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So You Want to Be a Sorcerer
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### # Table of Contents ###
- ## [
3
Sorcerer
](#p2) - ###### [
3
A Brief Preface
](#sorcerer-a-brief-preface) - ###### [
3
Raw Magic
](#sorcerer-raw-magic) - ###### [
3
Unexplained Powers
](#sorcerer-unexplained-powers) - ###### [
3
Creating A Sorcerer
](#sorcerer-creating-a-sorcerer) - ### [
4
Adding Flavor to Your Sorcerer
](#adding-flavor-to-your-sorcerer) - ### [
6
**Class Features**
](#class-features) - ###### [
6
Spellcasting
](#class-features-spellcasting) - ###### [
6
Sorcerer's Origin
](#class-features-sorcerer's-origin) - ###### [
6
Font of Magic
](#class-features-font-of-magic) - ###### [
7
Metamagic
](#class-features-metamagic) - ###### [
7
Ability Score Improvement
](#class-features-ability-score-improvement) - ###### [
7
Sorcerous Restoration
](#class-features-sorcerous-restoration) - ### [
8
**Sorcerous Origins**
](#sorcerous-origins) - #### [
8
Draconic Bloodline
](#sorcerous-origins-draconic-bloodline) - #### [
8
Wild Magic
](#sorcerous-origins-wild-magic) - #### [
9
Divine Soul
](#sorcerous-origins-divine-soul) - #### [
9
Shadow Magic
](#sorcerous-origins-shadow-magic) - #### [
10
Storm Sorcery
](#sorcerous-origins-storm-sorcery) - ### [
12
**Spellcasting**
](#spellcasting) - ### [
15
**Sorcerer Spells**
](#sorcerer-spell-list-cantrips-0-level) - #### [
15
Spell List
](#sorcerer-spell-list-cantrips-0-level) - #### [
17
Cantrips
](#spells-cantrips) - #### [
20
1st Level
](#spells-1st-level) - #### [
24
2nd Level
](#spells-2nd-level) - #### [
30
3rd Level
](#spells-3rd-level) - #### [
35
4th Level
](#spells-4th-level) - #### [
38
5th Level
](#spells-5th-level) - #### [
42
6th Level
](#spells-6th-level) - #### [
45
7th Level
](#spells-7th-level) - #### [
48
8th Level
](#spells-8th-level) - #### [
50
9th Level
](#spells-9th-level)
\pagebreak # Sorcerer ### A Brief Preface Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery w ings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can ’t study sorcery as one learns a language, any m ore than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. ### Raw Magic Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents o f sorcery appear as apparent flukes. S om e sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tom es of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. ### Unexplained Powers Sorcerers are rare in the world, and it’s unusual to find a sorcerer w ho is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on. Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know. ### Creating a Sorcerer The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you em brace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? W hat do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those w ho lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity w ho chose you to carry this power. #### Quick Build You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, follow ed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray o f frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile. \pagebreakNum # Adding Flavor to your Sorcerer When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them. Because the idea of an innately magical being traveling among them does not sit well with may folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries. Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an expected birthright, its appearance is cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities. Playing a sorcerer character can be as rewarding as it is challenging. The sections below offer suggestions on how to flesh out and personalize your persona. ### Arcane Origin Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause. Does your character know the source of you magical power? Does it tie back to some distant relative, a cosmic event, or blind change? If your sorcerer doesn’t know where their power arose from, your DM can use this table (or select an origin) and reveal is to you when the information plays a role in the campaign ##### Arcane Origins | d6 | Origin | |:-:|:-| | 1 | Your power arises from your family’s bloodline. You are related to some powerful creature, or you inherited a blessing or a curse | | 2 | You are the reincarnation of a being from another plane of existence. | | 3 | A powerful entity entered the world. Its magic changed you. | | 4 | Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends. | | 5 | You are the product of generations of careful, selective breeding. | | 6 | You were made in a vat by an alchemist. | ### Reaction When a new sorcerer enters the world, either at birth or later when one’s power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen. When your sorcerer’s powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between? \columnbreak ##### Reactions | d6 | Reaction | |:-:|:-| | 1 |Your powers are seen as a great blessing by those around, and you are expected to use them in service to your community. | | 2 |Your powers caused destruction and even a death when they became evident, and you were treated as a criminal. | | 3 | Your neighbors hate and fear your power, causing them to shun you. | | 4 | You came to the attention of a sinister cult that plans on exploiting your abilities. | | 5 | People around you believe that your powers are a curse levied on your family for a pass transgression. | | 6 | Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago. | ### Supernatural Mark A sorcerer at rest is almost indistinguishable from a normal person; it’s only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have subtle but telling physical trait that sets them apart from others. If your sorcerer has a supernatural mark, it might be one that’s easily concealed, or it could be a source of pride that you keep on constant display. ##### Supernatural Mark | d6 | Mark | |:-:|:-| | 1 | Your eyes are an unusual color, such as red. | | 2 |You have an extra toe on one foot.| | 3 |One of your ears is noticeably larger than the other. | | 4 |Your hair grows at a prodigious rate.| | 5 |You wrinkle your nose repeatedly while you are chewing.| |6 |A red splotch appears on your neck once a day, then vanishes after an hour.| ### Sign of Sorcery As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one’s magic goes off as planned, the act of casting is often accompanied by telltale sign that makes it clear where that magical energy came from. When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon? \pagebreakNum ##### Signs of Sorcery | d6 | Sign | |:-:|:-| | 1 | You deliver the verbal components of your spells in the booming voice of a titan. | 2 | For a moment after you cast a spell, the area around you grows dark and gloomy. | 3 |You sweat profusely while casting a spell and for a few seconds thereafter. | 4 | Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell. | 5 | If you are standing when you cast a spell, you rise six inches into the air and gently float back down. | 6 | Illusory blue flames weather your head as you begin your casting, then abruptly disappear.
##### The Sorcerer | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Metamagic | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | ─ | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | ─ | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | ─ | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | ─ | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 71th | +6 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
\pagebreakNum # Class Features ### As a sorcerer, you gain the following class features. #### Hit Points ___ * **Hit Dice:** 1d6 per sorcerer level * **Hit Points at 1st Level:** 6 + your Constitution modifier * **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st #### Proficiencies ___ * **Armor:** None * **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows * **Tools:** None * **Saving Throws:** Constitution, Charisma * **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a light crossbow and 20 bolts or (b) any simple weapon * (a) a com ponent pouch or (b) an arcane focus * (a) a dungeoneer’s pack or (b) an explorer’s pack * Two daggers
### Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. #### Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. #### Spell Slots The Sorcerer table show s how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots w hen you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. #### Spells known of 1st-level and higher You know two 1st-level spells o f your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. \columnbreak #### Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your w ill into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and w hen making an attack roll with one.
**Spell Save DC** 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier** =
your proficiency bonus + your Charisma modifier
#### Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells. ### Sorcerer's Origin Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. ### Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. #### Sorcery Points You have 2 sorcery points, and you gain m ore as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. #### Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. ***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table show s the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. ##### Creating Spell Slots |Spell Slot Level|Sorcery Point Cost |:-:|:-:| 1st | 2 2nd | 3 3rd | 5 4th | 6 5th | 7 ***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. \pagebreakNum ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. #### Careful Spell W hen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number o f those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. #### Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. #### Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. #### Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. \columnbreak #### Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. #### Quickened Spell W hen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. #### Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. #### Twinned Spell When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip. ### Ability Score Improvement W hen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Sorcerous Restoration At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
\pagebreakNum # Sorcerous Origins ### Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. ## Draconic Bloodline ### Your innate magic com es from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times w ho made a bargain with a dragon or who might even have claimed a dragon parent. S om e of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. #### Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. ##### Draconic Ancestors |Dragon|Damage Type |:-|:-| Black | Acid Blue | Lightning Brass | Fire Bronze | Lightning Copper | Acid Cold | Fire Green | Poison Red | Fire Silver | Cold White | Cold You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. #### Draconic Resilience As m agic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. #### Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. \columnbreak #### Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while w earing armor unless the arm or is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. #### Draconic Presence Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you w ere casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. ## Wild Magic ### Your innate magic com es from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet. #### Wild Magic Surge Starting w hen you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. #### Tides of Chaos Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. #### Bend Luck Starting at 6th level, you have the ability to twist fate using your wild magic. W hen another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. \pagebreakNum #### Controlled Chaos At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. #### Spell Bombardment Beginning at 18th level, the harmful energy of your spells intensifies. W hen you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn. ## Divine Soul ### *XGtE*
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed slow is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines preserved over generations. ##### Divine Soul Features |Sorcerer Level|Features |:-|:-| 1st | Divine Magic, Favored by the Gods 6th | Empowered Healing 14th | Otherwordly Wings 18th | Unearthly Recovery #### Divine Magic You link to the divine allows you to learn spells from the cleric class. When our Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for a source of your divine power; good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. |Affinity|Spell |:-|:-| Good | cure wounds Evil | inflict wounds Law | bless Chaos | bane Neutrality | protection from evil and good #### Favored by the Gods Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you take this feature, you can’t use it again until you finish a short or long rest. #### Empowered Healing Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to preroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn. #### Otherworldly Wings Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from you back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. #### Unearthly Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit points maximum. Once you use this feature, you can’t use it again until you finish a long rest. ## Shadow Magic ### ###### *XGtE*
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. \pagebreak
##### Wild Magic Surge | d100 | Effect | |:-----|:---| | 01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | | 03-04 | For the next minute, you can see any invisible creature if you have line of sight to it.| | 05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | | 07-08 | You cast fireball as a 3rd-level spell centered on yourself. | | 11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | | 13-14 | You cast confusion centered on yourself. | | 15-16 | For the next minute, you regain 5 hit points at the start of each o f your turns. | | 17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | | 19-20 | You cast grease centered on yourself. | | 21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | | 23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | | 25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | | 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | | 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | | 31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | | 33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | | 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | | 37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | | 39-40 | You regain 2d10 hit points. | | 41-42 | You turn into a potted plant until the start of your minute. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each o f your turns. | | 45-46 | You cast levitate on yourself. | | d100 | Effect | |:-----|:---| | 47-48 | A unicorn controlled by the DM appears in a space within 5 feet o f you, then disappears 1 minute later. | | 49-50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. | | 57-58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. | | 59-60 | You regain your lowest-level expended spell slot. | | 61-62 | For the next minute, you must shout when you speak. | | 63-64 | You cast fog cloud centered on yourself. | | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. | | 67-68 | You are frightened by the nearest creature until the end of your next time. | | 69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | | 71-72 | You gain resistance to all damage for the next minute. | | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. | | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet o f you is blinded until the end of its next turn. | | 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. | | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. | | 81-82 | You can take one additional action immediately. | | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | | 85-86 | You cast mirror image. | | 87-88 | You cast fly on a random creature within 60 feet of you. | | 89-90 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. | | 91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. | | 93-94 | Your size increases by one size category for the next minute. | | 95-96 | You and all creatures within 30 feet o f you gain vulnerability to piercing damage for the next minute. | | 97-98 | You are surrounded by faint, ethereal music for the next minute. | | 99-00 | You regain all expended sorcery points. |
\pagebreakNum ##### Shadow Sorcerer Quirks | d6 | Quirk |:-:|:-| 1 | You are always icy cold to the touch. 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). 3 | You barely bleed, even when badly injured. 4 | Your heart beats once per minute. This event sometimes surprises you. 5 | You have trouble remembering that living creatures and corpses should be treated differently. 6 | You blinked. Once. Last week. ##### Shadow Magic Features | Sorcerer Level | Feature |:-:|:-| 1st | Eyes of the Dark, Strength of the Grave 3rd | Eyes of the Dark (darkness) 6th | Hound of Ill Omen 14th | Shadow Walk 18th | Umbral Form #### Eyes of the Dark From 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. #### Strength of the Grave Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest. #### Hound of Ill Omen At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes: * The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. * It appears with a number of temporary hit points equal to half your sorcerer level. * It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. * At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. #### Shadow Walk At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. #### Umbral Form Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. ## Storm Sorcery ### ###### *XGtE*
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. ##### Storm Sorcery Features | Sorcerer Level | Feature |:-:|:-| 1st | Wind Speaker, Tempestuous Magic 3rd | Heart of the Storm 6th | Storm Guide 14th | Storm's Fury 18th | Wind Soul #### Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. \pagebreakNum #### Tempestuous Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. #### Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. #### Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. #### Storm's Fury Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. #### Wind Soul At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
\pagebreakNum # Spellcasting Magic permeates the world of D&D and most often appears in the form o f a spell. This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follow s the rules here. ## What is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead. Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character w ho has amassed enough power and wisdom to do so. ### Spell Level Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips—simple but powerful spells that characters can cast almost by rote—are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell. Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. ### Known and Prepared Spells Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. M embers o f a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. In every case, the number o f spells a caster can have fixed in mind at any given time depends on the character’s level. ### Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even m ore so. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think o f a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots. Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way. #### Casting Spells at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into. Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description. ### Cantrips A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0. ### Rituals Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. > ##### Casting in Armor > Because of the mental focus and precise gestures require for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. \pagebreakNum To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does. ## Casting a Spell W hen a character casts any spell, the sam e basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in chapter 11 begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect. ### Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. #### Bonus Action A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. #### Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. #### Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. W hen you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over. ### Range The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self. Spells that create cones or lines of effect that originate from you also have a range o f self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect” later in the this chapter). Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise. \columnbreak ### Components A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M ) components. If you can’t provide one or m ore of a spell’s components, you are unable to cast the spell. #### Verbal (V) Most spells require the chanting of mystic words. The words themselves aren’t the source o f the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character w ho is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component. #### Somatic (S) Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. #### Material (M) Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components. ### Duration A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. S om e spells specify that their effects last until the spells are dispelled or destroyed. #### Instantaneous Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant. #### Concentration Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: - **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. \pagebreakNum - **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. - **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die. The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm -tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. ### Targets A typical spell requires you to pick one or more targets to be affected by the spell’s m agic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). Unless a spell has a perceptible effect, a creature might not know it w as targeted by a spell at all. An effect like crackling lightning is obvious, but a m ore subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise. #### A Clear Path to the Target To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point o f origin comes into being on the near side of that obstruction. #### Targeting Yourself If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. ### Areas of Effect Spells such as burning hands and cone o f cold cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9 of the Handbook. #### Cone A cone extends in a direction you choose from its point of Origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of Origin. A cone’s area of effect specifies its maximum length. A cone’s point of Origin is not included in the cone’s area of effect, unless you decide otherwise. #### Cube You select a cube’s point of Origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of Origin is not included in the cube’s area of effect, unless you decide otherwise. #### Cylinder A cylinder’s point of Origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a Cylinder expands in straight lines from the point of Origin to the perimeter of the circle, forming the base of the Cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the Cylinder. A cylinder’s point of Origin is included in the cylinder’s area of effect. #### Line A line extends from its point of Origin in a straight path up to its length and covers an area defined by its width. A line’s point of Origin is not included in the line’s area of effect, unless you decide otherwise. #### Sphere You select a sphere’s point of Origin, and the Sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of Origin is included in the sphere’s area of effect. ### Saving Throws Many Spells specify that a target can make a saving throw to avoid some or all of a spell’s Effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your Spells equals 8 + your Spellcasting Ability modifier + your Proficiency Bonus + any Special modifiers. ### Attack Rolls Some Spells require the caster to make an Attack roll to determine whether the spell effect hits the intended target. Your Attack bonus with a spell Attack equals your Spellcasting Ability modifier + your Proficiency Bonus. Most Spells that require Attack rolls involve Ranged Attacks. Remember that you have disadvantage on a ranged Attack roll if you are within 5 feet of a Hostile creature that can see you and that isn’t Incapacitated. ### Combining Magical Effects The Effects of different Spells add together while the durations of those Spells overlap. The Effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice. \pagebreakNum # Sorcerer Spell List ###
##### [Cantrips (0 Level)](#spells-cantrips) - Acid Splash - Blade Ward - Booming Blade (SCAG) - Chill Touch - Control Flames (EE) - Create Bonfire (EE) - Dancing Lights - Fire Bolt - Friends - Frostbite (EE) - Green-Flame Blade (SCAG) - Gust (EE) - Infestation (XGtE) - Light - Lightening Lure (SCAG) - Mage Hand - Mending - Message - Minor Illusion - Mold Earth (EE) - Poison Spray - Prestidigitation - Ray of Frost - Shape Water (EE) - Shocking Grasp - Sword Burst (SCAG) - Thunderclap (EE) - True Strike ##### [1st Level](#spells-1st-level) - Absorb Elements (EE) - Burning Hands - Catapult (EE) - Chaos Bolt (XGtE) - Charm Person - Chromatic Orb - Color Spray - Comprehend Languages - Detect Magic - Disguise Self - Earth Tremor (EE) - Expeditious Retreat - False Life - Feather Fall - Fog Cloud - Ice Knife (EE) - Jump - Mage Armor - Magic Missile - Ray of Sickness - Shield - Silent Image - Sleep - Thunderwave - Witch Bolt \columnbreak ##### [2nd Level](#spells-2nd-level) - Aganazzar’s Scorcher (EE) - Alter Self - Blindness/Deafness - Blur - Cloud of Daggers - Crown of Madness - Darkness - Darkvision - Detect Thoughts - Dragon's Breath (XGtE) - Dust Devil (EE) - Earthbind (EE) - Enhance Ability - Enlarge/Reduce - Gust of Wind - Hold Person - Invisibility - Knock - Levitate - Maximilian’s Earthen Grasp (EE) - Mind Spike (XGtE) - Mirror Image - Misty Step - Phantasmal Force - Pyrotechnics (EE) - Scorching Ray - See Invisibility - Shadow Blade (XGtE) - Shatter - Snilloc's Snowball Swarm (EE) - Spider Climb - Suggestion - Warding Wind (EE) - Web ##### [3rd Level](#spells-3rd-level) - Blink - Catnap - Clairvoyance - Counterspell - Daylight - Dispel Magic - Enemies Abound (XGtE) - Erupting Earth (EE) - Fear - Fireball - Flame Arrows (EE) - Fly - Gaseous Form - Haste - Hypnotic Pattern - Lightning Bolt - Major Image \columnbreak - Melf's Minute Meteors (EE) - Protection from Energy - Sleet Storm - Slow - Stinking Cloud - Thunder Step (XGtE) - Tidal Wave (EE) - Tongues - Wall of Water (EE) - Water Breathing - Water Walk ##### [4th Level](#spells-4th-level) - Banishment - Blight - Charm Monster (XGtE) - Confusion - Dimension Door - Dominate Beast - Greater Invisibility - Ice Storm - Polymorph - Sickening Radience (XGtE) - Stoneskin - Storm Sphere (EE) - Vitriolic Sphere (EE) - Wall of Fire - Watery Sphere (EE) ##### [5th Level](#spells-5th-level) - Animate Objects - Cloudkill - Cone of Cold - Control Winds (EE) - Creation - Dominate Person - Enervation (XGtE) - Far Step (XGtE) - Hold Monster - Immolation (EE) - Insect Plague - Seeming - Skill Empowerment (XGtE) - Synaptic Static (XGtE) - Telekinesis - Teleportation Circle - Wall of Light (XGtE) - Wall of Stone ##### [6th Level](#spells-6th-level) - Arcana Gate - Chain Lightning - Circle of Death - Disintegrate - Eyebite - Globe of Invulnerability - Investiture of Flame (EE) - Investiture of Ice (EE) - Investiture of Stone (EE) - Investiture of Wind (EE) - Mass Suggestion - Mental Prison (XGtE) - Move Earth - Scatter (XGtE) - Sunbeam - True Seeing ##### [7th Level](#spells-7th-level) - Crown of Stars (XGtE) - Delayed Blast Fireball - Etherealness - Finger of Death - Fire Storm - Plane Shift - Power Word Pain (XGtE) - Prismatic Spray - Reverse Gravity - Teleport - Whirlwind (EE) ##### [8th Level](#spells-8th-level) - Abi-Dalzim’s Horrid Wilting (XGtE) - Dominate Monster - Earthquake - Incendiary Cloud - Power Word Stun - Sunburst ##### [9th Level](#spells-9th-level) - Gate - Mass Polymorph (XGtE) - Meteor Swarm - Power Word Kill - Psychic Scream (XGtE) - Time Stop - Wish
\pagebreakNum
# Spells ## Cantrips ###
#### Acid Splash *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Blade Ward *Abjuration Cantrip* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** 1 round ___ You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. #### Booming Blade *Evocation Cantrip* ___ - **Casting time:** 1 Action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** 1 round ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. **At higher levels:** At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. #### Control Flames *Transmutation Cantrip* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous or 1 hour ___ You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: * You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. * You instantaneously extinguish the flames within the cube. * You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. * You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three non-instantaneous #### Create Bonfire *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Chill Touch *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 round ___ You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Dancing Lights *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) - **Duration:** Concentration, up to 1 minute ___ \pagebreakNum You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. #### Fire Bolt *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Friends *Enchantment Cantrip* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** S, M (a small amount of makeup applied to the face as this spell is cast) - **Duration:** Concentration, up to 1 minute ___ For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. #### Frostbite *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Green-Flame Blade *Evocation Cantrip* ___ - **Casting time:** 1 Action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** Instantaneous ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. **At higher levels:** At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. #### Gust *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You seize the air and compel it to create one of the following effects at a point you can see within range: - One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. - You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. - You create a harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. #### Infestation *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (*a living flea*) - **Duration:** Instantaneous ___ You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north: 2, south: 3, east: or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Light *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (a firefly or phosphorescent moss) - **Duration:** 1 hour ___ \pagebreakNum You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. #### Lightning Lure *Evocation Cantrip* ___ - **Casting time:** 1 Action - **Range:** 15 feet - **Components:** V - **Duration:** Instantaneous ___ You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. **At higher levels:** This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Mage Hand *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 minute ___ A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. #### Mending *Transmutation cantrip* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (two lodestones) - **Duration:** Instantaneous ___ This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. #### Message *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a short piece of copper wire) - **Duration:** 1 round ___ You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. #### Minor Illusion *Illusion cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a bit of fleece) - **Duration:** 1 minute ___ You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature. #### Mold Earth *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** Instantaneous or 1 hour (see below) ___ You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. - You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. - If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain . This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. \pagebreakNum #### Poison Spray *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Instantaneous ___ You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). #### Prestidigitation *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Up to 1 hour ___ This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. - You instantaneously light or snuff out a candle, a torch, or a small campfire. - You instantaneously clean or soil an object no larger than 1 cubic foot. - You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. - You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. - You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. #### Ray of Frost *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Shape Water *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** Instantaneous or 1 hour (see below) ___ You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. - You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. - You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. - You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. #### Shocking Grasp *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Sword Burst *Conjuration Cantrip* ___ - **Casting time:** 1 Action - **Range:** 5 feet - **Components:** V - **Duration:** Instantaneous ___ You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. **At higher levels:** This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Thunderclap *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** S - **Duration:** Instantaneous ___ You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### True Strike *Divination cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** Concentration, up to 1 round ___ \pagebreakNum You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. \pagebreakNum
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#### Absorb Elements *1st Abjuration* ___ - **Casting Time:** 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage - **Range:** Self - **Components:** S - **Duration:** 1 round ___ The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. #### Burning Hands *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Catapult *1st Transmutation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** S - **Duration:** Instantaneous ___ Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. #### Chaos Bolt *1st Evocation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below. d8 / Damage Type * 1 / Acid * 2 / Cold * 3 / Fire * 4 / Force * 5 / Lightning * 6 / Poison * 7 / Psychic * 8 / Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At higher level When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. #### Charm Person *1st Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour ___ You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. #### Chromatic Orb *1st Evocation* ___ - **Casting time:** 1 Action - **Range:** 90 feet - **Components:** V, S, M (a diamond worth at least 50 gp) - **Duration:** Instantaneous ___ You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. **At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. \pagebreakNum #### Color Spray *1st Illusion* ___ - **Casting time:** 1 Action - **Range:** Self (15-foot cone) - **Components:** V, S, M - **Duration:** 1 round ___ A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected. **At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. #### Comprehend Languages (Ritual) *1st Divination* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S, M (a pinch of soot and salt) - **Duration:** 1 hour ___ For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language. #### Detect Magic (Ritual) *1st Divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. #### Disguise Self *1st Illusion* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** 1 hour ___ You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. #### Earth Tremor *1st Evocation* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Instantaneous ___ You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Expeditious Retreat *1st Transmutation* ___ - **Casting time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. #### False Life *1st Necromancy* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S, M (a small amount of alcohol or distilled spirits) - **Duration:** 1 hour ___ Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At higher level When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. \pagebreakNum #### Feather Fall *1st Transmutation* ___ - **Casting time:** Special - **Range:** 60 feet - **Components:** V, M (a small feather or piece of down) - **Duration:** 1 minute - **Reaction:** When you or a creature within 60 feet of you falls ___ Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. #### Fog Cloud *1st Conjuration* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. **At higher levels"** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. #### Ice Knife *1st Conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M (*a drop of water or piece of ice*) - **Duration:** Instantaneous ___ You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. #### Jump *1st Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (*a grasshopper's hind leg*) - **Duration:** 1 minute ___ You touch a creature. The creature's jump distance is tripled until the spell ends. #### Mage Armor *1st Abjuration* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a piece of cured leather) - **Duration:** 8 hours ___ You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action. #### Magic Missile *1st Evocation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. **At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. #### Ray of Sickness *1st Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. **At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Shield *1st Abjuration* ___ - **Casting time:** Special - **Range:** Self - **Components:** V, S - **Duration:** 1 round - **Reaction trigger:** You are hit by an attack or targeted by the magic missile spell ___ An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. #### Silent Image *1st Illusion* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a bit of fleece) - **Duration:** Concentration, up to 10 minutes ___ You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. \pagebreakNum You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. 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. #### Sleep *1st Enchantment* ___ - **Casting time:** 1 Action - **Range:** 90 feet - **Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) - **Duration:** 1 minute ___ This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. **At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. #### Thunderwave *1st Evocation* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cube) - **Components:** V, S - **Duration:** Instantaneous ___ A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. \columnbreak #### Witch Bolt *1st Evocation* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (a twig from a tree that has been struck by lightning) - **Duration:** Concentration, up to 1 minute ___ A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. **At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. \pagebreakNum
## 2
ND
Level ###
#### Aganazzar’s Scorcherl *2nd Evocation* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (a red dragon’s scale) - **Duration:** Instantaneous ___ A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Alter Self *2nd Transmutation* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You assume a different form.When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. **Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. **Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. **Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. #### Blindness/Deafness *2nd Necromancy* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V - **Duration:** 1 minute ___ You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. **At higher levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Blur *2nd Illusion* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. #### Cloud of Daggers *2nd Conjuration* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a sliver of glass) - **Duration:** Concentration, up to 1 minute ___ You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. **At higher levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. #### Crown of Madness *2nd Enchantment* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. \pagebreakNum #### Darkness *2nd Evocation* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, M (bat fur and a drop of pitch or piece of coal) - **Duration:** Concentration, up to 10 minutes ___ Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. #### Darkvision *2nd Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (*either a pinch of dried carrot or an agate*) - **Duration:** 8 hours ___ You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. #### Detect Thoughts *2nd Divination* ___ - **Casting time**: 1 Action Range: Self - **Components:** V, S, M (a copper piece) - **Duration:** Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. ___ When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. #### Dragon's Breath *2nd Transmutation* ___ - **Casting time:** 1 Bonus Action Range: Touch - **Components:** V, S, M (a hot pepper) - **Duration:** Concentration, up to 1 minute ___ You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Dust Devil *2nd Conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (*a pinch of dust*) - **Duration:** Concentration, up to 1 minute ___ Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Earthbind *2nd Transmutation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V - **Duration:** Concentration, up to 1 minute ___ \pagebreakNum Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends. #### Enhance Ability *2nd Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (*fur or a feather from a beast*) - **Duration:** Concentration, up to 1 hour ___ You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends. **Bear's Endurance:** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. **Bull's Strength:** The target has advantage on Strength checks, and his or her carrying capacity doubles. **Cat's Grace:** The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. **Eagle's Splendor:** The target has advantage on Charisma checks. **Fox's Cunning:** The target has advantage on Intelligence checks. **Owl's Wisdom:** The target has advantage on Wisdom checks. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Enlarge/Reduce *2nd Transmutation* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (a pinch of powdered iron) - **Duration:** Concentration, up to 1 minute ___ You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. **Enlarge:** The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage. **Reduce:** The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). #### Gust Of Wind *2nd Evocation* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S, M (*a legume seed*) - **Duration:** Concentration, up to 1 minute ___ A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. #### Hold Person *2nd Enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (*a small, straight piece of iron*) - **Duration:** Concentration, up to 1 minute ___ Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. #### Invisibility *2nd Illusion* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (*an eyelash encased in gum arabic*) - **Duration:** Concentration, up to 1 hour ___ A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. \pagebreakNum #### Knock *2nd Transmutation* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous ___ Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. #### Levitate *2nd Transmutation* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) - **Duration:** Concentration, up to 10 minutes ___ One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft. #### Mind Spike *2nd Divination* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, up to 1 hour ___ You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. **At higher levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \columnbreak #### Mirror Image *2nd Illusion* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. #### Misty Step *2nd Conjuration* ___ - **Casting time:** 1 Bonus Action - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. #### Phantasmal Force *2nd Illusion* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Componen**ts: V, S, M (a bit of fleece) - **Duration**: Concentration, up to 1 minute ___ You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fallit was pushed, it slipped, or a strong wind might have knocked it off. \pagebreakNum An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. #### Pyrotechnics *2nd Transmutation* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components**: V, S - **Duration:** Instantaneous ___ Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. #### Scorching Ray *2nd Evocation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. **At higher levels:** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. #### See invisibility *2nd Divination* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver) - **Duration:** 1 hour ___ For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. #### Shadow Blade *2nd Illusion* ___ - **Casting time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. **At higher levels:** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. #### Shatter *2nd Evocation* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a chip of mica) - **Duration:** Instantaneous ___ A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. **At higher levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Snilloc’s Snowball Swarm *2nd Evocation* ___ **Casting time:** 1 Action **Range:** 90 feet **Components:** V, S, M (a piece of ice or a small white rock chip) **Duration:** Instantaneous ___ A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Spider Climb *2nd Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (*a drop of bitumen and a spider*) - **Duration:** Concentration, up to 1 hour ___ Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. \pagebreakNum #### Suggestion *2nd Enchantment* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) - **Duration:** Concentration, up to 8 hours ___ You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range 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 ends the spell. The target must make a Wisdom saving throw. On a failed save, it purses 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 knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed. If you or any of your companions damage the target, the spell ends. #### Warding Wind *2nd Evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 10 minutes ___ A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects. - It deafens you and other creatures in its area. - It extinguishes unprotected flames in its area that are torch-sized or smaller. - It hedges out vapor, gas, and fog that can be dispersed by strong wind. - The area is difficult terrain for creatures other than you. - The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind. #### Web *2nd Conjuration* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a bit of spiderweb) - **Duration:** Concentration, up to 1 hour ___ You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. \pagebreakNum
## 3
RD
Level ###
#### Blink *3rd Transmutation* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Etheral Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Etheral Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away.You can only affect and be affected by other reatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. #### Catnap *3rd Enchantment* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** S, M (a pinch of sand) - **Duration:** 10 minutes ___ You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. **At higher levels:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. #### Clairvoyance *3rd Divination* ____ - **Casting time:** 10 Minutes - **Range:** 1 mile - **Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing - **Duration:** Concentration, up to 10 minutes ____ You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. #### Counterspell *3rd Abjuration* ___ - **Casting time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect. **At higher levels:** When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. #### Daylight *3rd Evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 hour ___ A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled. #### Dispel Magic *3rd Abjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. \pagebreakNum #### Enemies abound *3rd Enchantment* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. #### Erupting Earth *3rd Transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (*a piece of obsidian*) - **Duration:** Instantaneous ___ Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. #### Fear *3rd Illusion* ___ - **Casting time:** 1 Action - **Range:** Self (30-foot cone) - **Components:** V, S, M (a white feather or the heart of a hen) - **Duration:** Concentration, up to 1 minute ___ You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. #### Fireball *3rd Evocation* ___ - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S, M (a tiny ball of bat guano and sulfur) - **Duration:** Instantaneous ___ A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. **At higher levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Flame Arrows *3rd Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. #### Fly *3rd Transmutation* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a wing feather from any bird) - **Duration:** Concentration, up to 10 minutes ___ You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. **At higher levels:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. #### Gaseous Form *3rd Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (*a bit of gauze and a wisp of smoke*) - **Duration:** Concentration, up to 1 hour ___ You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. \pagebreakNum While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. #### Haste *3rd Transmutation* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (a shaving of licorice root) - **Duration:** Concentration, up to 1 minute ___ Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. #### Hypnotic Pattern *3rd Illusion* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) - **Duration:** Concentration, up to 1 minute ___ You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. #### Lightning Bolt *3rd Evocation* ___ **Casting time:** 1 Action **Range:** Self (100-foot line) **Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) **Duration:** Instantaneous ___ A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. **At higher levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Major Image *3rd Illusion* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a bit of fleece) - **Duration:** Concentration, up to 10 minutes ___ You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. 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 its other sensory qualities become faint to the creature. **At higher levels:** When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. #### Melf’s Minute Meteors *3rd Evocation* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S, M (niter, sulfur, and pine tar formed into a bead) - **Duration:** Concentration, up to 10 minutes ___ You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd. #### Protection From Energy *3rd Abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ For the duration, the willing creature you touch has resistance to one damage type of your choice - acid, cold, fire, lightning, or thunder. \pagebreakNum #### Sleet Storm *3rd Conjuration* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (*a pinch of dust and a few drops of water*) - **Duration:** Concentration, up to 1 minute ___ Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. #### Slow *3rd Transmutation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a drop of molasses) - **Duration:** Concentration, up to 1 minute ___ You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. #### Stinking Cloud *3rd Conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (*a rotten egg or several skunk cabbage leaves*) - **Duration:** Concentration, up to 1 minute ___ You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. #### Thunder Step *3rd Conjuration* ___ - **Casting time:** 1 Action - **Range:** 90 feet - **Components:** V - **Duration:** Instantaneous ___ You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. **At higher levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. #### Tidal Wave *3rd Conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (*a drop of water*) - **Duration:** Instantaneous ___ You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames within 30 feet of it, and then it vanishes. #### Tongues *3rd Divination* ____ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, M (a small clay model of a ziggurat) - **Duration:** 1 hour ___ This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. #### Wall Of Water *3rd Evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (*a drop of water*) - **Duration:** Concentration, up to 10 minutes ___ \pagebreakNum You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it. #### Water Breathing (Ritual) *3rd Transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (*a short reed or piece of straw*) - **Duration:** 24 hours ___ This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. #### Water Walk (Ritual) *3rd Transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (*a piece of cork*) - **Duration:** 1 hour ___ This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. \pagebreakNum
## 4
TH
Level ###
#### Banishment *4th Abjuration* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (an item distasteful to the target) - **Duration:** Concentration, up to 1 minute ___ You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. **At higher levels:** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. #### Blight *4th Necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. #### Charm Monster *4th Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour ___ You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. #### Confusion *4th Enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (*three nut shells*) - **Duration:** Concentration, up to 1 minute ___ This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. **1:** The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. **2-6:** The creature doesn't move or take actions this turn. **7-8:** The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. **9-10:** The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot above 4th. #### Dimension Door *4th Conjuration* ___ - **Casting time:** 1 Action - **Range:** 500 feet - **Components:** V - **Duration:** Instantaneous ___ You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet". You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. \pagebreakNum #### Dominate Beast *4th Enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. **At Higher Levels:** When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. #### Greater Invisibility *4th Illusion* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. #### Ice Storm *4th Evocation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (*a pinch of dust and a few drops of water*) - **Duration:** Instantaneous ___ A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. #### Polymorph *4th Transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (*a caterpillar cocoon*) - **Duration:** Concentration, up to 1 hour ___ This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. #### Sickening Radiance *4th Evocation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. #### Stoneskin *4th Abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (*diamond dust worth 100 gp, which the spell consumes*) Concentration, up to 1 hour This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. \pagebreakNum #### Storm Sphere *4th Evocation* ___ - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. #### Vitriolic Sphere *4th Evocation* ___ - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S, M (a drop of giant slug bile) - **Duration:** Instantaneous ___ You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. **At higher levels:** When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. #### Wall Of Fire *4th Evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (*a small piece of phosphorus*) - **Duration:** Concentration, up to 1 minute ___ You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. #### Watery Sphere *4th Conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (*a droplet of water*) - **Duration:** Concentration, up to 1 minute ___ You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover, but no more than 10 feet off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. \pagebreakNum
## 5
TH
Level ###
#### Animate Objects *5th Transmutation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 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. Animated Object Statistics - Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18 - Small – HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14 - Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12 - Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10 - Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. **At higher levels:** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. \columnbreak #### Cloudkill *5th Conjuration* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind dispereses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damageon a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. **At higher levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Cone of Cold *5th Evoc*ation ___ - **Casting time:** 1 Action - **Range:** Self (60-foot cone) - **Components:** V, S, M (a small crystal or glass cone) - **Duration:** Instantaneous ___ A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. **At higher levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Control Winds *5th Transmutation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted. **Gusts:** A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. \pagebreakNum **Downdraft:** You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. **Updraft:** You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. #### Creation *5th Illusion* ___ - **Casting time:** 1 Minute - **Range:** 30 feet - **Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create - **Duration:** Special ___ You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. - Material — Duration - Vegetable matter — 1 day - Stone/crystal — 12 hours - Precious metals — 1 hour - Gems — 10 minutes - Adamantine/Mithral — 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail. **At higher levels:** When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. #### Dominate Person *5th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. **At higher levels:** When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. #### Enervation *5th Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. **At higher levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Far Step *5th Conjuration* ___ - **Casting time:** 1 Bonus Action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. #### Hold Monster *5th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 90 feet - **Components:** V, S, M (a small, straight piece of iron) - **Duration:** Concentration, up to 1 minute ___ Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. \pagebreakNum **At higher levels:** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. #### Immolation *5th Evocation* ___ - **Casting time:** 1 Action - **Range:** 90 feet - **Components:** V - **Duration:** Concentration, up to 1 minute ___ Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash. #### Insect Plague *5th Conjuration* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (*a few grains of sugar, some kernels of grain, and a smear of fat*) - **Duration:** Concentration, up to 10 minutes ___ Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. #### Seeming *5th Illusion* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S - **Duration:** 8 hours ___ This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. #### Skill Empowerment *5th Transmutation* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. #### Synaptic Static *5th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. #### Telekinesis *5th Transmutation* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. \pagebreakNum **Creature:** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. **Object:** You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. #### Teleportation Circle *5th Conjuration* ___ - **Casting time:** 1 Minute - **Range:** 10 feet - **Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) Duration: 1 round ___ As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. #### Wall of Light *5th Evocation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a hand mirror) - **Duration:** Concentration, up to 10 minutes ___ A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. **At higher levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Wall of Stone *5th Evocation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a small block of granite) - **Duration:** Concentration, up to 10 minutes ___ A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. \pagebreakNum
## 6
TH
Level ###
#### Arcane Gate *6th Conjuration* ___ - **Casting time:** 1 Action - **Range:** 500 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction. #### Chain Lightning *6th Evocation* ___ - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) - **Duration:** Instantaneous ___ 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 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. #### Circle of Death *6th Necromancy* ___ - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp) - **Duration:** Instantaneous ___ 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. #### Disintegrate *6th Transmutation* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a lodestone and a pinch of dust) - **Duration:** Instantaneous ___ 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. If this damage reduces the target to 0 hit points, it is disintegrated. 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. #### Eyebite *6th Necromancy* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ 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 galls 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. \pagebreakNum #### Globe of Invulnerability *6th Abjuration* ___ **Casting time:** 1 Action **Range:** Self (10-foot radius) **Components:** V, S, M (a glass or crystal bead that shatters when the spell ends) **Duration:** Concentration, up to 1 minute 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. #### Investiture Of Flame *6th Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits: - You are immune to fire damage and have resistance to cold damage. - Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. - You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. #### Investiture Of Ice *6th Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ Until the spell ends, ice rimes your body, and you gain the following benefits: - You are immune to cold damage and have resistance to fire damage. - You can move across difficult terrain created by ice or snow without spending extra movement. - The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. - You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. #### Investiture Of Stone *6th Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ Until the spell ends, bits of rock spread across your body, and you gain the following benefits: - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. - You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. - You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn. #### Investiture Of Wind *6th Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ Until the spell ends, wind whirls around you, and you gain the following benefits. - Ranged weapon attacks made against you have disadvantage on the attack roll. - You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. #### Mass Suggestion *6th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) - **Duration:** 24 hours ___ \pagebreakNum 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. #### Mental Prison *6th Illusion* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, up to 1 minute ___ You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. #### Move Earth *6th Transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (*an iron blade and a small bag containing a mixture of soils - clay, loam, and sand*) - **Duration:** Concentration, up to 2 hours ___ 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. #### Scatter *6th Conjuration* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous ___ The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor. #### Sunbeam *6th Evocation* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S, M (*a magnifying glass*) - **Duration:** Concentration, up to 1 minute ___ A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-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. The light is sunlight. #### True Seeing *6th Divination* ___ - **Casting tim**e: 1 Action - **Range:** Touch - **Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) - **Duration:** 1 hour ___ \pagebreakNum 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. \pagebreakNum
## 7
TH
Level ###
#### Crown of Stars *7th Evocation* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** 1 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 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. **At higher levels:** When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. #### Delayed Blast Fireball *7th Evocation* ___ - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S, M (a tiny ball of bat guano and sulfur) - **Duration:** Concentration, up to 1 minute ___ A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. **At higher levels:** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. #### Etherealness *7th Transmutation* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Up to 8 hours ___ You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. 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 see and hear the plan you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plance can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the spell ends, you immediately return to the plane you originiated from in teh spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are imediately shunted to the neares unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect 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. **At higher levels:** When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. #### Finger of Death *7th Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. #### Fire Storm *7th Evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous ___ A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. \pagebreakNum The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. #### Plane Shift *7th Conjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (*a forked, metal rod worth at least 250 gp, attuned to a particular 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. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. 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. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. #### Power Word Pain *7th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous ___ 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 attack rolls, ability checks, and saving throws, other than Constitution saving throws. 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. #### Prismatic Spray *7th Evocation* ___ - **Casting time:** 1 Action - **Range:** Self (60-foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8. #### Reverse Gravity *7th Transmutation* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V, S, M (*a lodestone and iron filings*) - **Duration:** Concentration, up to 1 minute ___ This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. \pagebreakNum #### Teleport *7th Conjuration* ___ - **Casting time:** 1 Action - **Range:** 10 feet - **Components:** V - **Duration:** Instantaneous ___ This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. | Familiarity | Mishap | Similar Area | Off Target | On Target | |:---:|:-----------:| :---: |:---:|:---:| | Permanent circle | — | — | — | 01-100 | | Associated object | — | — | — | 01-100 | | Very familiar | 01-05 | 06-13 | 14-24 | 25-100 | | Seen casually | 01-33 | 34-43 | 44-53 | 54-100 | | Viewed once | 01-43 | 44-54 | 54-73 | 74-100 | | Description | 01-43 | 44-54 | 54-73 | 74-100 | | False destination | 01-50 | 51-100 | — | — | **Familiarity** "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. **On Target** You and your group (or the target object) appear where you want to. **Off Target** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. **Similar Area** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. **Mishap** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). #### Whirlwind *7th Evocation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, M (*a piece of straw*) - **Duration:** Concentration, up to 1 minute ___ A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to 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 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 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. \pagebreakNum
## 8
TH
Level ###
#### Abi-Dalzim’s Horrid Wilting *8th Necromancy* ___ - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S, M (a bit of sponge) - **Duration:** Instantaneous ___ You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly. #### Dominate Monster *8th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. ___ It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there",or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. **At higher levels:** When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. #### Earthquake *8th Evocation* ___ - **Casting Time:** 1 action - **Range:** 500 feet - **Components:** V, S, M (*a pinch of dirt, a piece of rock, and a lump of clay*) - **Duration:** Concentration, up to 1 minute ___ You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. **Fissures.** Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). **Structures.** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. #### Incendiary Cloud *8th Conjuration* ___ - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. \pagebreakNum #### Power Word Stun *8th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous ___ You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. #### Sunburst *8th Evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (*fire and a piece of sunstone*) - **Duration:** Instantaneous ___ Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. 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. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. \pagebreakNum
## 9
TH
Level ###
#### Gate *9th Conjuration* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a diamond worth at least 5,000 gp) - **Duration:** Concentration, up to 1 minute ___ You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the Dm deems appropriate. It might leave, attack you, or help you. #### Mass Polymorph *9th Transmutation* ___ - **Casting time:** 1 Action - **Range:** 120 feet - **Components:** V. S, M (a caterpillar cocoon) - **Duration:** Concentration, up to 1 hour ___ You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. #### Meteor Swarm *9th Evocation* ___ - **Casting time:** 1 Action - **Range:** 1 mile - **Components:** V, S - **Duration:** Instantaneous ___ Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a sucessful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. #### Power Word Kill *9th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous ___ You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. #### Psychic Scream *9th Enchantment* ___ - **Casting time:** 1 Action - **Range:** 90 feet - **Components:** S - **Duration:** Instantaneous ___ You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. #### Time Stop *9th Transmutation* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. \pagebreakNum This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. #### Wish *9th Conjuration* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: - You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. - You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. - You grant up to ten creatures that you can see resistance to a damage type you choose. - You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your com panions immune to a lich’s life drain attack. - You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.