2019]/AnimatedSpellsLevel6/tdomAnimatedSpells-level6-PNP.pdf