5E 2014 | Consolidated | Spells

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5th Edition Tome of Spells

Contents

  • 3What Is a Spell?
  • 3Spell Level
  • 3Known and Prepared Spells
  • 3Spell Slots
  • 3Casting a Spell at a Higher Level
    • 3 Casting in Armor
  • 3Cantrips
  • 4Rituals
  • 4Casting a Spell
  • 4Casting Time
  • 4Bonus Action
  • 4Reactions
  • 4Longer Casting Times
    • 4The Schools of Magic
  • 5Spell Range
  • 5Components
    • 5Verbal (V)
    • 5Somatic (S)
    • 5Material (M)
  • 5Duration
  • 5Instantaneous
  • 5Concentration
  • 5Targets
    • 6A Clear Path to the Target
    • 6Targeting Yourself
  • 6Areas of Effect
    • 6Cone
    • 6Cube
    • 6Cylinder
    • 6Line
    • 6Sphere
  • 6Spell Saving Throws
  • 6Spell Attack Rolls
  • 6Combining Magical Effects
  • 3Class Spell List


  • 7Artificer
  • 8Bard
  • 10Cleric
  • 12Druid
  • 14Paladin
  • 15Ranger
  • 16Sorcerer
  • 18Warlock
  • 20Wizard
  • 3Spell Descriptions


  • 23A
  • 36B
  • 47C
  • 70D
  • 88E
  • 95F
  • 23G
  • 23H
  • 23I
  • 23J
  • 23K
  • 23L
  • 23M
  • 23N
  • 23O
  • 23P
  • 23Q
  • 23R
  • 23S
  • 23T
  • 23U
  • 23V
  • 23W
  • 23X
  • 23Y
  • 23Z
  • 3Spell Table

  • 3DM Guide on Magic


  • 23Magic in your World
    • 23Restrictions on Magic
    • 23Schools of Magic
    • 23Teleportation Circles
    • 23Bringing Back the Dead
  • 23Creating a Spell
    • 23Spell Damage
    • 23Healing Spells
  • 3 Credits, Changelog, and Sources


UPDATED

October 26, 2025

  • Still need to add Classes at end of spells
  • Still need to Doublecheck pagination
  • Still need to Add Arts
Table of Contents

See Also

Settlements

  • Outding Refuge, Vyerith's Crown
  • Skola Vale
  • Forlione
  • Sutley
  • Rotham
  • River's Keep
  • New Haven
  • Thornwinds

Characters

Not related: Sace

Table of Contents

SPELLCASTING

Magic permeates fantasy gaming worlds and often appears in the form of 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 follows 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 ##), 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 who 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. Members of 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 of 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 more 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 of 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 a Spell 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.


Casting in Armor

Because of the mental focus and precise gestures required 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.

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.

Spellcasting

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.

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

When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.

Each spell description 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. When 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.


The Schools of Magic

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.

Spellcasting

Spell 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 of 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.

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 more 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 of 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 who 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 (found in "Equipment") 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 a spell's material components-or to hold a spellcasting focus-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. Some 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.
  • 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 GM 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 magic. 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 was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.

Spellcasting

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 of 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 of 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.

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.

Spell 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 = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Spell 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.

Spellcasting

Class Spell List

This chapter describes the most common spells in the worlds of Dungeons & Dragons. The chapter begins with the spell lists of the spellcasting classes. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

Artificer Spells

Cantrips (0 Level)

Acid Splash

Booming Blade

Buildmap

Create Bonfire

Dancing Lights

Fire Bolt

Frostbite

Green-Flame Blade

Guidance

Light

Lightning Lure

Mage Hand

Magic Stone

Mending

Message

Poison Spray

Prestidigitation

Ray of Frost

Resistance

Scatterspray

Shocking Grasp

Spare the Dying

Sword Burst

Thorn Whip

Thunderclap


1st Level

Absorb Elements

Adhesion

Alarm

Basic Rite

Bladeleap

Catapult

Chameleon

Coalstone

Color

Control Smoke and Vapor

Copy

Cure Wounds

Detect Magic

Disguise Self

Erase

Expeditious Retreat

Faerie Fire

False Life

Feather Fall

Float/Sink

Grease

Identify

Jump

Longstrider

Preserve from Decay

Purify Food and Drink

Sanctuary

Sigil

Snare

Tasha's Caustic Brew


2nd Level

Aid

Air Bubble

Alter Self

Analyze Device

Arcane Lock

Blur

Candletrick

Continual Flame

Cook

Darkvision

Detect Curse

Drawmij's Tool Box

Enhance Ability

Enlarge/Reduce

Frisky Chest

Glitterdust

Heat Metal

Impart Knowledge

Invisibility

Invisible Object

Kinetic Jaunt

Lesser Restoration

Levitate

Magic Mouth

Magic Weapon

Mystic Rope

Protection from Poison

Pyrotechnics

Rope Trick

See Invisibility

Skywrite

Spider Climb

Vortex Warp

Web


3rd Level

Analyze Dweomer

Ashardalon's Stride

Bigby's Useful Hand

Bladebend

Blink

Bone Shape

Catnap

Cloak of Warding

Create Food and Water

Diary

Dispel Magic

Elemental Weapon

Flame Arrows

Fly

Forcelash

Glassee

Glyph of Warding

Haste

Intellect Fortress

Linked Glyphs

Mass Jump

Metal to Rust

Probing Arm

Protection from Energy

Repair Item

Revivify

Tiny Servant

Transmute Pebble

Transmute Water to Dust

Warp

Water Breathing

Water Walk

Wood Shape


4th Level

Arcane Eye

Bigby's Force Sculpture

Elemental Bane

Fabricate

Freedom of Movement

Glass Shape

Homeway

Leomund's Secret Chest

Magic Eye

Metal Shape

Moon Rune

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctum

Motion

Otiluke's Resilient Sphere

Stone Shape

Stoneskin

Summon Construct


5th Level

Animate Objects

Barrier Reaver

Bigby's Hand

Create Spelljamming Helm

Creation

Defurbish/Refurbish

Distort Life

Fantastic Machine

Graft

Greater Restoration

Ironguard

Sands of Time

Sculpt Features

Shandaril's Tracer

Skill Empowerment

Transmute Rock

Unburn

Wall of Stone


Spell List | Artificer

Bard Spells

Cantrips (0 Level)

Blade Ward

Buildmap

Dancing Lights

Daydream

Friends

Gemidan's Paralytic Missle

Glamer

Light

Mage Hand

Mending

Message

Mimicry

Minor Illusion

Narin's Mask

Nybor's Admonishment

Prestidigitation

Scatterspray

Thunderclap

True Strike

Vicious Mockery


1st Level

Adhesion

Animal Friendship

Bane

Banish Dazzle

Basic Rite

Beneficence

Bladeleap

Charm Person

Color Spray

Command

Comprehend Languages

Copy

Crier's Boon

Cure Wounds

Curse of Tongues

Detect Magic

Detect Metals and Minerals

Disguise Self

Dissonant Whispers

Distort Value

Drawmij's Light Step

Earth Tremor

Erase

Faerie Fire

Feather Fall

Hamund's Harvesting Hands

Healing Word

Heroism

Identify

Illusory Script

Katrine's Total Tent

Last Image

Longstrider

Magic Motes

Patternweave

Silent Image

Silvery Barbs

Sleep

Sound Bubble

Speak with Animals

Tasha's Hideous Laughter

Thump

Thunderwave

Unseen Servant


2nd Level

Aid

Animal Messenger

Blindness/Deafness

Borrowed Knowledge

Calm Emotions

Candletrick

Castigate

Cloud of Daggers

Comfort

Cook

Crown of Madness

Dancing Shadows

Detect Curse

Detect Thoughts

Enhance Ability

Enlarge/Reduce

Enthrall

Fool's Speech

Ghastly Stench

Ghost Pipes

Gift of Gab

Glitterdust

Heat Metal

Hold Person

Impart Knowledge

Intensify Sensation

Invisibility

Invisible Object

Kinetic Jaunt

Knock

Lesser Restoration

Locate Animals or Plants

Locate Object

Magic Mouth

Mirror Image

Moon Shield

Mystic Rope

Nathair's Mischief

Phantasmal Force

Pyrotechnics

See Invisibility

Shatter

Silence

Skywrite

Spray of Cards

Stormvoice

Suggestion

Warding Wind

Warp Sense

Weakening Aura

Wither Limb

Zone of Truth


3rd Level

Antagonize

Bestow Curse

Bewilder

Bladebend

Call Society

Catnap

Clairvoyance

Detect the Living

Diary

Dispel Magic

Enemies Abound

Fast Friends

Fear

Feign Death

Flock of Birds

Glyph of Warding

Grasping Hands of Horror

Grimly's Elasticity

Hypnotic Pattern

Intellect Fortress

Isolde's Answer

Kiss of the Vampire

Leomund's Tiny Hut

Linked Glyphs

Major Image

Mass Healing Word

Motivational Speech

Nondetection

Plant Growth

Power Word Attention

See Through Other Eyes

Sending

Shadow Play

Slow

Speak with Dead

Speak with Plants

Spectral Force

Stinking Cloud

Talon's Skitmaster

Tongues


4th Level

Beckoning Mirage

Charm Monster

Compulsion

Confusion

Dimension Door

Emotion

Freedom of Movement

Greater Invisibility

Hallucinatory Terrain

Homeway

Locate Creature

Magic Eye

Mirage

Moon Rune

Mystic Bolt

Oath

Phantasmal Killer

Polymorph

Raulothim's Psychic Lance

Read Object

Scapegoat

Teleport Tracer

Tenebrous Phantasm

Unluck

Vander's Librarian

Warp Sense [TiCTS]


5th Level

Animate Objects

Awaken

Code of Secrecy

Consume Knowledge

Defurbish/Refurbish

Dominate Person

Dream

Geas

Greater Restoration

Hold Monster

Legend Lore

Mass Cure Wounds

Mislead

Modify Memory

Moonfire

Neverending Nightmares

Planar Binding

Raise Dead

Rary's Telepathic Bond

Scrying

Seeming

Shandaril's Tracer

Skill Empowerment

Synaptic Static

Teleportation Circle


6th Level

Communicate

Eyebite

Find the Path

Guards and Wards

Heroes' Feast

Mass Suggestion

Spell List | Bard

Otto's Irresistible Dance

Power Word Silence

Programmed Illusion

Sheltered Vitality

True Seeing


7th Level

Call Stronghold

Descent into Madness

Dream of the Blue Veil

Etherealness

Forcecage

Mass Phantasmal Force

Mirage Arcane

Mordenkainen's Magnificent Mansion

Mordenkainen's Sword

Power Word Sleep

Prismatic Spray

Project Image

Regenerate

Resurrection

Symbol

Teleport


8th Level

Airboat

Antipathy/Sympathy

Dominate Monster

Feeblebody

Feeblemind

Glibness

Mind Blank

Power Word Blind

Power Word Stun

Power Word Vaporize

Raise Land


9th Level

Foresight

Mass Polymorph

Mindkiller

Power Word Heal

Power Word Kill

Prismatic Wall

Psychic Scream

True Polymorph

Spell List | Bard

Cleric Spells

Cantrips (0 Level)

Bleeding Touch

Buildmap

Daydream

Glamer

Guidance

Light

Mending

Nybor's Admonishment

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

Toll the Dead

Word of Radiance


1st Level

Bane

Banish Dazzle

Beneficence

Bless

Ceremony

Coalstone

Command

Control Smoke and Vapor

Copy

Create or Destroy Water

Crier's Boon

Cure Wounds

Curse of Tongues

Detect Evil and Good

Detect Magic

Detect Metals and Minerals

Detect Poison and Disease

Erase

Float/Sink

Ghoul Light

Guiding Bolt

Hamund's Harvesting Hands

Healing Word

Identify Vitals

Inflict Wounds

Last Image

Patternweave

Preserve from Decay

Protection from Evil and Good

Purify Food and Drink

Sacred Guardian

Sanctuary

Shield of Faith

Thump


2nd Level

Aid

Animate Dead Beasts

Animate Warrior

Augury

Blindness/Deafness

Body Blades

Bone Blade

Borrowed Knowledge

Burrow

Caldur's Starry Sky

Calm Emotions

Candletrick

Castigate

Cloudburst

Comfort

Continual Flame

Detect Curse

Enhance Ability

Find Traps

Gentle Repose

Ghastly Stench

Gravesight

Hibernation

High Ceremony

Hold Animal

Hold Person

Hold Wave

Impart Knowledge

Intensify Sensation

Lesser Restoration

Locate Object

Moon Shield

Petition

Prayer of Healing

Protection from Poison

Silence

Spiritual Weapon

Stormvoice

Strength of the Avenger

Transfusion

Warding Bond

Warp Sense

Weakening Aura

Withering Curse

Zone of Truth


3rd Level

Animate Dead

Aura of Vitality

Beacon of Hope

Bestow Curse

Bone Shape

Call Society

Clairvoyance

Cloak of Warding

Clutch of Orcus

Command Horde

Create Food and Water

Daylight

Detect the Living

Diary

Dispel Magic

Exaltation

Fast Friends

Feign Death

Glyph of Warding

Grasping Hands of Horror

Grimly's Elasticity

Incite Greed

Isolde's Answer

Kiss of the Vampire

Lay Waste

Life Transference

Linked Glyphs

Magic Circle

Mass Healing Word

Meld into Stone

Motivational Speech

Mourning Mist

Protection from Energy

Protection from Life and Death

Recomposition

Remove Curse

Revivify

Sending

Speak with Dead

Spirit Guardians

Spirit Shroud

Spiritwatch

Tongues

Warp

Water Walk

Wood Shape


4th Level

Aura of Life

Aura of Purity

Banishment

Cloudscape

Cold Storage

Control Water

Death Ward

Dimensional Anchor

Divination

Emotion

Energy Ebb

Eyes of the Sun

Freedom of Movement

Glass Shape

Guardian of Faith

Hasten Growth

Homeway

Hovering Skull

Infected Wounds

Locate Creature

Metal Shape

Mirage

Moon Rune

Mystic Bolt

Oath

Putrefaction

Read Object

Remorse

Stone Shape

Unluck

Vander's Librarian

Warp Sense [TiCTS]


5th Level

Blessed Abundance

Bloodgloat

Code of Secrecy

Commune

Consume Knowledge

Contagion

Create Air

Dawn

Defurbish/Refurbish

Dispel Evil and Good

Flame Strike

Force Shapechange

Geas

Ghoul Gauntlet

Godrage

Greater Restoration

Hallow

Holy Weapon

Insect Plague

Legend Lore

Mass Cure Wounds

Necrotic Cyst

Planar Binding

Rain of Terror

Raise Dead

Sands of Time

Scrying

Storm Cone

Summon Celestial

Wall of Bones

Wall of Pain


6th Level

Animate Dead Monster

Blade Barrier

Call Spirit

Communicate

Create Spring

Create Undead

Darklight's Planar Weapon

Find the Path

Forbiddance

Spell List | Cleric

Harm

Heal

Heroes' Feast

Holy Crown

Planar Ally

Revive Undead

Sheltered Vitality

Stormrage

Sunbeam

True Seeing

Unliving Identity

Veil of Undeath

Word of Recall


7th Level

Call Stronghold

Conjure Celestial

Create Shade

Descent into Madness

Divine Word

Etherealness

Field of Ghouls

Fire Storm

Hovering Road

Plane Shift

Regenerate

Resurrection

Revenance

Sunstone

Symbol

Temple of the Gods


8th Level

Airboat

Antimagic Field

Bite of the King

Control Weather

Earthquake

Holy Aura

Illumination

Land of Stability

Planar Link

Raise Land

Soul Anchor

Sunburst


9th Level

Astral Projection

Earthwrack

Gate

Heart of Stone

Holy Presence

Mass Heal

Mindkiller

Plague of Undead

Power Word Heal

Relevation

True Resurrection

Spell List | Cleric

Druid Spells

Cantrips (0 Level)

Bear Hug

Control Flames

Create Bonfire

Druidcraft

Flying Quills

Frostbite

Guidance

Gust

Infestation

Magic Stone

Mending

Mimicry

Mold Earth

Poison Spray

Primal Savagery

Produce Flame

Resistance

Shape Water

Shillelagh

Thorn Whip

Thunderclap


1st Level

Absorb Elements

Animal Friendship

Banish Dazzle

Beast Bond

Beastmask

Beneficence

Chameleon

Charm Person

Cloud Stairway

Coalstone

Control Smoke and Vapor

Create or Destroy Water

Cure Wounds

Detect Magic

Detect Metals and Minerals

Detect Poison and Disease

Earth Tremor

Entangle

Faerie Fire

Float/Sink

Fog Cloud

Frost Fingers

Goodberry

Healing Word

Ice Knife

Identify Vitals

Jump

Longstrider

Preserve from Decay

Protection from Evil and Good

Purify Food and Drink

Sacrament

Snare

Speak with Animals

Thunderwave

Weapon of the Earth


2nd Level

Air Bubble

Animal Animosity

Animal Call

Animal Messenger

Augury

Barkskin

Beast Sense

Body Blades

Burrow

Caldur's Starry Sky

Cloudburst

Comfort

Continual Flame

Darkvision

Detect Curse

Dust Devil

Earthbind

Enhance Ability

Enlarge/Reduce

Find Traps

Flame Blade

Flaming Sphere

Garinthrall's Hideous Leech

Gust of Wind

Hailstones

Healing Spirit

Heat Metal

Hibernation

Hold Animal

Hold Person

Hold Wave

Impart Knowledge

Lesser Restoration

Locate Animals or Plants

Locate Object

Moon Shield

Moonbeam

Pass without Trace

Protection from Poison

Scalding Spout

Scent Mask

Sharptooth

Skywrite

Spike Growth

Stormvoice

Summon Beast

Thunderball

Transfusion

Warding Wind

Wither and Bloom


3rd Level

Aura of Vitality

Ball Lightning

Bolt of Stone

Bone Shape

Call Lightning

Call Society

Conjure Animals

Daylight

Detect the Living

Dispel Magic

Elemental Weapon

Erupting Earth

Feign Death

Flame Arrows

Flock of Birds

Freedom of the Waves

Ice Blade

Manyjaws

Mass Jump

Meld into Stone

Metal to Rust

Plant Growth

Protection from Energy

Protection from Life and Death

Recomposition

Revivify

Sleet Storm

Speak with Plants

Summon Fey

Tidal Wave

Transmute Pebble

Transmute Water to Dust

Wall of Water

Warp

Water Breathing

Water Walk

Wind Wall

Wood Shape


4th Level

Beckoning Mirage

Blight

Charm Monster

Cloudscape

Confusion

Conjure Minor Elementals

Conjure Woodland Beings

Control Water

Divination

Dominate Beast

Earthmaw

Elemental Bane

Eyes of the Sun

Fire Shield

Freedom of Movement

Giant Insect

Grasping Vine

Guardian of Nature

Hallucinatory Terrain

Hasten Growth

Homeway

Ice Storm

Locate Creature

Moon Rune

Polymorph

Putrefaction

Stone Shape

Stonefall

Stoneskin

Summon Elemental

Wall of Fire

Watery Sphere


5th Level

Airball

Antilife Shell

Awaken

Basilisk Glare

Commune with Nature

Cone of Cold

Conjure Elemental

Contagion

Control Winds

Create Air

Deep Delve

Distort Life

Force Shapechange

Freedom of the Winds

Geas

Greater Restoration

Insect Plague

Maelstrom

Mass Cure Wounds

Moonfire

Planar Binding

Reincarnate

Scrying

Storm Cone

Summon Draconic Spirit

Transmute Rock

Tree Stride

Unburn

Vanquil's Drifting Blizzard

Wall of Stone

Weather Stasis

Wrath of Nature


6th Level

Animate Hut

Bones of the Earth

Conjure Fey

Spell List | Druid

Create Spring

Darklight's Planar Weapon

Druid Grove

Find the Path

Flesh to Stone

Heal

Heroes' Feast

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Ivy Siege

Move Earth

Primordial Ward

Sheltered Vitality

Stormrage

Sunbeam

Thronwrack

Transport via Plants

Treeform

Wall of Thorns

Wind Walk


7th Level

Call Stronghold

Draconic Transformation

Eliminate Element

Fire Storm

Mirage Arcane

Orko's Elemental Triad

Plane Shift

Regenerate

Reverse Gravity

Sunstone

Symbol

Whirlwind


8th Level

Airboat

Animal Shapes

Antipathy/Sympathy

Changestaff

Control Weather

Earthquake

Feeblebody

Feeblemind

Incendiary Cloud

Land of Stability

Planar Link

Raise Land

Sunburst

Tsunami

Uncontrolled Weather


9th Level

Comet Strike

Foresight

Shapechange

Storm of Vengeance

True Resurrection

Spell List | Druid

Paladin Spells

1st Level

Beneficence

Bless

Ceremony

Command

Compelled Duel

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Divine Favor

Heroism

Identify Vitals

Protection from Evil and Good

Purify Food and Drink

Searing Smite

Shield of Faith

Thump

Thunderous Smite

Venomous Smite

Wrathful Smite


2nd Level

Aid

Body Blades

Bone Blade

Branding Smite

Castigate

Find Steed

Gentle Repose

High Ceremony

Lesser Restoration

Locate Object

Magic Weapon

Moon Shield

Prayer of Healing

Protection from Poison

Stormvoice

Strength of the Avenger

Warding Bond

Warp Sense

Zone of Truth


3rd Level

Aura of Vitality

Blinding Smite

Call Society

Create Food and Water

Crusader's Mantle

Daylight

Detect the Living

Dispel Magic

Elemental Weapon

Exaltation

Magic Circle

Recomposition

Remove Curse

Revivify

Spirit Shroud

Vampiric Smite


4th Level

Aura of Life

Aura of Purity

Banishment

Cold Storage

Death Ward

Find Greater Steed

Locate Creature

Remorse

Staggering Smite

Warp Sense [TiCTS]


5th Level

Banishing Smite

Blessed Abundance

Bloodgloat

Circle of Power

Destructive Wave

Dispel Evil and Good

Force Shapechange

Geas

Godrage

Holy Weapon

Raise Dead

Summon Celestial

Spell List | Paladin

Ranger Spells


1st Level

Absorb Elements

Alarm

Animal Friendship

Banish Dazzle

Beast Bond

Beastmask

Chameleon

Cloud Stairway

Coalstone

Cure Wounds

Detect Magic

Detect Poison and Disease

Drawmij's Light Step

Ensnaring Strike

Entangle

Fog Cloud

Goodberry

Hail of Thorns

Hamund's Harvesting Hands

Hunter's Mark

Identify Vitals

Jump

Longstrider

Sacrament

Searing Smite

Snare

Speak with Animals

Trailfinder

Zephyr Strike


2nd Level

Aid

Air Bubble

Animal Animosity

Animal Call

Animal Messenger

Barkskin

Beast Sense

Bone Blade

Candletrick

Comfort

Cook

Cordon of Arrows

Darkvision

Enhance Ability

Find Traps

Gust of Wind

Healing Spirit

Hold Animal

Lesser Restoration

Locate Animals or Plants

Locate Object

Magic Weapon

Moon Shield

Pass without Trace

Protection from Poison

Scent Mask

Sharptooth

Silence

Spike Growth

Summon Beast

Warp Sense


3rd Level

Ashardalon's Stride

Call Society

Conjure Animals

Conjure Barrage

Daylight

Detect the Living

Elemental Weapon

Flame Arrows

Freedom of the Waves

Lightning Arrow

Mass Jump

Meld into Stone

Nondetection

Plant Growth

Protection from Energy

Protection from Life and Death

Revivify

Speak with Plants

Summon Fey

Water Breathing

Water Walk

Wind Wall


4th Level

Cloudscape

Conjure Woodland Beings

Dominate Beast

Freedom of Movement

Grasping Vine

Guardian of Nature

Homeway

Locate Creature

Stoneskin

Summon Elemental

Warp Sense [TiCTS]


5th Level

Commune with Nature

Conjure Volley

Force Shapechange

Freedom of the Winds

Greater Restoration

Steel Wind Strike

Swift Quiver

Tree Stride

Wrath of Nature


Spell List | Ranger

Sorcerer Spells

Cantrips (0 Level)

Acid Splash

Blade Ward

Booming Blade

Chill Touch

Control Flames

Create Bonfire

Dancing Lights

Fire Bolt

Friends

Frostbite

Gemidan's Paralytic Missle

Glamer

Grave Bolt

Green-Flame Blade

Gust

Infestation

Light

Lightning Lure

Mage Hand

Manipulate Corpse

Mending

Message

Mimicry

Mind Sliver

Minor Illusion

Mold Earth

Nybor's Admonishment

Poison Spray

Prestidigitation

Ray of Frost

Scatterspray

Shape Water

Shocking Grasp

Sword Burst

Thunderclap

True Strike


1st Level

Absorb Elements

Basic Rite

Bladeleap

Burning Hands

Catapult

Chaos Bolt

Charm Person

Chromatic Orb

Cloud Stairway

Color Spray

Comprehend Languages

Control Smoke and Vapor

Crier's Boon

Detect Magic

Disguise Self

Distort Value

Earth Tremor

Expeditious Retreat

False Life

Feather Fall

Fog Cloud

Frost Fingers

Ghoul Light

Grease

Ice Knife

Jump

Mage Armor

Magic Missile

Magic Motes

Nystul's Radiant Baton

Patternweave

Ray of Sickness

Shield

Silent Image

Silvery Barbs

Sleep

Tasha's Caustic Brew

Thunderwave

Witch Bolt


2nd Level

Aganazzar's Scorcher

Air Bubble

Alpha's Heat Lighting

Alter Self

Blindness/Deafness

Blur

Body Blades

Cloud of Daggers

Cloudburst

Cook

Crown of Madness

Dancing Shadows

Darkness

Darkvision

Detect Curse

Detect Thoughts

Dragon's Breath

Dust Devil

Earthbind

Enhance Ability

Enlarge/Reduce

Flame Blade

Flaming Sphere

Ghastly Stench

Glitterdust

Gravesight

Gust of Wind

Hailstones

Hold Person

Intensify Sensation

Invisibility

Invisible Object

Kinetic Jaunt

Knock

Levitate

Magic Weapon

Maximilian's Earthen Grasp

Mind Spike

Mirror Damage

Mirror Image

Misty Step

Mystic Rope

Nathair's Mischief

Phantasmal Force

Pyrotechnics

Rime's Binding Ice

Scalding Spout

Scorching Ray

See Invisibility

Shadow Blade

Shatter

Snilloc's Snowball Swarm

Spider Climb

Spray of Cards

Stormvoice

Suggestion

Tasha's Mind Whip

Thunderball

Transfusion

Vortex Warp

Warding Wind

Warp Sense

Web

Wither and Bloom

Wither Limb

Withering Curse


3rd Level

Alpha's Chill of the Void

Alpha's Comet

Alpha's Ice Bolt

Antagonize

Ashardalon's Stride

Bewilder

Blink

Catnap

Clairvoyance

Cloak of Warding

Clutch of Orcus

Counterspell

Daylight

Dispel Magic

Enemies Abound

Erupting Earth

Fear

Fireball

Flame Arrows

Fly

Forceball

Forcelash

Freedom of the Waves

Gaseous Form

Haste

Hypnotic Pattern

Intellect Fortress

Isolde's Answer

Lance of Disruption

Lay Waste

Lightning Bolt

Major Image

Mass Jump

Melf's Minute Meteors

Metal to Rust

Mourning Mist

Power Word Attention

Protection from Energy

Protection from Life and Death

See Through Other Eyes

Shadow Play

Sleet Storm

Slow

Spectral Force

Stinking Cloud

Thunder Step

Tidal Wave

Tongues

Vampiric Touch

Venom Bolt

Wall of Water

Warp

Water Breathing

Water Walk


4th Level

Alpha's Blue Blaze

Azura's Soul Whip

Banishment

Blight

Charm Monster

Cold Storage

Confusion

Consumptive Field

Dimension Door

Disfigure

Dominate Beast

Emotion

Energy Ebb

Fire Shield

Gate Seal

Greater Invisibility

Hellish Hail

Homeway

Ice Storm

Mystic Bolt

Polymorph

Raulothim's Psychic Lance

Spell List | Sorcerer

Read Object

Shadowstrike

Sickening Radiance

Spirit of Death

Stoneskin

Storm Sphere

Teleport Tracer

Tenebrous Phantasm

Unluck

Vitriolic Sphere

Wall of Fire

Warp Sense [TiCTS]

Watery Sphere


5th Level

Acid Rain

Airball

Alpha's Aurora Borealis

Animate Objects

Avascular Mass

Barrier Reaver

Bigby's Hand

Cloudkill

Cone of Cold

Control Winds

Creation

Deep Delve

Dominate Person

Drive Insensate

Enervation

Far Step

Freedom of the Winds

Ghoul Gauntlet

Hold Monster

Immolation

Insect Plague

Lifesteal

Moonfire

Necrotic Cyst

Seeming

Skill Empowerment

Storm Cone

Summon Draconic Spirit

Synaptic Static

Telekinesis

Teleportation Circle

Throbbing Bones

Unburn

Vanquil's Drifting Blizzard

Wall of Light

Wall of Pain

Wall of Stone


6th Level

Arcane Gate

Chain Lightning

Circle of Death

Darklight's Planar Weapon

Disintegrate

Eyebite

Fellblade

Fireblast

Fizban's Platinum Shield

Flesh to Stone

Globe of Invulnerability

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Mass Suggestion

Mental Prison

Move Earth

Otiluke's Freezing Sphere

Power Word Silence

Scatter

Stormrage

Sunbeam

Tasha's Otherworldly Guise

True Seeing

Veil of Undeath


7th Level

Call Stronghold

Crown of Stars

Crystalbrittle

Delayed Blast Fireball

Dheryth's Energy Net

Draconic Transformation

Dream of the Blue Veil

Eliminate Element

Etherealness

Field of Ghouls

Finger of Death

Fire Storm

Mass Phantasmal Force

Orko's Elemental Triad

Plane Shift

Power Word Pain

Power Word Sleep

Prismatic Spray

Reverse Gravity

Sunstone

Teleport

Whirlwind


8th Level

Abi-Dalzim's Horrid Wilting

Airboat

Bite of the King

Deathshroud

Demiplane

Dominate Monster

Earthquake

Incendiary Cloud

Planar Link

Power Word Blind

Power Word Stun

Power Word Vaporize

Raise Land

Sunburst

Uncontrolled Weather

Year Stealing


9th Level

Absorption

Blade of Disaster

Comet Strike

Gate

Mass Polymorph

Meteor Swarm

Mindkiller

Plague of Undead

Power Word Kill

Psychic Scream

Time Stop

Wish

Spell List | Sorcerer

Warlock Spells

Cantrips (0 Level)

Blade Ward

Bleeding Touch

Booming Blade

Buildmap

Chill Touch

Create Bonfire

Eldritch Blast

Friends

Frostbite

Glamer

Grave Bolt

Green-Flame Blade

Infestation

Lightning Lure

Mage Hand

Magic Stone

Manipulate Corpse

Mimicry

Mind Sliver

Minor Illusion

Nybor's Admonishment

Poison Spray

Prestidigitation

Sword Burst

Thunderclap

Toll the Dead

True Strike


1st Level

Animate Crawling Claw

Armor of Agathys

Arms of Hadar

Basic Rite

Beneficence

Bladeleap

Cause Fear

Charm Person

Cloud Stairway

Comprehend Languages

Crier's Boon

Distort Value

Expeditious Retreat

Flesh Puppet

Hellish Rebuke

Hex

Identify Vitals

Illusory Script

Protection from Evil and Good

Unseen Servant

Witch Bolt


2nd Level

Animate Dead Beasts

Animate Warrior

Bloodburn

Bone Blade

Borrowed Knowledge

Cloud of Daggers

Crown of Madness

Dancing Shadows

Darkness

Detect Curse

Earthbind

Enthrall

Flock of Familiars

Garinthrall's Hideous Leech

Ghastly Stench

Gravesight

Hailstones

Hold Person

Intensify Sensation

Invisibility

Invisible Object

Mind Spike

Mirror Image

Misty Step

Petition

Ray of Enfeeblement

Shadow Blade

Shatter

Spider Climb

Spray of Cards

Suggestion

Transfusion

Warp Sense

Wither Limb

Withering Curse


3rd Level

Antagonize

Bladebend

Clutch of Orcus

Counterspell

Dispel Magic

Enemies Abound

Fear

Fly

Forcelash

Gaseous Form

Grasping Hands of Horror

Grimly's Elasticity

Hunger of Hadar

Hypnotic Pattern

Incite Greed

Intellect Fortress

Isolde's Answer

Kiss of the Vampire

Lay Waste

Magic Circle

Major Image

Power Word Attention

Remove Curse

Shadow Play

Spectral Force

Spirit Shroud

Summon Fey

Summon Lesser Demons

Summon Shadowspawn

Summon Undead

Thunder Step

Tongues

Unholy Crusade

Vampiric Touch

Venom Bolt

Warp


4th Level

Azura's Soul Whip

Banishment

Blight

Charm Monster

Cold Storage

Consumptive Field

Dimension Door

Disfigure

Elemental Bane

Emotion

Galder's Speedy Courier

Gate Seal

Hallucinatory Terrain

Homeway

Hovering Skull

Infected Wounds

Magic Eye

Mirage

Moon Rune

Putrefaction

Raulothim's Psychic Lance

Read Object

Scapegoat

Shadow of Moil

Shadowstrike

Sickening Radiance

Spirit of Death

Steal Skill

Summon Aberration

Summon Greater Demon

Tenebrous Phantasm

Unluck

Warp Sense [TiCTS]


5th Level

Avascular Mass

Basilisk Glare

Bloodgloat

Code of Secrecy

Conjure Creature

Consume Knowledge

Contact Other Plane

Danse Macabre

Defurbish/Refurbish

Distort Life

Dream

Enervation

Far Step

Hold Monster

Infernal Calling

Lifesteal

Mislead

Negative Energy Flood

Neverending Nightmares

Planar Binding

Rain of Terror

Scrying

Synaptic Static

Teleportation Circle

Throbbing Bones

Unburn

Wall of Bones

Wall of Light

Wall of Pain


6th Level

Animate Dead Monster

Animate Greater Undead

Animate Hut

Arcane Gate

Call Spirit

Circle of Death

Conjure Fey

Crawling Darkness

Create Undead

Darklight's Planar Weapon

Eyebite

Fellblade

Flesh to Stone

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Mass Suggestion

Mental Prison

Power Word Silence

Revive Undead

Scatter

Sheltered Vitality

Soul Cage

Soul Safe

Summon Fiend

Tasha's Otherworldly Guise

True Seeing

Veil of Undeath

Spell List | Warlock

7th Level

Awaken Undead

Call Stronghold

Crown of Stars

Descent into Madness

Dream of the Blue Veil

Eliminate Element

Etherealness

Field of Ghouls

Finger of Death

Forcecage

Negative Energy Burst

Plane Shift

Power Word Pain

Power Word Sleep


8th Level

Deathshroud

Demiplane

Dominate Monster

Feeblebody

Feeblemind

Glibness

Maddening Darkness

Mass Flesh to Stone

Planar Link

Power Word Blind

Power Word Stun

Power Word Vaporize

Raise Land

Year Stealing


9th Level

Astral Projection

Blade of Disaster

Foresight

Gate

Imprisonment

Mindkiller

Plague of Undead

Power Word Kill

Psychic Scream

True Polymorph

Unholy Union

Weird

Spell List | Warlock

Wizard Spells

Cantrips (0 Level)

Acid Splash

Blade Ward

Bleeding Touch

Booming Blade

Buildmap

Chill Touch

Control Flames

Create Bonfire

Dancing Lights

Daydream

Encode Thoughts

Fire Bolt

Friends

Frostbite

Gemidan's Paralytic Missle

Glamer

Grave Bolt

Green-Flame Blade

Gust

Infestation

Light

Lightning Lure

Mage Hand

Manipulate Corpse

Mending

Message

Mimicry

Mind Sliver

Minor Illusion

Mold Earth

Narin's Mask

Nybor's Admonishment

Poison Spray

Prestidigitation

Ray of Frost

Sapping Sting

Scatterspray

Shape Water

Shocking Grasp

Sword Burst

Thunderclap

Toll the Dead

True Strike


1st Level

Absorb Elements

Adhesion

Alarm

Animate Crawling Claw

Banish Dazzle

Basic Rite

Bladeleap

Burning Hands

Catapult

Cause Fear

Chameleon

Charm Person

Chromatic Orb

Cloud Stairway

Coalstone

Color

Color Spray

Comprehend Languages

Control Smoke and Vapor

Copy

Crier's Boon

Curse of Tongues

Detect Magic

Detect Metals and Minerals

Disguise Self

Distort Value

Drawmij's Light Step

Earth Tremor

Erase

Expeditious Retreat

False Life

Feather Fall

Find Familiar

Flesh Puppet

Float/Sink

Fog Cloud

Forge Fire

Frost Fingers

Frost Fingers [TiCTS]

Ghoul Light

Gift of Alacrity

Grease

Hamund's Harvesting Hands

Ice Knife

Identify

Identify Vitals

Illusory Script

Jim's Magic Missile

Jump

Katrine's Total Tent

Last Image

Longstrider

Mage Armor

Magic Missile

Magic Motes

Magnify Gravity

Nystul's Radiant Baton

Patternweave

Pilpin's Prompt

Preserve from Decay

Process Hide

Protection from Evil and Good

Ray of Sickness

Shield

Sigil

Silent Image

Silvery Barbs

Sleep

Snare

Tasha's Caustic Brew

Tasha's Hideous Laughter

Tenser's Floating Disk

Thump

Thunderwave

Unseen Servant

Witch Bolt


2nd Level

Aganazzar's Scorcher

Air Bubble

Alter Self

Animate Dead Beasts

Animate Warrior

Arcane Lock

Augury

Blindness/Deafness

Bloodburn

Blur

Body Blades

Borrowed Knowledge

Burrow

Caldur's Starry Sky

Candletrick

Change Material

Cloud of Daggers

Cloudburst

Conjure Tool

Continual Flame

Cook

Crown of Madness

Dancing Shadows

Dardan's Dryness

Dark Fire

Darkness

Darkvision

Detect Curse

Detect Thoughts

Dragon's Breath

Drawmij's Steed

Drawmij's Tool Box

Dust Devil

Earthbind

Enhance Ability

Enlarge/Reduce

Flaming Sphere

Flock of Familiars

Fortune's Favor

Frisky Chest

Garinthrall's Hideous Leech

Gentle Repose

Ghastly Stench

Gift of Gab

Glitterdust

Gravesight

Gust of Wind

Hailstones

Hibernation

Hold Animal

Hold Person

Immovable Object

Impart Knowledge

Intensify Sensation

Invisibility

Invisible Object

Jim's Glowing Coin

Kinetic Jaunt

Knock

Levitate

Locate Object

Magic Mouth

Magic Weapon

Maximilian's Earthen Grasp

Melf's Acid Arrow

Mind Spike

Mirror Damage

Mirror Image

Misty Step

Mystic Rope

Nathair's Mischief

Nystul's Magic Aura

Petition

Phantasmal Force

Pyrotechnics

Ray of Enfeeblement

Rime's Binding Ice

Rope Trick

Sanh's Ray of Light

Scalding Spout

Scorching Ray

See Invisibility

Shadow Blade

Shatter

Skywrite

Snilloc's Snowball Swarm

Spider Climb

Spray of Cards

Stormvoice

Suggestion

Tasha's Mind Whip

Thunderball

Transfusion

Vortex Warp

Warding Wind

Warp Sense

Web

Wither and Bloom

Wither Limb


Withering Curse

Wristpocket


3rd Level

Analyze Dweomer

Animate Dead

Antagonize

Ashardalon's Stride

Ball Lightning

Bestow Curse

Bewilder

Bigby's Useful Hand

Bladebend

Blink

Bolt of Stone

Bone Shape

Call Society

Catnap

Clairvoyance

Cloak of Warding

Clutch of Orcus

Command Horde

Counterspell

Diary

Dimensional Toolbox

Dispel Magic

Dream Sight

Enemies Abound

Erupting Earth

Fast Friends

Fear

Feign Death

Fireball

Flame Arrows

Fly

Forceball

Forcelash

Galder's Tower

Gaseous Form

Glassee

Glyph of Warding

Grasping Hands of Horror

Grimly's Elasticity

Haste

Hypnotic Pattern

Incite Greed

Intellect Fortress

Isolde's Answer

Kiss of the Vampire

Lance of Disruption

Lay Waste

Leomund's Tiny Hut

Life Transference

Lightning Bolt

Linked Glyphs

Magic Circle

Major Image

Manyjaws

Mass Jump

Melf's Minute Meteors

Metal to Rust

Mourning Mist

Nondetection

Phantom Steed

Power Word Attention

Protection from Energy

Protection from Life and Death

Pulse Wave

Random Causality

Recomposition

Remove Curse

See Through Other Eyes

Sending

Shadow Play

Sleet Storm

Slow

Speak with Dead

Spectral Force

Spirit Shroud

Spiritwatch

Stinking Cloud

Summon Fey

Summon Lesser Demons

Summon Shadowspawn

Summon Undead

Thunder Step

Tidal Wave

Time Snare

Tiny Servant

Tongues

Transmute Pebble

Transmute Water to Dust

Vampiric Touch

Venom Bolt

Wall of Gloom

Wall of Sand

Wall of Water

Warp

Water Breathing

Wood Shape


4th Level

Arcane Eye

Azura's Soul Whip

Banishment

Beckoning Mirage

Bigby's Force Sculpture

Blight

Charm Monster

Cold Storage

Confusion

Conjure Minor Elementals

Consumptive Field

Control Water

Create Darkenbeast

Dimension Door

Dimensional Anchor

Disfigure

Divination

Elemental Bane

Emotion

Energy Ebb

Evard's Black Tentacles

Fabricate

Fire Shield

Galder's Speedy Courier

Gate Seal

Glass Shape

Gravity Sinkhole

Greater Invisibility

Hallucinatory Terrain

Hasten Growth

Hellish Hail

Homeway

Hovering Skull

Ice Storm

Infected Wounds

Leomund's Secret Chest

Lightning Shield

Locate Creature

Magic Eye

Metal Shape

Mirage

Moon Rune

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctum

Motion

Mystic Bolt

Oath

Otiluke's Resilient Sphere

Otiluke's Steaming Sphere

Phantasmal Killer

Polymorph

Putrefaction

Raulothim's Psychic Lance

Read Object

Shadowstrike

Sickening Radiance

Spirit of Death

Steal Skill

Stone Shape

Stonefall

Stoneskin

Storm Sphere

Summon Aberration

Summon Construct

Summon Elemental

Summon Greater Demon

Teleport Tracer

Tenebrous Phantasm

Tenser's Flaming Blade

Tenser's Master of Arms

Tentacles

Unluck

Vander's Librarian

Vitriolic Sphere

Wall of Fire

Warp Sense [TiCTS]

Watery Sphere


5th Level

Acid Rain

Airball

Animate Objects

Avascular Mass

Barrier Reaver

Basilisk Glare

Bigby's Hand

Cloudkill

Code of Secrecy

Cone of Cold

Conjure Creature

Conjure Elemental

Consume Knowledge

Contact Other Plane

Control Winds

Create Air

Create Spelljamming Helm

Creation

Danse Macabre

Dawn

Deep Delve

Defurbish/Refurbish

Distort Life

Dominate Person

Dream

Drive Insensate

Enervation

Far Step

Force Shapechange

Geas

Ghoul Gauntlet

Graft

Hold Monster

Immolation

Infernal Calling

Ironguard

Kaldane's Insomnia

Legend Lore

Lifesteal

Mislead

Modify Memory

Necrotic Cyst

Negative Energy Flood

Neverending Nightmares

Passwall

Planar Binding

Rain of Terror

Rary's Telepathic Bond

Sands of Time

Scrying

Sculpt Features

Spell List | Wizard

Seeming

Shandaril's Tracer

Skill Empowerment

Steel Wind Strike

Summon Draconic Spirit

Synaptic Static

Telekinesis

Teleportation Circle

Temporal Shunt

Temporal Wall Wall

Throbbing Bones

Transmute Rock

Unburn

Unseen Crafter

Vanquil's Drifting Blizzard

Wall of Bones

Wall of Force

Wall of Light

Wall of Pain

Wall of Stone

Weather Stasis


6th Level

Animate Dead Monster

Animate Greater Undead

Animate Hut

Arcane Gate

Call Spirit

Chain Lightning

Circle of Death

Communicate

Contingency

Create Homunculus

Create Room

Create Undead

Darklight's Planar Weapon

Dimensional Workshop

Disintegrate

Drawmij's Instant Summons

Eyebite

Fellblade

Fireblast

Fizban's Platinum Shield

Flesh to Stone

Globe of Invulnerability

Gravity Fissure

Guards and Wards

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Magic Jar

Mass Suggestion

Mental Prison

Move Earth

Otiluke's Freezing Sphere

Otto's Irresistible Dance

Paradox

Power Word Silence

Programmed Illusion

Revive Undead

Scatter

Soul Cage

Soul Safe

Summon Fiend

Sunbeam

Tasha's Otherworldly Guise

Tenser's Transformation

There/Not There

Time Stasis

True Seeing

Unliving Identity

Wall of Ice


7th Level

Call Stronghold

Create Magen

Create Shade

Crown of Stars

Crystalbrittle

Delayed Blast Fireball

Descent into Madness

Dheryth's Energy Net

Draconic Transformation

Dream of the Blue Veil

Eliminate Element

Etherealness

Finger of Death

Fog of Nightmares

Forcecage

Hovering Road

Lestat's Legion

Mass Phantasmal Force

Mirage Arcane

Mordenkainen's Magnificent Mansion

Mordenkainen's Sword

Negative Energy Burst

Orko's Elemental Triad

Plane Shift

Power Word Pain

Power Word Sleep

Prismatic Spray

Project Image

Reverse Gravity

Sequester

Simulacrum

Soul Shift

Sunstone

Symbol

Teleport

Temporal Eye

Tether Essence

Whirlwind


8th Level

Abi-Dalzim's Horrid Wilting

Airboat

Antimagic Field

Antipathy/Sympathy

Bone of Dust

Clone

Control Weather

Curse of Lycanthropy

Dark Star

Deathshroud

Demiplane

Dominate Monster

Feeblebody

Feeblemind

Gunther's Kaleidoscopic Strike

Illusory Dragon

Incendiary Cloud

Lifeblend

Maddening Darkness

Mass Flesh to Stone

Maze

Mighty Fortress

Mind Blank

Planar Link

Power Word Blind

Power Word Stun

Power Word Vaporize

Raise Land

Reality Break

Skip Day

Soul Anchor

Sunburst

Telepathy

Uncontrolled Weather

Year Stealing


9th Level

Absorption

Astral Projection

Blade of Disaster

Comet Strike

Earthwrack

Estate Transference

Foresight

Gate

Heart of Stone

Imprisonment

Invulnerability

Mass Polymorph

Meteor Swarm

Mindkiller

Plague of Undead

Power Word Kill

Prismatic Wall

Psychic Scream

Ravenous Void

Shapechange

Time Ravage

Time Stop

True Polymorph

Weird

Wish

Spell List | Wizard

Spell Descriptions

The spells are presented in alphabetical order.

A Spells


Abi-Dalzim's Horrid Wilting

8th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of sponge)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

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.


Absorb Elements

1st-level 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
  • Classes: Artificer, Druid, Ranger, Sorcerer, Wizard

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.


Absorption

9th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an amulet worth at least 1,000 gp)
  • Duration: 1 minute
  • Classes: Sorcerer, Wizard

This spell surrounds you with a pulsating, sparkling, glow. For the duration, if you are targeted by a spell of 6th level or lower that has a duration of Instantaneous, you may use your reaction to add your spellcasting ability modifier to your saving throw (if the spell requires one) or to your AC (if the spell requires an attack roll). As part of the same reaction, you may absorb that spell's energy.

Until the absorption spell has ended, you may then use your bonus action to either immediately cast the absorbed spell yourself at its lowest level, without spending a spell slot, or to transform the spell into a spell slot of a level equal to the spell's lowest level. For example, if you are caught in a fireball cast with a 5th-level spell slot, you may choose to be able to cast the fireball as if with a 3rd-level slot or gain a 3rd-level slot to use.

You may absorb multiple spells during absorption's duration. When the spell ends, the absorbed spells are lost, but you may keep any transformed spell slots. These slots last until you use them or you complete a long rest.


Acid Rain

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of acid)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

An intense downpour of gelatinous, corrosive droplets appears in a 20-foot-radius, 40-foot high cylinder centered on a point within range, raining down on all below. Each creature in the cylinder when it appears and that ends its turn there must make a Dexterity saving throw, taking 6d6 acid damage on a failed save or half as much damage on a successful one.

In addition, if a creature takes 15 or more acid damage from this spell, then any nonmagical armor the creature is wearing takes a permanent and cumulative -1 to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. A mending spell can be used to restore these items to full functionality, at the rate of one casting of mending per -1 penalty.


Conjure Acid Splash

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see 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).

(Dierde) Homebrew:

The 2014 version of Acid Splash is the Conjure Acid Splash and the 2024 version is called Evoke Acid Splash, and so they are two different spells and both are available as such.

Spell Descriptions | A Spells

(Dierde) Homebrew:

Evoke Acid Splash

Evocation Cantrip


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Classes: Artificer, Sorcerer, Wizard


Adhesion

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of powdered horse hoof)
  • Duration: 1 hour
  • Classes: Bard, Wizard, Artificer

You touch two solid, inanimate objects and cause them to stick to each other. The two objects can be separated only through brute force, requiring a successful Strength (Athletics) check against your spell save DC. If the two items are wrested apart before the spell ends, then they will re-adhere if brought into contact with each other again.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the duration increases by one hour for each slot level above 1st. In addition, when you use a 4th-level or higher spell slot, the Strength check is made with disadvantage.


Aganazzar's Scorcher

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red dragon's scale)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

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.


Aid

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny strip of white cloth)
  • Duration: 8 hours
  • Classes: Bard, Cleric, Paladin, Ranger, Artificer

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.


Air Bubble

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 24 hours
  • Classes: Artificer, Druid, Ranger, Sorcerer, Wizard

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.


Airball

5th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

A streak of stormy-blue air flashes from your outstretched finger to a point you choose within range and then bursts into a powerful blast of air that continues to roar for the duration.

All creatures within a 10-foot-radius sphere centered on that point must make a Strength saving throw. On a failure, the creature takes 6d6 bludgeoning damage and is pushed 20 feet away from the center of the sphere. If it fails the saving throw by 5 or more, it is also knocked prone.

For the duration, the area is difficult terrain. The roaring winds and stirred-up dust and water droplets also cause the area to be lightly obscured. A creature that ends its turn in that area must succeed on a Strength saving throw. The creature takes 3d6 bludgeoning damage and is pushed 15 feet away from the center of the sphere on a failed save, or half as much damage and isn't pushed away on a successful one. The roaring winds disperse gases or vapors and extinguishes nonmagical flames in the area.

Spell Descriptions | A Spells

At Higher Levels. When you cast this spell with a spell slot of 6th-level or higher, the damage for both the initial and secondary damage increases by 1d6 for each slot level above 5th.


Airboat

8th-level conjuration


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S
  • Duration: 1 day
  • Classes: Bard, Cleric, Druid, Sorcerer, Wizard

You must be outdoors to cast this spell, and the sky must be at least lightly cloudy. You point to a cloud, which immediately descends towards you. The cloud has the attributes of a sailing ship (Armor Class 15, 300 hit points, damage threshold 15, can carry 100 tons of cargo and 20 passengers)

and looks like a cloudy version of whatever type of ship you like. You control the airboat with mental commands (no action required by you) and you do not need any other crew.

It has a flying speed of 90 feet (60 feet while sailing into the wind, and 120 feet while sailing with the wind), and a travel pace of 10 miles per hour 240 miles per day). On your turn, you can use your action to cause the airboat to rise or sink up to 50 feet or to make a 90-degree turn. The airboat doesn't come with any weapons, although you may install some.

You will receive a mental ping ten minutes before the spell ends, allowing you to lower it to ground level. You can cast this spell again while it is active to maintain the airboat's existence for another 24 hours.

You may also cast this on the fog created by a cloudkill, fog cloud, stinking cloud, or similar spell or magical effect, instead of on a cloud in the sky. You must still be outdoors to do so, however, and you don't gain any of the spell's or effect's original benefits.


Alarm

1st-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a tiny bell and a piece of fine silver wire)
  • Duration: 8 hours
  • Classes: Artificer, Ranger, Wizard

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


Alpha's Aurora Borealis

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a clear gemstone worth 100 gp and a glowworm)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer

You create an aura of dancing, shifting, colorful light to coalesce around you to a radius of 10 feet. The aura travels with you. Each creature that is within 30 feet of you must make a Wisdom saving throw. On a failure, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

A creature that touches the aura or begins its turn in it or that takes damage from another source, takes 2d10 radiant damage and may make a new Wisdom saving throw. On a success, the spell ends for it. The spell also ends for an affected creature if someone else uses an action to shake the creature out of its stupor.


Alpha's Blue Blaze

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

A sheet of purple acidic vapors and electric-blue flames leaps forth from your hand in a 60-foot cone. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 acid damage and 3d8 fire damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell with a spell slot of 5th-level or higher, the damage increases by either 1d8 acid damage or fire damage (your choice) for each slot level above 4th.


Alpha's Chill of the Void

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a piece of ice)
  • Duration: Instantaneous
  • Classes: Sorcerer

You summon a wave of frigid, airless cold taken from the void of space itself and send it in a 100-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw, taking 3d6 cold damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the spell's area that aren't creatures and are Medium or smaller wither and die and larger plants have a 50% chance of dying.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, you inflict either an additional 1d6 cold damage or necrotic damage (your choice) per slot level above 4th.


Spell Descriptions | A Spells

Alpha's Comet

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 180 feet
  • Components: V, S, M (a ball of pitch mixed with sulfur and phosphorus)
  • Duration: Instantaneous
  • Classes: Sorcerer

You summon a flaming missile that trails poisonous, superheated gases and causes it to strike a creature you see within range. Make a ranged spell attack. On a hit, the target takes 3d6 bludgeoning damage and 3d6 fire damage. Whether it hits or not, the target and all creatures within 5 feet of it also must make a Constitution saving throw or be poisoned for 1 minute. A creature may make a new save at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you inflict either an additional 1d6 bludgeoning damage or fire damage (your choice) per slot level above 3rd.


Alpha's Heat Lighting

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of loadstone)
  • Duration: Instantaneous
  • Classes: Sorcerer

You call down a bolt of reddish-purple lightning, striking a single creature you see within range. Make a ranged spell attack. On a hit, the creature takes 2d6 fire damage and 2d6 lightning damage, and all creatures within 5 feet of the target must also make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed saving throw, or half as much damage on a successful one.

At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the initial damage increases by either an additional 1d6 fire damage or lightning damage (your choice) per slot level above 2nd.


Alpha's Ice Bolt

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (A clear gemstone)
  • Duration: Instantaneous
  • Classes: Sorcerer

You call forth a shaft of elemental ice and strike a creature you see within range. Make a ranged spell attack. On a hit, the creature takes 3d6 bludgeoning damage and 3d6 cold damage. Whether it hits or not, all creatures within 5 feet of the target must also make a Constitution saving throw. A creature takes 3d6 cold damage on a failed saving throw, 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 initial damage increases by either an additional 1d6 bludgeoning damage or cold damage (your choice) per slot level above 3rd.


Alter Self

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Sorcerer, Wizard

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 can'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.


Analyze Device

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Artificer

You touch a nonmagical mechanical device or an object with moving parts and receive an image of how that device was put together. For the duration, you have advantage on any roll needed to analyze, fix, or take it apart., and for the next hour, you also have advantage on any roll needed to write or draw the schematics for the device. If the object is a lock, you have advantage when using thieves' tools to pick it.

If you cast this spell two or more times on a particular object before completing your next long rest, there is a cumulative 25% chance for each casting that it fails.


Spell Descriptions | A Spells

Analyze Dweomer

3rd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wand cut from a 100-year-old oak tree)
  • Duration: Instantaneous
  • Classes: Artificer, Wizard

While casting this spell, you must touch a magical or alchemical object of some sort, or a construct, then make an Intelligence (Arcana) check. The DC depends on how common the object is:

Frequency Result
Common DC 10
Uncommon DC 12
Rare DC 15
Very Rare DC 18
Legendary DC 22

On a success, you learn the spells, reagents, and components (and their proportions), and processes that were used when crafting the item. The knowledge appears instantly in your mind but fades away in an hour. You can attempt to properly write the information down by making a second Intelligence (Arcana) check, using the same DC as the first one. On a failed attempt, you write down partial or incorrect information.

If you cast this spell two or more times on a particular object before completing your next long rest, there is a cumulative 25% chance for each casting that it fails.

This spell does not provide any information if used on an artifact.


Animal Animosity

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours

You curse a creature in a way so that beasts and monstrosities with an Intelligence of 3 or lower become hostile to it, unless the target succeeds on a Charisma saving throw. For the duration, the target has disadvantage on all Wisdom (Animal Handling) checks. In addition, if the target attempts to cast a spell that would charm a beast or monstrosity with Int 3 or lower (such as animal friendship or dominate beast), the beast or monstrosity has advantage on its saving throw.

This spell includes domesticated animals, but not animal companions (who will be wary of the target, but not hostile to it) or magical creatures such as familiars.

At Higher Levels. If you cast this spell using a spell slot of 4th-level or higher, the duration is concentration, up to 24 hours. If you use a spell slot of 6th-level or higher, the duration is 24 hours. If you use a spell slot of 8th-level or higher, the duration is 1 week. Using a spell slot of 5th-level or higher grants a duration that doesn't require concentration.

Classes: Druid, Ranger


Animal Call

2nd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Self (120-foot radius)
  • Components: V, S
  • Duration: 10 minutes

You call all beasts within 120 feet of you, and they will arrive over the course of 1 minute. You must specify a general animal type (mammals, birds, fish, insects, etc.). You have no specific control over the animals, but for the duration, they will be peaceful and not attack you, your allies, or each other, unless provoked.

If you or one of your allies performs a hostile action against any of the animals, the spell will end and the animals will flee. Casting non-damaging spells such as animal messenger, beast bond, or dominate beast won't break the spell.

Classes: Druid, Ranger


Animal Friendship

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food)
  • Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Classes: Bard, Druid, Ranger


Spell Descriptions | A Spells

Animal Messenger

2nd-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food)
  • Duration: 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Classes: Bard, Druid, Ranger


Animal Shapes

8th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it 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 or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

Classes: Druid


Animate Crawling Claw

1st-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a butcher's knife)
  • Duration: Instantaneous

This spell binds the life force of a murderer to its severed hand, haunting and animating it. Choose a severed hand you can see within range. The hand must have been severed from the body of a humanoid murderer within the last seven days. If the murderer is dead and its spirit already manifests as another undead creature, or if its dead spirit has long passed on to another plane, the spell fails.

The target hand becomes a crawling claw. It is under your control for 24 hours, after which the hand becomes inactive and can't be animated again. On each of your turns, you can use a bonus action to mentally command the crawling claw. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command for it to follow to the best of its understanding. If you issue no commands, the claw follows its last command to the best of its ability. Once given an order, the claw continues to follow it until its task is complete.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the crawling claw remains active for an additional 24 hours for every slot level above 1st. When cast using a spell slot of 6th level or higher, the crawling claw remains active until slain.

Classes: Warlock, Wizard


Animate Dead

3rd-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
  • Duration: Instantaneous
  • Classes: Cleric, Wizard

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 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.

Spell Descriptions | A Spells

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.


Animate Dead Beasts

2nd-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust))
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard

This spell creates an undead servant. Choose one or two piles of bones or corpses of a beast of CR 0 that is within range. Your spell animates it as a skeletal animal if you choose bones or a zombie animal if you choose a corpse. Such a creature has the same statistics of a living creature of the same type, with the following changes:

Skeletal animals have Intelligence 1 (-5), are vulnerable to bludgeoning damage, immune to poison damage, exhaustion, and the poisoned condition, and have darkvision to 60 feet. The skeletal animal's type changes to undead.

Zombie animals have Intelligence 1 (-5), are immune to poison damage and the poisoned condition, and have darkvision to 60 feet. They also have the Undead Fortitude Trait. The zombie animal's type changes to undead.

As undead, the creature doesn't need to breathe, eat, or sleep, and it loses any trait, such as Amphibious, that assumes living physiology.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the undead animal for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. You can also reassert control of undead beasts by casting animate dead on them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, you can animate or reassert control of one or two undead beasts of CR 1/8 or lower, one undead beast of CR 1/4 or lower, or up to four undead beasts of CR 0.

When you cast it using a spell slot of 4th level, you can animate or reassert control of one or two undead beasts of CR 1/4 or lower, one undead beast of CR 1/2 or lower, or up to four undead beasts of CR 1/8 or lower.

When you cast it using a spell slot of 5th level, you can animate or reassert control of one or two undead beasts of CR 1/2 or lower, one undead beast of CR 1 or lower, or up to four undead beasts of CR 1/4 or lower.

When you cast this spell using a spell slot of 6th level, you can animate or reassert control of one or two beasts of CR 1 or lower, one undead beast of CR 2 or lower, or up to four undead beasts of CR 1/2 or lower.

When you cast this spell using a spell slot of 7th level, you can animate or reassert control of one or two beasts of CR 2 or lower, one undead beast of CR 3 or lower, or up to four undead beasts of CR 1 or lower.

When you cast this spell using a spell slot of 8th level or higher, the CR of the undead beasts you can animate or reassert control over increases by 1 for each slot level.


Animate Dead Monster

6th-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard

This spell creates an undead servant. Choose a pile of bones or a corpse of an aberration, beast, dragon, humanoid, giant, monstrosity, or plant of CR 4 or lower that is within range. Your spell animates it as a skeletal monster if you choose bones or zombie monster if you choose a corpse. Such a creature has the same statistics of a living creature of the same type, with the following changes:

Skeletal monsters have Intelligence 6 (-2), unless it was already lower, are vulnerable to bludgeoning damage, immune to poison damage, exhaustion, and the poisoned condition, and have darkvision to 60 feet. The skeletal monster's type changes to undead.

Zombie monsters have Intelligence 3 (-4), unless it was already lower, are immune to poison damage and the poisoned condition, and have darkvision to 60 feet. They also have the Undead Fortitude Trait. The zombie monster's type changes to undead.

As undead, the creature doesn't need to breathe, eat, or sleep, and it loses any trait, such as Amphibious, that assumes living physiology. If it had the Innate Spellcasting trait, it loses it. There is a 50% chance it will lose a magical or supernatural trait or action that it has.

Spell Descriptions | A Spells

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the undead creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. You can also reassert control of undead creatures by casting animate dead on them.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the CR of the creature you animate increases by 1 for each slot level above 6th.


Animate Greater Undead

6th-level necromancy


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one black onyx stone worth 300 gp)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard

This spell creates an undead servant. Choose a pile of bones or a corpse of a Huge or smaller creature within range. The creature must have been a beast, dragon, giant, or plant of CR 5 or lower. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target retains the statistics that it had in life, except for the following modifications:

  • The target is immune to poison and exhaustion.
  • The target loses any trait, such as Amphibious, that assumes a living physiology.
  • The target can't cast spells, and thus loses the Spellcasting and Innate Spellcasting traits if it had them.
  • The target's Intelligence, Wisdom, and Charisma scores are reduced to 6 (-2), if they weren't already lower.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over one undead of CR 5 or lower that you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum challenge rating of creatures you can animate or reassert control over increases by 1 for each slot level above 6th.


Animate Hut

6th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a chicken foot, 500 gp of herbs which the spell consumes)
  • Duration: Permanent
  • Classes: Druid, Warlock, Wizard

You can animate a hovel, hut, or small house that you touch as part of the casting of this spell, causing it to grow two to eight legs that can be organic or inorganic in appearance. This spell can make ambulatory any structure you own with 2 or less room points.

Built rooms continue to function mostly as normal, though it may be easier or harder for traders to use your trade-specific rooms depending on the structure's location. Use sidebar rules found in The Invisible Hand at Work on the Traders and Merchants page, if your structure ends up in a favorable or unfavorable location for trade.

This animated hut is a construct immune to disease, poison damage, and being frightened, poisoned, or charmed, and has an AC of 14 + the structure's total room points, hit points equal to 100 + five times the structure's total room points, a speed of 50 feet, 26 Strength, 12 Dexterity, 18 Constitution, a 4 in all other statistics, and is considered to be Gargantuan in size. If the owner of this hut does not consent to this spell taking place, the spell slot will be expended with no effect. If the hut is reduced to 0 hit points, it returns to its inanimate state, but may suffer some structural damage in doing so.

While you are within this hut, you can expend an action to cause the hut to move in a direction of your choice. As a part of this action, you can cause the hut to take either the Dash or Dodge action. If you are not within the hut but on the same plane as it, you can call it to move to you (taking the Dash action) as a continuous ritual that lasts until the hut arrives, which requires you to stay within the same location for the ritual's duration.

In either case, the hut is semi-intelligent and will avoid obvious pitfalls and hazardous terrain. If the hut cannot find a way forward (if it is too large for a path, for example), you instinctively know that something is blocking it. The hut is unable to attack, and will actively avoid harming creatures or destroying terrain in the course of its movement.

If you cast this spell while you already have an animated hut, the first hut returns to its inanimate state, and the new hut becomes your animated hut.

Spell Descriptions | A Spells

At Higher Levels. When you cast this spell using a slot of 7th level or greater, the structure you make ambulatory can have up to 3 more room points for each slot level above 6th.

Additionally, when you cast this spell using a spell slot of 9th level, you can instead cause the hut to grow wings and fly, granting it a flying speed of 100 feet with the hover quality instead of its normal movement speed.


Animate Objects

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Sorcerer, Wizard

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
Size HP AC Attack Str Dex
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined 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 object lacks 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 a 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 determined 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.


Animate Warrior

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of your blood and two silver coins, which are consumed by the spell)
  • Duration: 1 minute
  • Classes: Cleric, Warlock, Wizard

You point to a humanoid corpse within range and animate it, turning it into a zombie under your control (the DM has the creature's game statistics). For the spell's duration, the zombie is under your control.

On each of your turns, you can use a bonus action to mentally command the zombie. You decide what action it 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.

When the spell ends, the zombie collapses and it can't be affected by this spell again.


Antagonize

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a playing card depicting a rogue)
  • Duration: Instantaneous

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.


Antilife Shell

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Blackguard, Druid

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

Spell Descriptions | A Spells

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.


Antimagic Field

8th-level abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a pinch of powdered iron or iron filings)
  • Duration: Concentration, up to 1 hour
  • Classes: Cleric, Wizard

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.


Antipathy/Sympathy

8th-level enchantment


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
  • Duration: 10 days
  • Classes: Druid, Wizard

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.


Spell Descriptions | A Spells

Arcane Eye

4th-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of bat fur)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Wizard

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.


Arcane Gate

6th-level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

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.


Arcane Lock

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Artificer, Wizard

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.


Armor of Agathys

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a cup of water)
  • Duration: 1 hour
  • Classes: Warlock

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.


Arms of Hadar

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

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.


Ashardalon's Stride

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.


Spell Descriptions | A Spells

Astral Projection

9th-level necromancy


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
  • Duration: Special
  • Classes: Cleric, Monk, Warlock, Wizard

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.


Augury

2nd-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
  • Duration: Instantaneous
  • Classes: Cleric

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.


Aura of Life

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Paladin

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.


Aura of Purity

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Paladin

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.


Aura of Vitality

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

Spell Descriptions | A Spells

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.


Avascular Mass

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

You shoot a ray of necromantic energy from your outstretched hand, causing one creature of your choice within range to violently purge blood vessels through its skin. Constructs and undead are not affected by this spell. The target must make a Constitution saving throw, taking 8d10 necrotic damage on a failed save, or half as much damage on a successful one.

On a failed save, the target's purged blood vessels are magically animated, creating a many-layered mass of magically strong, adhesive tissue that trap those caught in them. The avascular mass instantaneously erupts in a 20-foot radius sphere centered on the target. The avascular mass is difficult terrain and lightly obscures their area.

If the avascular mass isn't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, it collapses on itself, and the spell ends at the start of your next turn.

Each creature that starts its turn in the avascular mass or that enters it during its turn must make a Dexterity saving throw. The original target of the spell automatically fails this saving throw. On a failed save, a creature is restrained as long as it remains in the avascular mass or until it breaks free.

A creature restrained by the avascular mass can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

Any 5-foot cube of avascular mass that takes more than 10 radiant damage on a single turn disintegrates. When the spell ends, the blood vessel mass becomes a small layer of limp, decaying tissue.


Awaken

5th-level transmutation


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Druid

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.


Awaken Undead

7th-level necromancy


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M (a humanoid fingerbone)
  • Duration: Instantaneous
  • Classes: Warlock

This spell grants intelligence to mindless undead such as skeletons and zombies with an Intelligence score of 6 or lower. Choose up to ten undead within range that fit this criteria. The targets must be within range for the entire casting of the spell. At the completion of the casting, the targets regain the memories, the languages, and the Intelligence, Wisdom, and Charisma scores that they had in life. They also regain the weapon and armor proficiencies they had in life (if any), and they gain advantage on saving throws against effects that turn undead.


Azura's Soul Whip

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a length of braided tendon)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You create a long whip of shimmering ebony energy that lashes out at your command towards a creature in range. On each of your turns, you can make a melee spell attack against the target. If the attack hits, the creature 3d6 necrotic damage and 3d6 psychic damage and is grappled and restrained (escape DC equal to your spell save DC) until the start of your next turn. You also regain hit points equal to half the amount of necrotic damage dealt. If the creature you struck was undead, you instead gain temporary hit points equal to half the psychic damage dealt. You can also pull the creature up to 15 feet closer to you.

At Higher Levels. When you cast this spell with a 6th level or higher spell slot, the necrotic damage increases by 1d6 for each slot level above 5th.


Spell Descriptions | A Spells

B Spells


Ball Lightning

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powdered blue dragon scale)
  • Duration: Concentration, up to 10 minutes

You create four glowing spheres that crackle with lightning and hover a few feet off the ground. Each ball is Small and doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move one or more of the balls up to 20 feet. A creature that touches a ball of lightning or comes within 5 feet of it while wearing metal armor or carrying a metal weapon or object causes the ball to explode. All creatures within 5 feet of the ball must make a Dexterity saving throw, taking 2d8 lightning damage on a failed saving throw, or half as much on a successful one. The ball lightning than vanishes.

When the spell ends, the remaining balls of lightning wink out of existence harmlessly. If a ball of lightning travels further than 120 feet of you, it also vanishes.

Classes: Druid, Wizard


Bane

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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.

Classes: Bard, Blackguard, Cleric


Banish Dazzle

1st-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of glass or clear stone)
  • Duration: 1 hour

A willing creature you touch is protected from the blinding effects of the sun. If the creature has the Sunlight Sensitivity trait, then for the spell's duration, they won't be affected by it. In addition, a creature protected by this spell has an advantage on saving throws against being blinded. This spell doesn't prevent a creature such as a vampire from taking damage from sunlight.

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.

In addition, when you cast this spell using a spell slot of 6th-level or higher, the duration becomes 8 hours.

Classes: Bard, Cleric, Druid, Ranger, Wizard


Banishing Smite

5th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It 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.

Classes: Blackguard, Paladin


Banishment

4th-level 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 plane 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 than 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.

Classes: Blackguard, Cleric, Paladin, Sorcerer, Warlock, Wizard


Spell Descriptions | B Spells

Barkskin

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of oak bark)
  • Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Classes: Druid, Ranger


Barrier Reaver

5th-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a metal key)
  • Duration: Instantaneous

With this spell, you can force a portal to open in any magic barrier, including antilife shields, antimagic fields, magic circles, and magically created walls, such as prismatic walls or walls of stone.

You automatically create a portal in a barrier created by a spell of 5th-level or lower. For a barrier created by a spell of 6th-level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you create an opening.

The portal is large enough for a Medium creature to move through without squeezing. It lasts until the end of your next turn, then closes abruptly. If the portal closes on a creature that is passing through it, the creature must make a Dexterity saving throw, taking 4d6 force damage and the creature is pushed to one side of the wall (your choice which side).

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, you automatically create a portal if the level of the spell that was used is equal to or less than the level of the spell slot you used.

Classes: Artificer, Sorcerer, Wizard


Basic Rite

1st-level abjuration (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (Powdered gold of a value described below)
  • Duration: Instantaneous (see text)

You perform one of several arcane rites. When you cast the spell, choose one of the following rites. Its target must be within 10 feet of you throughout the casting. This spell is particularly useful in societies where arcane tools are illegal or hard to acquire.

Etch Weapon. You touch an appropriate weapon, empowering it as an etching arcane focus. (50 gp)

Empower Rod. You convert an aklys, club, hanbo, hotchiku, or knobkerrie to a rod arcane focus. (10 gp)

Empower Staff. You can turn a bo, crook, fustibalus, or quarterstaff into a staff arcane focus. A shikomizue can likewise be empowered but only works as a focus when the sword is sheathed. (5 gp)

Suffuse Ink. You can enchant a one-ounce vial of ink, dark ink, or glowing ink, making it "rare," sufficient for wizards transcribing spells into their spellbooks without additional cost. (100 gp)

Classes: Artificer, Bard, Sorcerer, Warlock, Wizard


Basilisk Glare

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a stone chip)
  • Duration: Concentration, up to 1 minute

When you cast this spell, your eyes glow ruby-red, causing you to shed dim light in a 10-foot radius. On each of your turns, you may use your action to force a creature within range to make a Constitution saving throw, as long as you can see that creature's eyes. On a failure, the creature is petrified for 1 minute.

The creature may make a new saving throw at the end of each of its turns, ending the effect on a success.

Classes: Druid, Warlock, Wizard


Beacon of Hope

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Classes: Cleric


Bear Hug

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (A bit of bear's fur)
  • Duration: Concentration, up to 1 minute

You crush your enemies in a powerful bear hug. As part of the action used to cast this spell, you must make a melee attack to grapple one creature within range; otherwise, the spell ends. On a hit, the target is grappled (escape DC equal to your spell save DC) and is restrained. When you cast this spell and as an action on each of your turns for the duration, you can squeeze the target, inflicting an additional 1d4 bludgeoning damage plus your spellcasting ability modifier plus your Strength modifier. While this spell is in effect, you can't use your hands to perform any other action, unless you have more than two hands.

This spell's damage increases by 1d4 when you reach 5th-level (2d4), 11th-level (3d4), and 17th-level (4d4).

Classes: Druid


Spell Descriptions | B Spells

Beast Bond

1st-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of fur wrapped in a cloth)
  • Duration: Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.


Beast Sense

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Classes: Druid, Ranger


Beastmask

1st-level illusion (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a miniature wooden mask carved to look like an animal's head)
  • Duration: 8 hours

You are covered with an illusion that makes you appear to be a member of a particular type of beast, provided it is no more than one size larger or smaller than you. Only other animals of that type will sense the illusion, and to them you will look, sound, and smell like one of their own. All other types of creatures will sense your natural form.

While this spell is in effect, you get +5 to Wisdom (Animal Handling) rolls made with members of this animal species. Through sounds and gestures, you can communicate simple ideas with this type of creature. This doesn't allow for as clear of communication as the speak with animals spell does; you won't be able to ask the animal questions or engage in conversation.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can also disguise yourself as a monstrosity that has an Intelligence of 3 or lower.

Classes: Druid, Ranger


Beckoning Mirage

4th-level enchantment


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (several drops of water which areflicked into the air)
  • Duration: 1 hour

Up to six creatures you choose within range must succeed ona Wisdom saving throw or begin to see an elusive mirage of something they want most to see in the distance. A creature that can't be charmed isn't affected. You may choose which direction the mirage appears to come from. The creature will feel an intense urge to chase after the mirage and must use its movement on each of its turns to attempt to do so. It will avoid opportunity attacks and damaging terrain while moving.

Whenever it encounters dangerous terrain or takes damage, or someone uses its action to slap or shake sense into the creature, it can make a new saving throw, ending the effect on itself on a success. If you place the mirage in an inaccessible location (such as in the air, when you target acreature that can't fly), the creature may make a new saving throw, at advantage.

A creature that successfully saves against this spell can't be affected again by this casting of it.

Classes: Bard, Druid, Wizard


Beneficence

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

This spell surrounds you in an aura of virtue, wisdom, and authority, making others more likely treat you with respect. You have advantage on Charisma (Persuasion) checks that rely on you speaking from such a position of authority.

In addition, reaction rolls (as per Dungeon Master's Guide, Chapter 8: Social Interaction) made to determine NPCreactions are made at advantage.

Classes: Bard, Cleric, Druid, Paladin, Warlock


Bestow Curse

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

Spell Descriptions | B Spells
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Classes: Bard, Blackguard, Cleric, Wizard


Bewilder

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a preserved eye and a bit of wool)
  • Duration: Concentration, up to 1 minute

You target a creature you can see within range and force it to make an Intelligence saving throw. On a failure, the creature is charmed by you. For the duration, the creature forgets where it's going and what it was planning on doing. It automatically fails any check made to determine its whereabouts or follow a trail, and it can't read maps properly. It also can't take reactions. In order to take an action other than defending itself from attack, it must first succeed on a new Intelligence saving throw.

Classes: Bard, Sorcerer, Wizard


Bigby's Force Sculpture

4th-level evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lump of soft clay with 5 gp worth of diamond dust mixed in)
  • Duration: Concentration, up to 1 hour

You create a visible plane of force no more than 5 feet square which you can mold into any shape that suits your purpose, within the following limitations: it can't have sharp edges, and it must be fairly rigid. It can have up to two hinges and a latch, but finer mechanical detail isn't possible.

The plane of force is an object that has AC 20, hit points equal to your hit point maximum, immunity to poison and psychic damage, and resistance to all other forms of damage except for Force damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the plane of force increases by 5 feet for each slot level above 4th.

In addition, when you cast this spell using a spell slot of 7th level or higher, you can include multiple moving parts, flexible planes, and much finer detail.

Classes: Artificer, Wizard


Bigby's Hand

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an eggshell and a snakeskin glove)
  • Duration: Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Classes: Artificer, Wizard


Spell Descriptions | B Spells

Bigby's Useful Hand

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a child's glove)
  • Duration: Concentration, up to 10 minutes

You create a Tiny hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to 10 + your level. It has Strength 12 (+1) and Dex 14 (+2). When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 30 feet and then cause one of the following effects with it.

Bookworm Bane. The hand seeks out Tiny beasts and within range that are CR 0 and have no more than 1 hit point, such as roaches and mice. On each of its turns, the hand kills 1d4 such creatures, provided that they are within 5 feet of each other.

Construction Crew. The hand splits into two hands and will assist you while you are working with a toolset. For the duration, you have advantage on ability checks using that toolset.

Fantastic Fighters. The hand splits into two hands and will accept a weapon you give it or will fight bare-knuckled. It will then spar with you or a willing creature you designate, using your Spell Attack Modifier. The hand will vanish after inflicting five hits (or a greater or lesser number that you specify), inflicting damage according to the weapon it is wielding (or 1 point bludgeoning damage, if fighting unarmed) if the fantastic fighters bring its sparring partner to 0 hit points, that creature instead drops to 1 hit point and is knocked prone. It must also succeed on a Constitution saving throw or be knocked unconscious for 1 minute, or until it takes any damage or another creature uses its action to shake or slap it. The hand then returns to your side. You or the fantastic fighter's sparring partner may also order to hands to stop fighting at any point.

Feeling Fingers. The hand has a remarkable sense of touch. As an action, you can feel through the hand until the start of your next turn. During this time, you are numb. The hand can't pick up or carry anything, but is capable of triggering traps, either by accident or on purpose.

Flying Fist. The hand flies to a creature of your choice you can see within range. Make a ranged spell attack. On a hit, the fist punches the target, inflicting 1d10 plus your spellcasting ability modifier bludgeoning damage. If this damage would drop a creature to 0 hit points, the creature instead drops to 1 hit point and is knocked prone. It must also succeed on a Constitution saving throw or be knocked unconscious for 1 minute, or until it takes any damage or another creature uses its action to shake or slap it. The hand then returns to your side.

Handling Hand. You can use the hand to manipulate an object, open an unlocked door or container, or perform similar actions. It can't attack or use magic items, and it can carry up to 100 pounds.

Pinning Palm. The hand flies to a creature of your choice you can see within range and that is within 10 feet of a wall or that is standing on the ground. Make a ranged spell attack, at a disadvantage if the creature is not close to a wall. On a hit, the hand pins the target to the wall, or knocks the target prone and pins it to the ground. The creature is grappled and restrained (using your spell save DC to escape) until you recall the hand (no action required), at which point it releases the target and returns to your side.

Silencing Hand. The hand flies to a creature of your choice you can see within range. Make a ranged spell attack. On a hit, the hand clamps across the creature's mouth. Unless the creature has another way of communicating, it can't speak or cast spells that require verbal components until the hand is removed. Removing the hand requires a Strength (Athletics) check using your spell save DC. At your command (no action required), the hand releases the target and returns to your side.

Slapping Hand. The hand flies to a creature of your choice you can see within range. Make a ranged spell attack. On a hit, the hand slaps the target. This inflicts no damage, but can be used to wake an unconscious creature. If used against a creature that is concentrating on a spell or other effect, it must make a concentration check using your spell save DC, at advantage, or lose concentration. The hand then returns to your side.

Strangling Grip. The hand flies to a creature of your choice you can see within range. Make a ranged spell attack. On a hit, the hand clamps across the creature's throat. Until the hand is removed, the creature can't breathe and is at risk of suffocating (as per Player's Handbook chapter 8, Environment). Removing the hand requires a Strength (Athletics) check using your spell save DC. At your command (no action required), the hand releases the target and returns to your side.

Classes: Artificer, Wizard


Bite of the King

8th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: 1 minute

Your maw suddenly opens many times its normal size as it attempts to swallow your victim whole. After the attempt, it immediately returns to its normal size.

Make a melee spell attack against a creature you can reach. On a hit, the target takes 6d12 piercing damage, and it must make a Dexterity saving throw. On a failed save, the target is immediately banished to the "stomach dimension" for the duration.

The stomach dimension is a demiplane that adjusts its size to squeeze the largest creature that is currently inside of it. While in the stomach dimension, a creature is blinded and restrained, and it takes 4d6 acid damage plus 4d6 bludgeoning damage at the start of each of your turns. To escape, a creature must deal 35 damage to the walls of the stomach dimension on a single turn. The walls of the stomach dimension have an AC of 21 and are immune to acid, necrotic, poison, and psychic damage.

Spell Descriptions | B Spells

A creature that successfully exits the stomach dimension or is still alive at the end of the duration appears next to you in the nearest unoccupied space, seemingly being expelled through a rip between dimensions that originates from your stomach.

Each caster of this spell has a personal stomach dimension that this spell links to. If a creature dies while in your stomach dimension, you can choose to eject its corpse and the items it had on its person, or you can let it remain as a warning for future victims of this spell.

Classes: Cleric, Sorcerer


Blade Barrier

6th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Classes: Cleric


Blade of Disaster

9th-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a wall of force.


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.

Classes: Bard, Sorcerer, Warlock, Wizard


(Dierde) Homebrew:

The 2014 version of Blade Ward is still Blade Ward, and the 2024 version is called Reactionary Blade Ward, and so they are two different spells and both are available as such.

Reactionary Blade Ward

Abjuration Cantrip


  • Casting Time: Reaction
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Classes: Bard, Sorcerer, Warlock, Wizard

Bladebend

3rd-level transmutation


  • Casting Time: 1 reaction, taken when you see a creature attacking with a melee weapon
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You target a creature who is attacking with a weapon and cause the weapon to twist around and strike the attacker instead. It uses the same attack roll the attacker made, and if that is sufficient to hit the attacker, it takes damage.

Classes: Artificer, Bard, Warlock, Wizard


Spell Descriptions | B Spells

Bladeleap

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A pinch of iron fillings)
  • Duration: Concentration, up to 1 minute

This spell causes a dagger, dart, or other simple thrown weapon that you're holding to leap out of your hand and fly at a foe you see within range. It will then attack the target, using your spell attack modifier to hit and damage rolls, then return to your hand. If your hand isn't empty, it hovers in the air next to you. During each of your turns, you may use a bonus action to send the weapon flying to a new target. You must make a new ranged spell attack each time to hit.

Classes: Artificer, Bard, Sorcerer, Warlock, Wizard


Bleeding Touch

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous

Make a ranged spell attack against a creature you see within range. On a hit, the creature takes 1d4 slashing damage and the creature must succeed on a Constitution saving throw or its hit point maximum is reduced by 1 as a gaping, bleeding wound appears on it. The reduction lasts until the creature takes a short or long rest or receives any magical healing. The target dies if this effect reduces its hit point maximum to 0.

If used against a creature that doesn't have blood, is a construct, elemental, or undead, or is protected by a periapt of wound closure or similar form of protection, this spell only inflicts slashing damage and doesn't reduce the creature's hit point maximum.

This spell's damage increases by 1d4 and the amount by which the target's hit point maximum is reduced is increased by 1 when you reach 5th level (2d4 slashing and hp maximum is reduced by 2), 11th level (3d4 and hp maximum is reduced by 3) and 17th level (4d4 and hp maximum is reduced by 4).

Classes: Cleric, Warlock, Wizard


Bless

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a sprinkling of holy water)
  • Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

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.

Classes: Cleric, Paladin


Blessed Abundance

5th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch any amount of food that can fit inside of a 5-foot square and duplicate it.

This spell won't duplicate food that has been deliberately poisoned or tampered with (but will duplicate food that has gone bad normally, such as through age or infestation by insects); nor will it duplicate magical food or drinks, living animals, whole corpses, plants still in the ground or on the vine, or minerals. You can, however, duplicate raw meat.

At Higher Levels. When you cast this spell with a 6th or 7th-level spell slot, you can quadruple the amount of food that is produced. When you cast it with an 8th or 9th-level spell slot, you can octuple the amount of food that is produced.

Classes: Cleric, Paladin


Blight

4th-level 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.

Classes: Blackguard, Druid, Sorcerer, Warlock, Wizard


Blinding Smite

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

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.

Classes: Blackguard, Paladin


Spell Descriptions | B Spells

Blindness/Deafness

2nd-level 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.

Classes: Bard, Blackguard, Cleric, Sorcerer, Wizard


Bloodburn

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of blood and a pinch of sulfur)
  • Duration: Concentration, up to 1 minute

You target a creature that is not an elemental, construct, or undead and that is not at full hit points and force it to make a Constitution saving throw. On a failure, it takes 1d8 + your spellcasting ability modifier fire damage and its blood begins to boil. In addition, its hit point maximum is reduced by the amount of damage it takes.

At the start of each of the creature's turns, it must make a new saving throw. The creature takes an additional 1d8 fire damage on a failed save, and its hit point maximum is reduced by that amount. The creature dies if this reduces its hit point maximum to 0. If any of these saving throws fail by 5 or more, the creature also takes a level of exhaustion.

The reduction of the creature's hit point maximum, and any levels of exhaustion taken, go away when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the initial damage increases by 1d8 for each slot level above 2nd.

Classes: Warlock, Wizard


Bloodgloat

5th-level necromancy


  • Casting Time: 1 reaction, which you take when you reduce a creature to 0 hit points
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This horrific spell allows you to convert a death into a powerful triumph for you. For the duration, all friendly creatures in the area have advantage on saving throws against being charmed or frightened, gain a number of temporary hit points equal to twice your level, and may roll a d4 and add the number rolled to one attack roll they make. In addition, all hostile creatures in the area have disadvantage on saving throws against being frightened and must roll a d4 and subtract that number from their next attack roll.

At Higher Levels. When you cast this spell using a 6th or 7th-level spell slot, the die increases to a d6. When you cast it using an 8th or 9th-level spell slot, the die increases to a d8.

Classes: Cleric, Paladin, Warlock


Blur

2nd-level 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.

Classes: Artificer, Sorcerer, Wizard


Body Blades

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (two sharp shards of metal or bone)
  • Duration: 1 minute

You cause blades to sprout from all surfaces of your body. These blades seem metallic but aren't, and are therefore immune to heat metal or similar effects. The blades don't hurt you, pass harmlessly through your clothing and armor, and don't obstruct your movement or vision.

Spell Descriptions | B Spells

Your unarmed strikes inflict 1d6 slashing damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 piercing damage, and at the start of each of your turns, you deal 1d6 piercing damage to any creature grappling you or you are grappling.

Classes: Cleric, Druid, Paladin, Sorcerer, Wizard


Bolt of Stone

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 180 feet
  • Components: V, S, M (a polished piece of marble)
  • Duration: Instantaneous

You create a heavy stone bolt, approximately two feet long, which strikes one target you can see within range. Make a ranged spell attack. On a success, the target takes 5d10 bludgeoning damage. Objects and structures take double damage. Afterwards, the bolt of stone crumbles into pebbles and dust.

Classes: Druid, Wizard


Bone Blade

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A sharp shard of bone)
  • Duration: Instantaneous

The material component for this spell is transformed into a large sword made of bone. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d6 slashing damage on a hit and has the finesse, light, and thrown properties (range 20/60). If you strike an undead creature with this weapon, it must make a Constitution saving throw, taking an additional 4d8 force damage on a failed save, or half as much on a successful one. In addition, until the end of your next turn, the undead can't regain hit points and has disadvantage on Wisdom saving throws to avoid being turned.

If you wield the sword yourself, the duration is 1 minute. If you give the sword to another creature to wield, the duration is concentration, up to 1 minute.

Classes: Cleric, Paladin, Ranger, Warlock


Bone of Dust

8th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature grinder)
  • Duration: Instantaneous

You target a beast, dragon, giant, humanoid, monstrosity, or corporeal undead within range and force it to make a Constitution saving throw. On a failure, the creature's bones begin to turn to dust and it takes 8d6 force damage. For each round that you concentrate on this spell, the target suffers from additional effects.

Round 2. The creature must make a Constitution saving throw. It takes 4d6 force damage on a failed save, or half as much on a successful one, and its movement is reduced by 10 feet. Its hit point maximum is reduced by the amount of force damage it takes.

Round 3. The creature must make a Constitution saving throw. It takes 4d6 force damage on a failed save, or half as much on a successful one, and its move is reduced by a further 10 feet. Its hit point maximum is reduced by the amount of force damage it takes.

Round 4. The creature must make a Constitution saving throw. It takes 4d6 force damage on a failed save, or half as much on a successful one, and is has a disadvantage on Strength and Dexterity ability checks, attack rolls, and saving throws. Its hit point maximum is reduced by the amount of force damage it takes.

Round 5-10. The creature must make a Constitution saving throw. It takes 4d6 force damage on a failed save, or half as much on a successful one. On a failed save, it falls prone and is incapacitated. It also becomes vulnerable to bludgeoning damage. Its hit point maximum is reduced by the amount of force damage it takes.

The hit point reduction, reduction to move, and disadvantage on Strength and Dexterity rolls last until the target takes a long rest or is subjected to a greater restoration or heal spell. The target dies if this spell reduces its hit point maximum to 0. A creature killed by this spell is reduced to dust and gristle.

Classes: Wizard


Bone Shape

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of spittle or blood)
  • Duration: Instantaneous

You touch bones, chitin, or other keratinous material that is not part of a creature and that forms a pile no more than 5 feet in any dimension and form it into any shape that suits your purpose. For example, you can form a weapon, throne,

or wall out of bones. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

You can also use this spell to set broken bones in a limb or other body part. If the DM requires that a broken bone can only be healed by time or a spell such as lesser restoration, greater restoration, or regenerate, then bone shape can be used in place of any of those. However, the caster should also make a DC 15 Wisdom (Medicine) check as well unless it can actually see the broken bones. On a failure, the bone knits, but incorrectly, possibly leading to a long-term injury.

Classes: Artificer, Cleric, Druid, Wizard


Spell Descriptions | B Spells

Bones of the Earth

6th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.


Booming Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Classes: Artificer, Sorcerer, Warlock, Wizard


Borrowed Knowledge

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a book worth at least 25 gp)
  • Duration: 1 hour

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Classes: Bard, Cleric, Warlock, Wizard


Branding Smite

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Classes: Blackguard, Paladin


Buildmap

Illusion cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (a small icon or picture of a structure you own worth at least 50 gp)
  • Duration: Up to 1 minute

This spell creates a scaled-down illusory version of the structure depicted in this spell's material component at a point you choose within range, which also depicts the land and other details within a 100-foot radius of the actual structure. This illusion fits within a 5-foot cube, and also depicts in exact detail every creature and object within the structure or within a 100-foot radius of the structure, as well as the movements and actions of these creatures and objects. The illusion is silent, and does not convey any auditory information.

As an action, you can cause the illusion to zoom in or out, cut it into cross-sections (allowing you to see within the structure), or reassemble a structure from cross sections. If you cast this spell and the structure it would make an illusion of is on a different plane, the spell fails without any effect.

Classes: Artificer, Bard, Cleric, Warlock, Wizard


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.

Spell Descriptions | B Spells

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.

Classes: Sorcerer, Wizard


Burrow

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a tuft of badger fur)
  • Duration: 10 minutes

Your fingernails lengthen and turn into stone-hard claws, and for the duration of the spell, you have a burrow speed of 20 feet. You can't burrow through solid rock. If you choose to fight with your claws, they inflict 1d6 + your Strength modifier slashing damage on a successful hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your burrow speed increases by 5 feet per slot level above 2nd. You can't burrow faster than your normal walking speed.

Classes: Cleric, Druid, Wizard


Spell Descriptions | B Spells

C Spells

Caldur's Starry Sky

2nd-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a silver mirror worth 25 gp)
  • Duration: 3 hours

This spell allows you to create an illusory planetarium, showing the current position of the stars and moon(s) as they would be seen on a cloudless night at your current location. The image appears approximately thirty feet overhead, or if indoors, projected onto the ceiling. This allows for navigation or astrological uses indoors, during the day, or on nights with heavy cloud cover.

Classes: Cleric, Druid, Wizard


Call Lightning

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Classes: Druid


Call Society

3rd-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (5-mile radius)
  • Components: V, S, M (a badge, letter of membership, or other identification token of your society)
  • Duration: Instantaneous

With this spell, you send an alert members of a particular guild, faction, order, church, or other social group to which you belong, as long as they are within 5 miles of you. Any creature who belongs to that organization and is currently wearing or carrying a token or badge identifying it as belonging to it will get a mental ping and a rough estimate of your location.

You may include a message of eight words or fewer, which the recipient will telepathically hear in your voice. This spell doesn't compel the recipient to act in any way.

At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's radius increases by 5 miles for each slot level above 3rd.

Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard


Call Spirit

6th-level necromancy


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (burning incense and powdered silver worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous

You must cast this spell at night, inside a circle, you inscribe using the powdered silver and incense. You call upon the spirit of a deceased individual whose name you know, regardless of where the deceased's body lies or how long it has been dead. There's a chance you might get a different spirit anyway (DM's choice), unless you also have an object belonging to the spirit.

When the spirit appears, you can ask it up to ten questions, and it can take no other actions besides answering your questions. Unlike speak with the dead, the spirit may have gained additional knowledge in the afterlife and isn't limited to what it knew in life, and it's also capable of speculation. The spirit will generally tell the truth as it understands it, but may decide to lie if you are hostile to it, if it recognizes you as an enemy, or if it is contrary or evil-minded. The DM will choose if and how it answers.

If the spirit doesn't know the answer to a question, you can order it to search the afterlife for the answer. If the question is not to its liking, or searching for the answer may be harmful to the spirit, it may attempt to refuse by making a Charisma saving throw. If the DM doesn't know the spirit's Charisma modifier, assume it's +3. This search take 1d12 hours.

The spell lasts until you have asked all ten questions, you dismiss the spirit as a bonus action, or you cast this spell again. A dispel evil and good spell or similar magic will also banish the spirit, ending the spell early.

Classes: Cleric, Warlock, Wizard


Spell Descriptions | C Spells

Call Stronghold

7th-level conjuration


  • Casting Time: 1 hour
  • Range: 100 feet
  • Components: V, S, M (a fully cleared area the size of the structure and a small, perfect model of the structure worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You summon the modeled structure from one area to another, and it instantly appears within range upon the completion of this spell. If any substantial objects, debris, or similar exist in the area that the structure would materialize in, the spell fails and all components and spell slots used in casting are lost

This spell is not limited to the plane the structure currently resides in, and can summon structures across planar boundaries.

Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard


Calm Emotions

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Classes: Bard, Cleric


Candletrick

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: 8 hours

You cast this spell on a candle, lamp, or other fire no larger than a small campfire. Until the spell ends, the fire won't burn its fuel and can't be put out by nonmagical means. You can dismiss the spell at any time, causing the fire to extinguish itself.

Classes: Artificer, Bard, Cleric, Ranger, Wizard


Castigate

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You deliver a blasting rebuke upon your foes. Choose a number of creatures equal to your spellcasting ability modifier who are in a 20-foot-radius sphere centered on a point you choose within range. Each creature must make a Charisma saving throw. On a failure, the creature takes 1d8 acid damage and 2d8 psychic damage and is deafened for 1 minute, stung by your blistering words. The creature takes half damage and isn't deafened on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you inflict an additional 1d8 psychic damage for each slot level above 2nd.

Classes: Bard, Cleric, Paladin


Catapult

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 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. When the object strikes something, the object and what it strikes each 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.


Catnap

3rd-level 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.


Spell Descriptions | C Spells

Cause Fear

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Classes: Blackguard


Ceremony

1st-level abjuration (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
  • Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.


Chain Lightning

6th-level 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 damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Classes: Sorcerer, Wizard


Chameleon

1st-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of a lizard's shed skin)
  • Duration: 1 minute

You grant a willing creature the ability to alter its coloration, and the coloration of its clothing, armor, and equipment, to blend into its surroundings. For the duration, it gets a +5 bonus to Stealth (Dexterity) checks to hide. In addition, the target can try to hide even when it are not obscured from the creature from which it is hiding, and when it is hidden from a creature, attacks it with a ranged weapon, and misses, its position isn't revealed.

Classes: Artificer, Druid, Ranger, Wizard


Change Material

2nd-level transmutation (ritual)


  • Casting Time: 2 hours
  • Range: Touch
  • Components: V, S, M (a common material used in the casting the spell, which is consumed by the spell, turning into the new material))
  • Duration: Instantaneous

You convert one common material into another material of equal or lesser mass and value.

At Higher Levels. When you cast this spell using a 4th- or 5th-level spell slot, you can convert a uncommon material the same way. When you cast this spell using a 6th- or 7th-level spell slot, you can convert a rare material the same way. When you cast this spell using an 8th- or 9th-level spell slot, you can convert a very rare material the same way.

Classes: KibbleTasty's Inventor, Wizard


Spell Descriptions | C Spells

Changestaff

8th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a staff made from a lightning-struck tree)
  • Duration: 1 hour

You plunge your staff into the soil and speak the words for this spell, and the staff takes root and grows into treant. This is identical to the treant listed in the MM, except that its Intelligence is 6 and it doesn't have the Animate Trees action.

The treant created by this spell turns back into the staff when it drops to 0 hit points, when the spell ends, or when you use a bonus action to command the treant to revert. If the treant is reduced to 0 hit points, when it reverts to staff form, the staff is broken.

The treant is friendly to you and you and your companions. Roll initiative for it, as it has its own turns. It obeys any verbal commands that you issue (no action required by you). If you don't issue any commands to the treant, it defends itself from hostile creatures, but otherwise takes no actions.

The DM has the creature's statistics.

Classes: Druid


Chaos Bolt

1st-level 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 attack's damage type, as shown below.

Chaos Bolt
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 Levels. 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 Monster

4th-level 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.

Classes: Blackguard


Charm Person

1st-level 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.

Classes: Bard, Blackguard, Druid, Sorcerer, Warlock, Wizard


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.

Spell Descriptions | C Spells

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).

Classes: Sorcerer, Warlock, Wizard


(Dierde) Homebrew:

The 2014 version of Chill Touch was ranged, but the 2024 is a touch spell. The new version of Chill Touch uses the 1d10 from 2024 rules and allows for touched attack. It still affects the Undead per 2014 rules.

Dierde Chill Touch

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 120 feet or touch
  • Components: V, S
  • Duration: Instantaneous

You create a ghostly, skeletal hand in the space of a creature within range, or touch them physically with your hand taking on the look of a ghostly skeletal hand. Make a ranged (or melee for touch) spell attack against the creature to assail it with the chill of the grave.

On a hit, the target takes 1d10 necrotic damage, and it can't regain hit points until the end 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 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Classes: Sorcerer, Warlock, Wizard

Chromatic Orb

1st-level 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.

Classes: Sorcerer, Wizard


Circle of Death

6th-level 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.

Classes: Sorcerer, Warlock, Wizard


Circle of Power

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Classes: Blackguard, Paladin


Clairvoyance

3rd-level 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 benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Classes: Bard, Cleric, Sorcerer, Wizard


Spell Descriptions | C Spells

Cloak of Warding

3rd-level abjuration


  • Casting Time: 1 reaction, which you take when you take damage from a spell of 6th level or lower
  • Range: Self
  • Components: V, S
  • Duration: Special

This spell captures the energy from an incoming spell and transforms it into a protecting cloak of energy that swirls around you. You have resistance to the triggering damage and gain a number of temporary hit points equal to 3d8 plus your level. If you have any temporary hit points left over after taking the remainder of the damage, they last until they are used or you complete a short rest.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of temporary hit points you get increases by 1d8 for each slot level above 3rd.

Classes: Artificer, Cleric, Sorcerer, Wizard


Clone

8th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
  • Duration: Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Classes: Wizard


Cloud of Daggers

2nd-level 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.

Classes: Bard, Sorcerer, Warlock, Wizard


Cloud Stairway

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You shape existing nonmagical cloud, fog, or smoke that is within range cause it to shape itself into the form of a spiral staircase up to 20 feet tall and either 5 or 10 feet wide (your choice). You and any number of creatures you choose can climb the staircase; to all others, it's as insubstantial as normal mist.

When the spell ends, the staircase vanishes abruptly; any creature still on it falls.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum length of the staircase increases by up to 20 feet for each slot level above 1st.

Classes: Druid, Ranger, Sorcerer, Warlock, Wizard


Cloudburst

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: None
  • Duration: Concentration, up to 10 minutes

You cause rain to fall in a 30-foot diameter cylinder that is 60 feet high. In particularly cold climates, this spell produces sleet instead; in particularly warm climates, it produces a thin, warm drizzle

You may choose between light or heavy precipitation. When you choose heavy precipitation, the area is lightly obscured, and exposed flames in the area are doused. If the area already has light precipitation, the spell automatically creates heavy precipitation. If an area of ground is affected by heavy precipitation for 1 minute or more, it becomes muddy difficult terrain.

When you cast the spell and as a bonus action on your subsequent turns, you can move the cylinder up to 20 feet.

Classes: Cleric, Druid, Sorcerer, Wizard


Cloudkill

5th-level 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 disperses the fog, ending the spell. Its area is heavily obscured.

Spell Descriptions | C Spells

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 damage on 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.

Classes: Blackguard, Sorcerer, Wizard


Cloudscape

4th-level transmutation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: 8 hours

You shape existing nonmagical cloud, fog, or smoke that fits in a 1,000-foot cube solid enough to support any weight for the duration. The solidified cloud feels firm but plush, like a thick mattress. The cloud itself remains afloat in the air and will drift with the wind as usual. You can also shape the cloud to form images or words, but you aren't capable of producing fine detail.

Classes: Cleric, Druid, Ranger


Clutch of Orcus

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range begins to suffer a magic-induced heart attack. The target must succeed on a Constitution saving throw or take 3d8 necrotic damage and be stunned for the duration. At the end of each of its turns, the target repeats the saving throw. It takes 3d8 necrotic damage on a failed save, and the spell ends on the target on a successful one.

Classes: Cleric, Sorcerer, Warlock, Wizard


Coalstone

1st-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (A fire agate worth 10 GP)
  • Duration: 24 hours

You transform the fire agate you hold in your hand into a coalstone, a small stone that sheds bright light to a 10-foot radius and dim light to a further 10 feet. This coalstone is hot enough that, if touched to bare skin or a flammable object for a full round, it inflicts 1 fire damage and will set that object alight. The coalstone can be placed inside of a fireproof container when not in use.

Classes: Artificer, Cleric, Druid, Ranger, Wizard


Code of Secrecy

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an animal's tongue)
  • Duration: 30 days

You prevent a creature from speaking about a specific topic you forbid to it. The topic must be specific enough to be described in 12 or fewer words. The creature must succeed in a Wisdom saving throw or become charmed by you for the duration.

While the creature is charmed, it is physically incapable of speaking, writing, or otherwise communicating about the topic. The creature is aware that it is charmed by you, but can't speak, write, or communicate that fact. If it tries, it produces nothing more than gibberish and develops a non-debilitating headache. Using the detect thoughts or similar effect to read the target's mind will reveal the forbidden topic.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

Classes: Bard, Cleric, Warlock, Wizard


Cold Storage

4th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A small 3-inch by 3-inch wooden box lined with cork)
  • Duration: Concentration, up to 1 minute or Until concentration ends (see below)

You attempt to send one creature that you can see within range to a freezing cold pocket dimension. If you cast this spell on a living creature, the duration of this spell is 1 minute, and the target must succeed on a Charisma saving throw or be banished to your pocket dimension. While there, the target is incapacitated and suffers 2d6 cold damage at the start of each of its turns and may make a Charisma saving throw at the end of each of its turns. If they succeed, the spell ends, and they reappear in the nearest unoccupied space to you.

If you target a dead creature with this spell, the duration of this spell is infinite. The creature's body experiences no decomposition while it is in your pocket dimension and the cold damage does not affect the condition of the body.

When the spell ends, the creature's body reappears in the nearest unoccupied space to you and then warms back up to the temperature it had before it was banished.

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.

Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard


Spell Descriptions | C Spells

Color

1st-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a drop of dye)
  • Duration: Permanent

You permanently change the surface color of a 5-foot square of cloth, leather, paper, or other flexible material. If you wish to create multiple colors or patterns, you must concentrate on the desired result; otherwise, the material is dyed a single color.

Classes: Artificer, Wizard


Color Spray

1st-level illusion


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  • 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 end of your next turn. 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.

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.

Classes: Sorcerer, Wizard


Comet Strike

9th-level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: 1 minute

You summon five shards of ice that fall from the sky and unerringly strike at one or more points you choose within range. When the shards hit, they explode into powerful bursts of frozen crystals. Each creature within 10 feet of a point of impact must make a Dexterity saving throw, taking 2d6 bludgeoning damage, 4d6 cold damage, and 2d6 fire damage on a failed save, or half as much damage on a successful one.

At the start of your next turn, chunks of ice begin to fall in a cylinder that is 20 feet tall with a 30-foot radius. The area becomes heavily obscured. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

In addition, the icy crystals make the areas of effect into difficult terrain for 10 minutes.

Classes: Druid, Sorcerer, Wizard


Comfort

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 8 hours

While this spell is in effect, you and up to ten willing people you choose have advantage on saving throws to avoid the effects of extreme natural heat or cold and on saving throws to avoid taking exhaustion, don't suffer the effects of breathing at high altitude and require half as much food and water as normal. (As per Dungeon Master's Guide, chapter 5, Wilderness Survival.)

In addition, once during the spell's duration, you can take a short rest in half the length of time as normal, and if you spend Hit Dice during that rest, you regain an additional d6 hit points.

Classes: Bard, Cleric, Druid, Ranger


Command

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Classes: Blackguard, Cleric, Paladin


Spell Descriptions | C Spells

Command Horde

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, and as an action on each of your turns for the duration, you can command up to four undead that you can see within range that are under your control. You give the same command to each target. You choose from one of the following commands each time you use this effect:

Advance. Each target can use its reaction to move up to its speed.

Apprehend. Each target can use its reaction to attempt to grapple one creature within its reach. The undead can all grapple the same target or can split their grapples between different targets.

Attack. Each target can use its reaction to make one attack against a creature they can see. The undead can all attack the same target or can split their attacks between different targets.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target two additional undead for each slot level above 3rd.

Classes: Cleric, Wizard


Commune

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (incense and a vial of holy or unholy water)
  • Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Classes: Cleric


Commune with Nature

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Classes: Druid, Ranger


Communicate

6th-level evocation


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a mirror)
  • Duration: 1 hour

You establish two-way communications with a creature you know who is on the same plane of existence as you are. For the duration, the two of you can have a verbal conversation and can be heard by the other, no matter the distance between the two. You can see the creature's face in the mirror used as the component, and if the creature has a mirror of its own, it can see your face as well. The mirror doesn't show anything but the creature's face.

If the creature with whom you are speaking is willing, you can use your action to see through its eyes and hear what it hears until the start of your next turn. During this time, you are blind and deaf in regards to your own senses. In addition, if you are willing, the other creature may use your senses as well.

While you are speaking, you can also cast spells of 1st level or lower on the other creature, provided that it is willing.

At any time, either you or the other creature can use a bonus action to end the spell.

Classes: Bard, Cleric, Wizard


Spell Descriptions | C Spells

Compelled Duel

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Classes: Blackguard, Paladin


Comprehend Languages

1st-level divination (ritual)


  • 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 written language that you see, but you must be touching the surface on 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 a glyph, such as an arcane sigil, that isn't part of a written language.

Classes: Bard, Sorcerer, Warlock, Wizard


Compulsion

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Classes: Bard


Cone of Cold

5th-level evocation


  • 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.

Classes: Sorcerer, Wizard


Confusion

4th-level 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 action. 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.

Confusion Behavior
d10 Behavior
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 each 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 level above 4th.

Classes: Bard, Blackguard, Druid, Sorcerer, Wizard


Spell Descriptions | C Spells

Conjure Animals

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Classes: Druid, Ranger


Conjure Barrage

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Classes: Ranger


Conjure Celestial

7th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the celestial's statistics.

At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Classes: Cleric


Conjure Creature

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the intact heart of the creature you wish to conjure, which the spell consumes)
  • Duration: Instantaneous

Target a space within range while holding the heart of the creature you wish to conjure. When you cast this spell, the creature's heart disintegrates into dust, and a copy of that creature appears in the space you targeted. If there is not enough room to accommodate that creature, the spell automatically fails.

The conjured creature immediately performs one action of your choice from its statblock and gets to move up to its speed, and then disintegrates into dust. If the creature was a spellcaster, it has access to all of the spells it had in life, however any lingering magical effects that resulted from that creature's action disappear when the creature does. A conjured creature has replicas of any non-magical equipment it had when it died and may use them as if they were the originals.

A creature's heart may be harvested with a DC 10 harvesting check unless otherwise stated in its harvesting table.

Classes: Warlock, Wizard


Conjure Elemental

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
  • Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

Spell Descriptions | C Spells

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental's statistics.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Classes: Druid, Wizard


Conjure Fey

6th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature's statistics.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Classes: Druid, Warlock


Conjure Minor Elementals

4th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Classes: Druid, Wizard


Conjure Tool

2nd-level conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 5 feet
  • Components: V, S
  • Duration: 4 hours

You conjure an artisan tool of your choice. It is magical in nature, but serves as a nonmagical version of that artisan tool for the duration.

Classes: KibbleTasty's Inventor, Wizard


Conjure Volley

5th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (one piece of ammunition or one thrown weapon)
  • Duration: Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Classes: Ranger


Spell Descriptions | C Spells

Conjure Woodland Beings

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (one holly berry per creature summoned)
  • Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Classes: Druid, Ranger


Consume Knowledge

5th-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a nonmagical book, scroll, or other written or illustrated material and instantly "read" it, drawing the knowledge into your mind and rendering the source material blank in the process.

For 1 day afterwards, you have perfect recall of the information you consumed. For the 7 days following, you have extremely good, but not perfect, recall, and have advantage on Intelligence ability checks to recall information from the source.

The writing can be restored to the text with the use of a wish spell.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, you can affect an additional book for each slot level above 5th.

Classes: Bard, Cleric, Warlock, Wizard


Consumptive Field

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

A consumptive death field radiates from you in an aura with a 15-foot radius. Until the spell ends, the aura moves with you, centered on you. When a hostile creature enters the aura for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Undead are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Classes: Blackguard, Blackguard, Sorcerer, Warlock, Wizard


Contact Other Plane

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Classes: Blackguard, Warlock, Wizard


Contagion

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.

Spell Descriptions | C Spells

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Classes: Blackguard, Cleric, Druid


Contingency

6th-level evocation


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
  • Duration: 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

Classes: Wizard


Continual Flame

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
  • Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Classes: Artificer, Cleric, Wizard


Control Flames

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour (see below)

You choose 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 effects created by it active at a time, and you can dismiss such an effect as an action.


Control Smoke and Vapor

1st-level transmutation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a small glass tube)
  • Duration: Concentration, up to 10 minutes

Until this spell ends, you control vapor, fog, mist, and smoke inside an area you choose that fits inside a 30-foot cube. You can choose from any of the following effects when you cast this spell. As a bonus action on your turn, you can repeat the same effect or choose a different one. You can have up to three its effects active at a time.

• You cause the vapor to move up to 30 feet in any direction.

• You cause the vapor to form into simple shapes and animate at your direction.

• You change the vapor's color or opacity. You can cause the vapor to vanish completely (this ends the spell), or to lightly or heavily obscure the area. This change lasts for 1 hour.

• Cause the fog to thicken, turning its area into difficult terrain.

• You can cause the vapor to condense and produce a quarter-inch of rain in its area. This ends the spell.

Spell Descriptions | C Spells

If the vapor was caused by a spell, such as fog cloud or cloudkill you must first succeed on a spellcasting ability check, with the DC being the caster's spell save DC. You don't have to make a check if you created the fog. You can't use this spell to make cloudkill or similar spells less (or more) deadly, but you can attempt to make it vanish.

If the vapor is actually a creature, such as a vampiric mist, a vampire in mist form, or a creature in gaseous form, the creature must make a Strength saving throw. On success, it isn't altered. This spell does not inflict damage, and the creature can reverse any changes you make on its turn by using a bonus action.

Classes: Artificer, Cleric, Druid, Sorcerer, Wizard


Control Water

4th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Classes: Cleric, Druid, Wizard


Control Weather

8th-level transmutation


  • Casting Time: 10 minutes
  • Range: Self (5-mile radius)
  • Components: V, S, M (burning incense and bits of earth and wood mixed in water)
  • Duration: Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Temperature
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Spell Descriptions | C Spells
Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

Classes: Cleric, Druid, Wizard


Control Winds

5th-level 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 pass through it or that are made against targets within the cube 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.

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.


Cook

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You turn food ingredients into a meal for up to four people. The ingredients need not be fresh but must be edible. The quality of the meals made by the spell is generally commensurate with the quality of the ingredients; however, if you are proficient in cook's utensils, you will produce a much higher-quality meal.

This spell doesn't require you to prepare the ingredients beforehand, but won't work on entire animal carcasses or on vegetables still in the ground or on the plant. You can use this spell on the food created by the create food and water spell, but not on food created by heroes feast.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can prepare a meal for an additional two people for each slot level above 2nd.

Classes: Artificer, Bard, Ranger, Sorcerer, Wizard


Copy

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of ink)
  • Duration: Instantaneous

You touch a nonmagical map, letter, or sheet of paper on which there is writing, then a blank sheet of paper (or parchment, vellum, etc.) of similar size, and an exact copy of the original is made. It requires an Intelligence (Investigation) check, using your spell save DC, to determine which is the copy and which is the original.

Classes: Artificer, Bard, Cleric, Wizard


Cordon of Arrows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (four or more arrows or bolts)
  • Duration: 8 hours

You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Classes: Ranger


Counterspell

3rd-level 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.

Spell Descriptions | C Spells

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.

Classes: Sorcerer, Warlock, Wizard


Crawling Darkness

6th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a strand of spider silk and a pinch of soot)
  • Duration: Concentration, up to 1 minute

With this spell, you are surrounded by a shroud of pure black, writhing tentacles. Your area is in darkness and heavily obscured, but this darkness doesn't impede your vision and the tentacles don't hinder your movements. While this spell is in effect, you gain the following benefits:

• You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

• Your AC increases by 2 and your reach increases by 5 feet.

• A creature that touches you or hits with a melee attack while within 5 feet of you takes 3d10 necrotic damage.

• You have advantage on Charisma (Intimidation) checks.

• Your true appearance can't be discerned, except by truesight.

At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, you inflict an additional 1d10 damage for each slot level above 6th.

Classes: Warlock


Create Air

5th-level conjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a glass bottle worth 100 gp and a drop of water)
  • Duration: 30 days

With this sphere, you create a 100-foot-radius bubble filled with a renewable supply of fresh air, centered on the bottle used as the material component. The air can be temporarily fouled by smoke and similar means but will quickly clear itself. The air emanates from the bottle; as long as the bottle is intact, it will produce air for the duration of the spell. The air in the bubble will mingle with air in the surrounding environment.

Classes: Cleric, Druid, Wizard


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 spell 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 moves into 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).


Create Darkenbeast

4th-level transmutation


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (dried wyvern's blood)
  • Duration: Permanent

You transform one Small, Medium or Large mammalian beast of CR 1 or lower into a **darkenbeast **. You can only cast this spell when you and your target creature are not in sunlight. A dispel magic can reverse this spell and restore darkenbeast's original form. The darkenbeast is friendly to you and your allies. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, you can create one additional darkenbeast for each slot level above 4th. Each of the creatures must come from a different beast.

Classes: Wizard


Create Food and Water

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Classes: Artificer, Cleric, Paladin


Spell Descriptions | C Spells

Darkenbeast

Medium monstrosity, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8+6)
  • Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 6 (-2) 1 (-5)

  • Skills Perception +0, Stealth +2
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, stunned
  • Senses darkvision 60 ft., Passive perception 10
  • Languages
  • Challenge 2 (450 XP)

Created Mind. The darkenbeast can't be compelled to act in a manner contrary to its nature or instructions

Death Burst. When the darkenbeast dies, it explodes in a burst of violet flames. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

Imprinted Spell. The darkenbeast may have a single spell of 5th level or lower imprinted in it when created by the creator casting the spell as part of the creation of the darkenbeast. It may then cast the spell once without the need for any components, using its creator's spell save DC and spell attack bonus. When the darkenbeast casts the spell, roll a d4. On a 1, the spell fails to work properly. When the spell is successful or not, the darkenbeast instantly dies and explodes.

Magic Resistance. The darkenbeast has advantage on saving throws against spells and other magical effects.

Sunlight Hypersensitivity. The darkenbeast takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions (Requires Your Bonus Action)

Multiattack. The darkenbeast makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d4+3) slashing damage.

Claws. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 7 (1d8+3) piercing

Create Homunculus

6th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)
  • Duration: Instantaneous

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.


Create Magen

7th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)
  • Duration: Instantaneous

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.

When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.

Any magen you create with this spell obeys your commands without question.

Classes: Wizard


Spell Descriptions | C Spells

Homunculus

Tiny Construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.


Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.

A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.

Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.

Create or Destroy Water

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
  • Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Classes: Cleric, Druid


Create Room

6th-level conjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a stick of colored chalk, a small model of a house made of stained glass worth 100 gp, and a special component depending on the version of the spell)
  • Duration: 1 day

You conjure the furnishings and equipment for a specific type of room that you specify when you cast the spell. These objects fit in a 20-foot square that is marked by the chalk, and any object that is removed from the area dissipates into smoke. At the end of the spell's duration, all furnishings will also vanish. Choose one of the following options when you cast this spell:

Bathing Room. This includes a magical, self-emptying toilet; a bathtub (you can choose to make it large enough to fit up to 1-4 people); a magical brazier that produces warmth for the duration; towels; a standing mirror and hand mirror; one or two cushioned stools; one or two dressing gowns, and hygiene supplies for bathing, shaving, manicures, and pedicures. The material component is a vial of scented bath oils worth 1 gp.

Bedroom. This contains one or two beds (you can choose to make them large enough to fit 1-4 people) with sheets, blankets, or duvets; a bedside table with an oil lamp; a magical, self-emptying chamber pot for each bed; and up to four sets of of sleep clothes and slippers. The material component is a bit of cloth, a pinch of sand, and a feather.

Dining Room. This contains a table (you can choose to make it large enough to fit 2-8 people) which has a complete set of dishware, drinking glasses, utensils, placemat, folding napkin, and finger bowl for each place setting; and 1-3 candleholders lit with continual flame. The material component is a miniature table setting.

Spell Descriptions | C Spells

Kitchen. This contains two sets of cook's utensils; a magic icebox that retains its temperature for the duration; a stove and an oven; two large fireplaces with spits; miscallaneous pots, pans, abd mixing bowls; and two large tubs of fresh water. The material component is a miniature kitchen knife and a miniature copper pot.

Sitting Room. This contains couches, armchairs, and footstools; side tables; a magic fireplace that remains lit for the duration; glasses and cups for various beverages; up to three lamps lit with continual flame; and thick rugs. The material component is a piece of mahogany, a bag of tea, and a silver piece.

Throne Room. This creates one to three padded thrones on a dais; a carpet that leads up to the dias; a court table with a gavel; a dozen standing lamps lit by continual flame; two magic fireplaces that remain lit for the duration; up to a dozen banners with your choice of symbol; and up to six long benches. The material component is a piece of mink fur and a foot of satin cloth.

Workshop. This creates one to three workbenches and up to six stools, a forge, a large trough of water, and two toolkits of your choice.

You can cast this spell again while it is active to maintain the room's existence for another 24 hours. You can create a permanent room by casting the same variant of the spell in the same location every day for one year.

If you cast this spell inside of a demiplane or a magical structure, such as that created by Galder's tower, then you can take the items anywhere within the structure; they're not limited to the 20-foot square. However, items will dissipate into smoke if taken outside the structure.

Using any material created by this spell as another spell's material component causes that spell to fail.

Classes: Wizard


Create Shade

7th-level necromancy


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (1,000 gp worth of powdered onyx and diamond, and rare poisons taken from the Shadowfell worth 500 gp, both of which the spell consumes)
  • Duration: Instantaneous

You infuse a willing dragon, giant, humanoid, or monstrosity with the dark energies of the Shadowfell and transform that creature into a shade, a being that is not quite alive but also not quite undead. The shade gains many abilities (most of which don't work in bright light), and while it can be slain, it is otherwise immortal.

Shade Template:

Shades tend to be moody and cynical, and driven by their dedication to the powers of the night. Their skin, hair, and eyes are leeched of color and turn ashy in both color and texture.

A shade has the following traits:

Type. Although technically living, the shade is treated as undead for all purposes, and its type changes to undead. It still needs to breathe, drink, eat, and sleep, but only needs half as much drink, food, or sleep. The shade is incapable of reproducing and if slain, only a true resurrection or wish will bring it back from the dead (it will no longer be a shade in that case). It is capable of being affected by spells and other effects that target either undead or creatures of its original type.

Alignment. Nearly all shades are of neutral or evil alignment.

Speed. The shade's speeds increase by 10 feet when in dim light or darkness. When in bright light, its speeds decrease by 10 feet.

Proficiencies. The shade is proficient in Stealth, and when in dim light or darkness, it may use double its proficiency bonus.

Resistances and Immunities. The shade is resistant to cold, necrotic, and poison damage, and it is immune to the poisoned condition.

Senses. The shade has darkvision to 120 feet. Innate Spellcasting. The shade's spellcasting ability is Charisma. While in dim light or darkness, the shade can cast the following spells, requiring no material components:

1/day each: blur, dancing shadows (q.v.), darkness, dimension door (start and ending points must both be within darkness)

Light Sensitivity. While in bright light, the shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Living Shadow. While in dim light or darkness, the shade has resistance to damage that isn't force, psychic, or radiant, and it can take the Hide action as a bonus action.

Magic Resistance. While in dim light or darkness, the shade has advantage on saving throws against spells and other magical effects.

Regeneration. When in dim light or darkness, the shade regains 10 hit points at the start of its turn if it has at least 1 hit point.

Shadow Vision. Magical darkness doesn't impede the shade's vision.

Soulless. The shade can't be affected by any spell or magical effect that would affect its soul or spirit, or that would lower its hit point maximum or attributes.

Turn Immunity. The shade is immune to any effect that turns undead.

Classes: Cleric, Wizard


Spell Descriptions | C Spells
Shade Template

Shades tend to be moody and cynical, and driven by their dedication to the powers of night. Their skin, hair, and eyes are leeched of color and turn ashy in both color and texture.

A shade has the following traits:

Type. Although technically living, the shade is treated as undead for all purposes and its type changes to undead. It still needs to breathe, drink, eat, and sleep, but only needs half as much drink, food, or sleep. The shade is incapable of reproducing and if slain, only a true resurrection or wish will bring it back from the dead (it will no longer be a shade in that case). It is capable of being affected by spells and other effects that target either undead or creatures of its original type.

Alignment. Nearly all shades are of neutral or evil alignment. If the target of the spell is of a different alignment make a Charisma saving throw DC 15 or have their alignment shift towards neutral evil. Every year they need to make another saving throw or have their alignment shift.

Speed. The shade's speed increases by 10 feet when in dim light or darkness. When in bright light, its speed decreases by 10 feet.

Proficiencies. The shade is proficient in Stealth, and when in dim light or darkness, it may use double its proficiency bonus.

Resistances and Immunities. The shade is resistant to cold, necrotic, and poison damage, and it is immune to the poisoned condition.

Senses. The shade has darkvision to 120 feet.

Inate Spellcasting. The shade's spellcasting ability is Charisma. While in dim light or darkness, the shade can cast the following spells, requiring no material components: 1/day each: blur, dancing shadows, darkness, dimension door (start and ending points must both be within darkness)

Light Sensitivity. While in bright light, the shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Living Shadow. While in dim light or darkness, the shade has resistance to damage that isn't force, psychic, or radiant, and it can take the Hide action as a bonus action.

Magic Resistance. While in dim light or darkness, the shade has advantage on saving throws against spells and other magical effects.

Regeneration. When in dim light or darkness, the shade regains 10 hit points at the start of its turn if it has a least 1 hit point.

Shadow Vision. Magical darkness doesn't impede the shade's vision.

Soulless. The shade can't be affected by any spell or magical effect that would affect its soul or spirit, or that would lower its hit point maximum or attributes.

Create Spelljamming Helm

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes)
  • Duration: Instantaneous

Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.

Classes: Artificer, Wizard


Create Spring

6th-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a bit of a freshwater plant and a water opal worth at least 500 gp)
  • Duration: 24 hours

You touch the ground, and as long as it consisted of nonmagical, unworked earth or stone, a freshwater spring bubbles up. The spring produces 100 gallons of water per minute in most areas. In very dry conditions (such as a desert), it produces a tenth as much water per minute, and in very wet conditions (such as in swamps or a jungle, or in an existing body of water), it produces ten times as much water per minute.

If you wish, may also choose to make the spring a hot spring or a mineral spring.

You can create a permanent spring by casting this spell in the same location every day for one year.

Classes: Cleric, Druid


Create Undead

6th-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
  • Duration: Instantaneous

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Spell Descriptions | C Spells

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Classes: Cleric, Warlock, Wizard


Creation

5th-level 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.

Creation
Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or 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.

Classes: Artificer, Sorcerer, Wizard


Crier's Boon

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of vellum, rolled into a cone)
  • Duration: Concentration, up to 10 minutes

With this spell, a willing creature you cast this upon can speak loudly and clearly enough to be easily heard over 200 feet away, regardless of any ambient noise.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Spell Descriptions | C Spells

Crown of Madness

2nd-level 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.

Classes: Bard, Blackguard, Sorcerer, Warlock, Wizard


Crown of Stars

7th-level 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.


Crusader's Mantle

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Classes: Paladin


Crystalbrittle

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Special

One Large or smaller nonmagical metallic object or construct you touch becomes as brittle and fragile as glass (as per Dungeon Master's Guide chapter 8, Statistics for Objects). Any type of metal can be affected, including adamantine and mithral.

If the target is a construct, it may make a Constitution saving throw. On success, it is unaffected. On a failure, it is affected for 1 minute. During this time, its AC is 13, unless it was already lower than that, and it has vulnerability to bludgeoning and thunder damage.

If the target is an object, the transformation is permanent.

Classes: Sorcerer, Wizard


Cure Wounds

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger


Curse of Lycanthropy

8th-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of skin from a lycanthrope)
  • Duration: Permanent

You curse a humanoid within range, forcing it to make a Charisma saving throw. On a failure, the creature is cursed and becomes a lycanthrope. For the next 30 days, the target is charmed by you, although it's not compelled to obey your orders. A creature that can't be charmed still becomes a lycanthrope. The creature won't be able to shapechange into its animal or hybrid form until the next full moon, and may not even be aware that it has been cursed until then.

The type of lycanthrope you take the material component from determines the type of lycanthrope your target becomes.

Classes: Wizard


Spell Descriptions | C Spells

Curse of Tongues

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of knotted string)
  • Duration: Instantaneous

You curse a creature so that its speech becomes completely unintelligible unless it makes a successful Wisdom saving throw. For the duration, the creature can't speak and can't cast spells with verbal components.

Classes: Bard, Cleric, Wizard


Spell Descriptions | C Spells

D Spells

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

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.

Classes: Artificer, Bard, Sorcerer, Wizard


Dancing Shadows

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 20-foot cube of flickering lights and shadows appears at a point you choose within range. The area is dimly lit and all creatures inside the area have half cover.

On your turn, you may use your action to choose a number of creatures within the area equal to your spellcasting ability modifier and force them them make a Wisdom saving throw. On a success, the creature is incapacitated until the begining of its next turn as the shadows whirl about in a confusing and mesmerizing pattern. While incapacitated, its speed is 0.

Creatures that are blinded or have truesight are not affected by this spell.

Classes: Bard, Sorcerer, Warlock, Wizard


Danse Macabre

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Classes: Blackguard


Dardan's Dryness

2nd-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (A beetle's carapace)
  • Duration: 1 hour

You gesture at an inanimate object that can fit in a 5-foot cube, or part of a larger object, that you can see within range and a faint magical field surrounds it. For the duration, the object is completely waterproof.

Classes: Wizard


Dark Fire

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a piece of charcoal)
  • Duration: 8 hours

You alter a normal fire that is no larger than a small campfire, turning its flames purple-black. While it still emits heat and can ignite flammable objects, the flames produce neither light nor smoke. Any object lit by a dark fire acts like a normal flame, shedding both light and smoke.

Classes: Wizard


Dark Star

8th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)
  • Duration: Concentration, up to 1 minute

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

Spell Descriptions | D Spells

For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.


Darklight's Planar Weapon

6th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a melee weapon, which is consumed by the spell, and an ivory eight-sided die worth at least 10 gp)
  • Duration: Concentration, up to 10 minutes

You summon planar energies and imbue a nonmagical melee weapon you are holding, transforming it into a magical planar weapon. You may wield the weapon yourself or give it to another creature to wield. If you choose to wield it, you are considered proficient in it. You have +1 to hit with this weapon, and you can treat it as a spellcasting focus, allowing you to cast other spells while wielding it. The weapon's appearance changes to reflect the energies with which you imbue it, and it gains new properties. When you cast this spell, you may attempt to choose which plane you are drawing your energies from by making a DC 15 Intelligence (Arcana) check. If you have a tuning fork attuned to that plane, such as the fork needed to cast plane shift, you automatically succeed. Otherwise, the plane you draw energy from is determined randomly. Roll a d100 to determine the plane:

1-3 Weapon of Elemental Ice. Drawing energy from the Planes of Air and Water, the weapon becomes coated with jagged, ice crystals. On a successful hit, it inflicts an additional 3d10 cold damage, and the target's speed is reduced by 10 feet and it has disadvantage on the next weapon attack roll or Dexterity saving throw it makes before the end of its next turn, as ice spreads over the target from the point of impact. If your target is an air- or earth-based elemental, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Air- and water-based elementals have resistance to the damage inflicted by this weapon.

4-6 Weapon of Elemental Magma. Drawing energy from the Planes of Earth and Fire, the weapon turns into lava rock, with cracks revealing the magma underneath. It sheds bright light to 5 feet and dim light for a further 5 feet. On a successful hit, it inflicts an additional 3d10 fire damage and the creature catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. If your target is an air- or water-based elemental, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Earth- and fire-based elementals have resistance to the damage inflicted by this weapon.

7-9 Weapon of Elemental Ooze. Drawing energy from the Planes of Earth and Water; the weapon drips with foul-smelling, greenish-brown mud. On a successful hit, it inflicts an additional 3d10 acid damage and the target has disadvantage on Dexterity attack rolls and ability checks and is poisoned until the end of its next turn, as the weapon covers the target in slime and muck. If your target is air- or fire-based elemental, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Earth- and water-based elementals have resistance to the damage inflicted by this weapon.

10-12 Weapon of Elemental Smoke. Drawing energy from the Planes of Air and Fire, the weapon is shrouded with thick, cloying smoke to a radius of 5 feet. You are considered to be heavily obscured by the smoke, although it doesn't hinder your vision. On a successful hit, it inflicts an additional 3d10 poison damage and the target spends its next action wheezing and choking. If your target is an earth- or water-based elemental, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Air- and fire-based elementals have resistance to the damage inflicted by this weapon.

13-15 Weapon of Elemental Lightning. Drawing energy from the Plane of Air and the Positive Plane, the weapon crackles with sparks of multicolored electricity and emits resounding thunderclap. It sheds bright light to 5 feet and dim light for an additional 5 feet. On a successful hit, it inflicts an additional 3d10 lightning damage and is deafened until the end of its next turn. If the target is wearing metal armor, it instead inflicts 4d10 lightning damage. Air-based elementals have resistance to the damage inflicted by this weapon.

16-18 Weapon of Elemental Mineral. Drawing energy from Plane of Earth and the Positive Plane, the weapon becomes encrusted with jagged crystals. On a successful hit, it inflicts an additional 3d10 force damage. If you score a critical hit, roll another d20. On a roll of 20, you lop off one of the target's limbs or cut away part of its body if it doesn't have limbs. Earth-based elementals have resistance to the damage inflicted by this weapon.

Spell Descriptions | D Spells

19-21 Weapon of Elemental Radiance. Drawing energy from the Plane of Fire and the Positive Plane, the weapon glows with beautiful, multicolored light. It sheds bright light to 30 feet and dim light for an additional 30 feet. On a successful hit, it inflicts an additional 3d10 radiant damage, and the target is blinded until the end of its next turn. Fire-based elementals have resistance to the damage inflicted by this weapon.

22-24 Weapon of Elemental Steam. Drawing energy from the Plane of Water and the Positive Plane, this weapon becomes hot and damp to the touch and emits thick, cloying steam to a radius of 5 feet. You are considered to be heavily obscured by the steam, although it doesn't hinder your vision. On a successful hit, it inflicts an additional 3d10 fire damage, and the target is engulfed by a cloud of steam and is blinded until the end of its next turn. Water-based elementals have resistance to the damage inflicted by this weapon.

25-27 Weapon of Elemental Ash. Drawing energy from the Plane of Fire and the Negative Plane, this weapon becomes a dull, lifeless gray and spews flakes of draining ash with every swing. On a successful hit, it inflicts an additional 3d10 cold damage, the target has disadvantage on Strength ability checks, attack rolls, and saving throws until the end of its next turn. Fire-based elementals have resistance to the damage inflicted by this weapon.

28-30 Weapon of Elemental Dust. Drawing energy from the Plane of Earth and the Negative Plane, this weapon turns a dirty brown-gray and becomes grainy, as if it's about to crumble away. On a successful hit, it inflicts an additional 3d10 thunder damage, and it inflicts double damage to objects and structures. Earth-based elementals have resistance to the damage inflicted by this weapon.

31-33 Weapon of Elemental Salt. Drawing energy from the Plane of Water and the Negative Plane, this weapon becomes coated with salt crystals. On a successful hit, it inflicts an additional 3d10 necrotic damage and the target has disadvantage on Constitution ability checks and saving throws until the end of its next turn. Eater-based elementals have resistance to the damage inflicted by this weapon.

34-36 Weapon of Elemental Void. Drawing energy from the Plane of Air and the Negative Plane, this weapon turns darkly transluscent and begins to suck all of the air in the area into its form. On a successful hit, it inflicts an additional 3d10 force damage, and if the target needs to breathe, spends its next action gasping for breath as the air is drawn out of its lungs. Air-based elementals and creatures that don't breathe have resistance to the damage inflicted by this weapon.

37-39 Weapon of the Astral. The weapon becomes a flat silver color and it produces a hum that is heard psychically, not physically. On a successful hit, it inflicts 3d10 psychic damage, and the creature's hit point maximum is reduced by half that amount. The reduction lasts until the creature finishes a short or long rest. If the target's hit point maximum is reduced to 0, the target falls unconscious for 1 hour or until another creature uses its action to wake the creature up. In addition, if you are on the Astral plane and score a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Titans have resistance to the damage inflicted by this weapon.

40-42 Weapon of the Ethereal. The weapon becomes a misty gray in color and feels insubstantial to the touch, even though it isn't. On a successful hit, it inflicts 3d10 force damage, and if your target is insubstantial, ethereal, or ephemeral, you have advantage on your attack roll. The undead has resistance to the damage inflicted by this weapon.

43-45 Weapon of Mount Celestia. The weapon turns gleaming white and radiates golden light, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. On a successful hit, it inflicts 3d10 radiant damage. If your target is a fiend or undead, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Celestials have resistance to the damage inflicted by this weapon.

46-48 Weapon of Bytopia. The weapon turns silvery-white and radiates white light, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. On a successful hit, it inflicts 3d10 radiant damage, and you can use your reaction to cause a creature that is within 30 feet of you that you can see to regain that many hit points. Ccelestials have resistance to the damage inflicted by this weapon.

49-51 Weapon of Elysium. The weapon is made of pure silver that glows brightly, shedding dim light in a 20-foot radius and dim light for an additional 20 feet. On a successful hit, it inflicts 3d10 radiant damage. If your target is a shapechanger or undead, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Celestials have resistance to the damage inflicted by this weapon.

52-54 Weapon of the Beastlands. The weapon turns into stout oak, sprouting leaves along its hilt or shaft and sharp thorns along the weapon's striking edge. On a successful hit, it inflicts 2d10 damage of the weapon's original type and 1d10 additional piercing damage. If your target is an aberration, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Beasts and plants have resistance to the damage inflicted by this weapon.

55-57 Weapon of Arborea. The weapon changes into fine, polished bronze and streaks of lighnting coruscate across its surface. On a successful hit, it inflicts an additional 3d10 lightning damage and is deafened until the end of its next turn. In addition, you and friendly creatures within 5 feet of you can't be frightened while you are weilding this weapon. If your target is an aberration, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Fey has resistance to the damage inflicted by this weapon.

58-60 Weapon of Ysgard. The weapon changes into dark iron and fire and ice flicker across its surface. On a successful hit, it inflicts an additional 3d10 cold damage or fire damage (your choice). In addition, once while this spell is active, if you are reduced to 0 hit points while you are wielding this weapon, you can choose to drop to 1 hit point instead.

Spell Descriptions | D Spells

61-63 Weapon of Limbo. The weapon constantly shifts its form with every moment, appearing as a different weapon with each blow. On a successful hit, you may choose if your weapon inflicts bludgeoning, piercing, or slashing damage, no matter what type of weapon it is, and it inflicts an additional 3d10 damage of a random type: In addition, the target's form flickers rapidly through multiple changes, settling on none. It is stunned until the end of its next turn.

d6 Damage Type
1 acid
2 cold
3 fire
4 force
5 poison
6 psychic

64-66 Weapon of Pandemonium. The weapon changes so it is made of howling winds and darkness. On a successful hit, it inflicts an additional 3d10 psychic damage and the target is briefly driven mad. If its next action would affect another creature (such as if it attacked or cast a spell on something other than itself), it affects a creature within range chosen randomly by the DM. In addition, if you score a critical hit with this weapon, the creature is blinded and deafened until the end of its next turn.

67-69 Weapon of the Abyss. The weapon turns dark and takes on strange and disturbing angles and textures; it drips with noxious substances. On a successful hit, it inflicts an additional 3d10 acid damage or fire damage (your choice) and the target is poisoned until the end of its next turn. If your target is a celestial, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Fiends have resistance to the damage inflicted by this weapon.

70-72 Weapon of Carceri. The weapon changes so it's made of a dark, tarry substance. On a successful hit, it inflicts an additional 3d10 acid damage or cold damage your choice) and the target is covered in the tar and is restrained until the end of its next turn (escape DC equal to your spell save DC). Fiends have resistance to the damage inflicted by this weapon.

73-75 Weapon of Hades. The weapon changes so it's made of bone and blood, and it drips gritty sand. On a successful hit, it inflicts an additional 3d10 necrotic damage, and the creature's hit point maximum is reduced by half that amount. The reduction lasts until the creature finishes a short or long rest. If the target's hit point maximum is reduced to 0 dies and it rises in 1d4 hours as undead of the DM's choice. Undead has resistance to the damage inflicted by this weapon.

76-78 Weapon of the Nine Hells. This weapon is made of flaming brimstone, and the fire that dances along its striking face is dark and sickly-looking. On a successful hit, it inflicts an additional 3d10 fire damage. If your target is a celestial, it has disadvantage on attack rolls made against you, and you have an advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Fiends have resistance to the damage inflicted by this weapon.

79-81 Weapon of Acheron. This weapon changes so it's made of iron that is bitterly cold to the touch. It glows with a red light that sheds dim light to a radius of 30 feet. On a successful hit, it inflicts an additional 3d10 cold damage and the target is paralyzed until the end of its next turn. Fiends have resistance to the damage inflicted by this weapon.

82-84 Weapon of Mechanus. This weapon's shape becomes perfectly symmetrical and changes so it's made of gray crystal. On a successful hit, it inflicts an additional 16 points of force damage. If your target is an aberration or fey, it has disadvantage on attack rolls made against you, and you have an advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Constructs have resistance to the damage inflicted by this weapon.

85-87 Weapon of Arcadia. This weapon changes so it's made out of intricately carved wood. On a successful hit, it inflicts an additional 3d10 bludgeoning, piercing, or slashing damage, as appropriate to the type of weapon it is, and you can use your reaction to target a creature that is within 30 feet of you that you can see and cause it to be cured of one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.

88-91 Weapon of the Outlands. This weapon changes so it looks as though it were made of intertwined white crystals and polished obsidian, bound together with steel. On a successful hit, inflicts an additional 3d10 force damage. If your target is an aberration, celestial, fey, or fiend, it has disadvantage on attack rolls made against you, and you have an advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Creatures that are neutral or unaligned have resistance to the damage inflicted by this weapon.

92-94 Weapon of the Feywild. This weapon turns into pale wood and mithral, and it glows with a pulsing faery light, shedding dim light to 30 feet. On a successful hit, inflicts an additional 3d10 of a random type: If your target is undead, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Fey has resistance to the damage inflicted by this weapon.

d4 Damage Type
1 cold
2 fire
3 lightning
4 thunder
Spell Descriptions | D Spells

95-97 Weapon of the Shadowfell. The weapon is made of quasi-solid blackness, and the area to a radius of 30 feet around you can be no brighter than dimly lit. On a successful hit, it inflicts an additional 3d10 necrotic damage, and the target is frigtened of you until the end of its next turn. If a creature is slain by this weapon, it rises as a shadow 1d4 hours later. It is not under your control. The undead has resistance to the damage inflicted by this weapon.

98-100 Weapom of the Far Realms. The weapon twists and warps itself in weird and disturbing ways and any metal in it takes on an unhealthy, oily sheen. On a successful hit, it inflicts an additional 3d10 psychic damage, and until the end of its next turn, the target has disadvantage on Intelligence and Wisdom ability checks and saving throws and can't take reactions. Aberrations have resistance to the damage inflicted by this weapon.

Darklight's Planar Weapon in Eberron

If this spell is cast in Eberron, roll a d12 instead:

  1. Weapon of Daanvi. Use the Weapon of Mechanus.

  2. Weapon of Dolurrh. Use the Weapon of Hades.

  3. Weapon of Fernia. Use the Weapon ofElemental Magma.

  4. Weapon of Irian. Use the Weapon of Elysium.

  5. Weapon of Kythri. Use the Weapon of Limbo.

  6. Weapon of Lamannia. Use the Weapon of the Beastlands.

  7. Weapon of Mabar. Use the Weapon of the Shadowfell.

  8. Weapon of Risia. Use the Weapon of Elemental Ice.

  9. Weapon of Shavarath. Use the Weapon of Acheron.

  10. Weapon of Syrania. Use the Weapon of Elemental Radiance, but creatures with a flying move have resistance to damage inflicted by this weapon, instead of air- and fire-based elementals.

  11. Weapon of Thelanis. Use the Weapon of the Feywild.

  12. Weapon of Xoriat. Use the Weapon of the Far Realms.

At Higher Levels. When you cast this spell with a spell slot of 7th level or higher, its attack bonus becomes +2. When you cast it with a spell slot of 8th level or higher, its attack bonus becomes +3, and it no longer requires concentration.

Classes: Cleric, Druid, Sorcerer, Warlock, Wizard


Darkness

2nd-level 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.

Classes: Blackguard, Sorcerer, Warlock, Wizard


Darkvision

2nd-level 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.

Classes: Artificer, Druid, Ranger, Sorcerer, Wizard


Dawn

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sunburst pendant worth at least 100 gp)
  • Duration: Concentration, up to 1 minute

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.


Spell Descriptions | D Spells

Daydream

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, M (a pinch of sand)
  • Duration: 1 round

One creature you target within range must succeed on a Wisdom saving throw. On a failure, its mind starts to wander and it has disadvantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) checks it makes before the end of its next turn.

Classes: Bard, Cleric, Wizard


Daylight

3rd-level 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 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 3rd level or lower, the spell that created the darkness is dispelled.

Classes: Cleric, Druid, Paladin, Ranger, Sorcerer


Death Ward

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Classes: Blackguard, Cleric, Paladin


Deathshroud

8th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (500 gp worth of crushed black opal and smoky quartz)
  • Duration: Concentration, up to 1 minute

You draw upon the Negative Plane to infuse you with necrotic energies, surrounding you with a dark and shadowy aura. While this spell is in effect, you gain the following benefits:

• You are immune to necrotic damage, and your hit point maximum can't be reduced.

• Ranged attacks made against you have disadvantage.

• A creature that touches you or hits you with a melee attack while within 5 feet of you takes 10 (3d6) necrotic damage.

• You may use your action to touch a creature and drain its life. Make a melee spell attack. On a success, the creature takes 10d6 necrotic damage, its hit point maximum is reduced by that amount, and you regain hit points equal to half the amount of necrotic damage dealt.

Classes: Sorcerer, Warlock, Wizard


Deep Delve

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a conch shell)
  • Duration: Concentration, up to 24 hours

You create a bubble centered on you, and you and any number of creatures within 15 feet of you can breathe and speak normally while underwater and are immune to the effects of water pressure. The interior of the bubble is brightly lit and sheds dim light to an additional 30 feet. You can mentally command the bubble (no action required on your part) to move underwater with a swim speed of 50 feet.

Creatures can exit and enter the bubble as desired, but water and normal plants can't enter or exit it. You can choose if a creature travels along with you in the bubble or not. If you don't wish for a creature to travel with you, it must swim to keep up.

Classes: Druid, Sorcerer, Wizard


Defurbish/Refurbish

5th-level transmutation


  • Casting Time: 24 hours
  • Range: Touch
  • Components: S, M (an ornate silver hammer worth at least 500 gp)
  • Duration: Instantaneous

You can only cast this spell within a constructed room expansion of a structure you own, which cannot be the bonus expansion of the structure. Attempting to cast it elsewhere will cause the spell to fail, its spell slot expended.

When you finish casting this spell, choose one of the following effects for the room expansion you cast it in:

Spell Descriptions | D Spells

Defurbish. The room expansion is removed, its room points refunded, and it no longer provides any benefit. After the spell is complete, this spell conjures a pile of gems or gold in the middle of the room equal to half its construction cost.

Refurbish. Choose another room expansion you would otherwise be able to construct, with the same number of room points as the room expansion you cast this spell in. After the spell is completed, the room expansion you cast this spell in is transmuted into the room you chose, this new room expansion's benefits replacing those of the old room.

If the new room expansion would have a greater construction cost than the old room, the materials cost of this option includes an amount of precious metals (such as gold, mithral, or adamantium) equal to the difference in construction costs, which the spell consumes. If these extra material components are not present, the spell fails, its spell slot expended.

Classes: Artificer, Bard, Cleric, Warlock, Wizard


Delayed Blast Fireball

7th-level 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.

Classes: Sorcerer, Wizard


Demiplane

8th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

Classes: Warlock, Wizard


Descent into Madness

7th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a tesseract made of golden wire, worth at least 500 gp)
  • Duration: Instantaneous

With this cruel spell, you curse a humanoid target with a form of indefinite madness, unless it succeeds on a Wisdom saving throw. The madness slowly grows over the course of 1d4 weeks. You have no control over the form the madness takes. The DM should either invent the form of madness, roll on the Indefinite Madness table in the Dungeon Master's Guide (Chapter 8: Running the Game), or roll on the following table:

Spell Descriptions | D Spells
d12 Madness
1 I feel that everything is strange and unnatural, like there's something alien and sinister behind the façade. The people I thought of as friends may be part of it in some way.
2 I can't remember large portions of my previous life, and I'm not sure I can trust what I do remember.
3 It's easiest when I don't have to think. About anything.
4 Oh, look, faeries! Aww, aren't they cute. Say hi to them!
5 Oh my gods! That [type of creature, specific individual, or common everyday object] is terrifying! Don't let it get me!
6 I burst out in random bouts of laughter, crying, or screaming, and I just can't help it.
7 This [type of creature, specific individual, or common everyday object] is the most important thing in the world. I can't let anyone take it away from me, or everything will be ruined!
8 I have to kill them! It's the only way to prove that I'm not crazy!
9 There's so much to do, and I'm the one to do it! I need to keep on doing this, and I couldn't stop even if I wanted to.
10 Where am I? This place is strange. What was I supposed to be doing again? Wait... You seem familiar. I know you, right?
11 The people I thought were my friends are actually working against me. They're keeping me here against my will and stopping me from doing what I need to do!
12 Don't look, but there are things following us. They're hiding in the shadows, watching us. They're everywhere!

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends and the madness fades after 1d4 days.

The spell can also be ended by greater restoration, heal or wish.

Classes: Bard, Cleric, Warlock, Wizard


Destructive Wave

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

Classes: Blackguard, Paladin


Detect Curse

2nd-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 round

Choose a creature or object within range when you cast this spell. If the target is cursed in any way, you will see a sickly, dark gray aura around it.

If you concentrate on the curse for the entire duration, you may make a DC 15 Arcana check. On a success, you may learn details about the curse, including when the creature or object was cursed and how it may be broken. This will not tell you who (or what) laid the curse upon the target, or how.

Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard


Detect Evil and Good

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Classes: Blackguard, Cleric, Paladin


Detect Magic

1st-level divination (ritual)


  • 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard


Spell Descriptions | D Spells

Detect Metals and Minerals

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small magnet)
  • Duration: Concentration, up to 10 minutes

You detect the presence of ore, gemstones, stone, or worked metal within 30 feet of you. On each of your turns, you may focus on one specific type of substance you wish to find (e.g, you can look for raw gold ore, or for manufactured gold items). This spell will also tell you roughly how much of that substance there is.

Classes: Bard, Cleric, Druid, Wizard


Detect Poison and Disease

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a yew leaf)
  • Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Classes: Blackguard, Cleric, Druid, Paladin, Ranger


Detect the Living

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you know if there is a living creature within 30 feet of you, as well as where the creature is located. Living creatures are surrounded by a faint glow, which is weaker in creatures that are close to death. You can choose whether the spell will detect or ignore normal plants. This spell doesn't detect creatures that are under the effects of a feign death or similar spell. 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.

Classes: Bard, Cleric, Druid, Paladin, Ranger


Detect Thoughts

2nd-level 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 looms 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.

Classes: Bard, Sorcerer, Wizard


Dheryth's Energy Net

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A net made of glowing magical force appears around a creature you can see within range. If the creature fails a Dexterity saving throw, it takes 4d10 force damage, and is contained within the net and stunned for the duration. The creature may make a Constitution saving throw at the end of each of its turns. On a success, the net vanishes and the creature is no longer stunned. You may also use a bonus action to cause the net to vanish.

On each of your turns, you can use a bonus action to cause the net to flare with light, inflicting an additional 2d10 force damage to the trapped creature.

While wrapped in the net, the creature sheds bright light to 10 feet and dim light for a further 10 feet.

Classes: Sorcerer, Wizard


Spell Descriptions | D Spells

Diary

3rd-level evocation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of ink, which is consumed in the casting)
  • Duration: 8 hours

You magically record the events of your day in a diary, which you must hold or keep on your person while this spell is in effect. The spell causes thoughts you focus on to appear in the diary, in your handwriting. It doesn't write your every stray thought; rather, it records your deliberate internal narration, in whatever language you think them in. (You should inform the DM what you are actually recording while this spell is active.)

You can also cause images to appear in your diary, but you must spend time concentrating (as if concentrating on a spell) on the image you want to appear. In general, 1 minute is enough for for a rough sketch, 10 minutes is enough for a simple drawing, and 30 minutes is enough for a complex drawing. The quality of the art you produced is commensurate with your own artistic skill, but is still very rough. If you lose concentration before your drawing is complete, your drawing vanishes.

The spell ends if the diary is ever moved more than 5 feet from you or if it runs out of pages; you receive a mental alert if your diary is close to being full.

This spell only records your direct narration. You can't use it to record other people, either spoken aloud or transmitted telepathically.

Classes: Artificer, Bard, Cleric, Wizard


Dimension Door

4th-level 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.

Classes: Bard, Sorcerer, Warlock, Wizard


Dimensional Anchor

4th-level abjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous

A green ray springs from your outstretched hand towards a creature you can see within range. Make a ranged spell attack. On a hit, the creature is covered with a shimmering emerald field. For the duration, the creature can't teleport or travel to another plane.

You may cast this spell on a creature that is in the Ethereal Plane, if you can see it.

Classes: Cleric, Wizard


Dimensional Toolbox

3rd-level conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 5 feet
  • Components: V, S, M (a key worth 50 gp)
  • Duration: 4 hours

You conjure an opening to a dimensional toolbox. This is stocked with every artisan tool and up to 10 gp worth of common materials. As an action, you can reach in and take out a tool or material contained within. Any tool or material that is not used when the spell ends fades away (materials used in crafting recipes remain).

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the toolbox contains +1 tools (tools that add +1 to the crafting check made). When you cast this spell using a spell slot of 9th level, the toolbox contains +2 tools (tools that add +2 to the crafting check made).

Classes: KibbleTasty's Inventor, Wizard


Dimensional Workshop

6th-level conjuration


  • Casting Time: 10 minutes
  • Range: 5 feet
  • Components: V, S
  • Duration: 4 hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

Spell Descriptions | D Spells

You can create any floor plan you like, but the space can't exceed 20 cubes, each cube being 10 feet on each side. The place is furnished with every artisan tool and typical crafting accessory you could need: anvils, furnaces, looms, etc. Furnishings and other objects created by this spell dissipate into smoke if removed from the workshop. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the dwelling lasts for 24 hours.

Classes: KibbleTasty's Inventor, Wizard


Disfigure

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Permanent

Your target must succeed on a Constitution saving throw or be cursed, its face and body covered in scars, boils, warts, and masses of twisted flesh. The creature becomes utterly repulsive. While cursed, the creature has disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks against creatures that can see it. It also has disadvantage on Constitution saving throws to avoid catching diseases. In addition, any reaction roll made to determine how others react to the target is made at disadvantage (as per Dungeon Master's Guide, Chapter 8: Social Interaction).

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

A remove curse, greater restoration, or heal spell will end the effect.

Classes: Sorcerer, Warlock, Wizard


Disguise Self

1st-level 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.

Classes: Artificer, Bard, Sorcerer, Wizard


Disintegrate

6th-level 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. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Classes: Sorcerer, Wizard


Dispel Evil and Good

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (holy water or powdered silver and iron)
  • Duration: Concentration, up to 1 minute

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Classes: Blackguard, Cleric, Paladin


Spell Descriptions | D Spells

Dispel Magic

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level 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.

Classes: Artificer, Bard, Blackguard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard


Dissonant Whispers

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

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.

Classes: Bard


Distort Life

5th-level transmutation


  • Casting Time: 3 hours
  • Range: Touch
  • Components: V, S, M (two strands of metal wire, one gold and one platinum worth 500 gp, twisted together into a double helix, which is consumed in the casting)
  • Duration: Instantaneous

You touch a beast, dragon, giant, humanoid, or monstrosity and transform one part of its body, shaping it as if it were clay. The creature must be incapacitated, restrained, or willing.

When you begin to cast this spell, the target must make a Constitution saving throw, whether it is willing or not. A willing creature has disadvantage on the saving throw. On a failure, you may shape the creature as you choose; otherwise, it's unaffected. However, if the target's rolls a 5 or lower on this save, then at the DM's decretion, it also develops unwanted, and potentially dangerous or detrimental, mutations.

Each casting of the spell allows you to make one change. Examples of changes include, but aren't limited to:

• Changing one type of extremity (such as hands, hooves, or paws) to another type.

• Changing a quadrupedal creature to make it a biped, or vice versa.

• Altering jaws and vocal chords so the creature is capable, or incapable, of speech.

• Altering teeth and digestive track so the creature can eat a different type of diet (such as turning a herbivore into a carnivore).

• Giving or removing a natural attack, including the ability to inflict acid or poison damage or the poisoned condition.

• Granting or removing darkvision, Keen Senses, or other traits that rely on natural biology, such as Amphibious or Sure-Footed.

You may not add or remove any magical or supernatural abilities, such as shapechanging, breath weapons, innate spellcasting, regeneration, or resistance or immunity to a type of damage or condition.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that the spell will backfire and the target takes 28 (8d6) necrotic damage.

The DM will decide if the creature is capable of breeding true.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can add or remove magical abilities such as those described above; however, you can't give the creature the ability to cast spells. You may also increase or decrease an attribute by one point.

When you cast it with a 9th-level spell slot, you can give the creature the ability to cast a spell innately. You must have the spell written on a spell scroll. The spell scroll is consumed, whether this spell is successful or not.

Classes: Artificer, Druid, Warlock, Wizard


Distort Value

1st-level illusion


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V
  • Duration: 8 hours

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.

Classes: Bard, Sorcerer, Warlock, Wizard

Spell Descriptions | D Spells

Divination

4th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
  • Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Classes: Cleric


Divine Favor

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Classes: Paladin


Divine Word

7th-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.

Classes: Cleric


Dominate Beast

4th-level 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.

Classes: Blackguard, Druid, Sorcerer


Dominate Monster

8th-level 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.

Spell Descriptions | D Spells

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.

Classes: Bard, Sorcerer, Warlock, Wizard


Dominate Person

5th-level 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.

Classes: Bard, Blackguard, Sorcerer, Wizard


Draconic Transformation

7th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:

  • Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
  • Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
  • Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Dragon's Breath

2nd-level 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.


Drawmij's Instant Summons

6th-level conjuration (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a sapphire worth 1,000 gp)
  • Duration: Until dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.

Classes: Wizard


Spell Descriptions | D Spells

Drawmij's Light Step

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pit of cat fur and a duck's feather)
  • Duration: Concentration, up to 10 minutes

You or a willing creature you touch gain a limited form of levitation. For the duration, your move increases by 5 feet, you gain the ability to walk across the ground without disturbing the surface, you ignore difficult terrain, and you can walk across liquids as if they were difficult terrain. This spell doesn't protect you from taking damage by walking across lava or other dangerous surfaces, but it does prevent you from triggering traps that require you to step on them.

At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.

Classes: Bard, Ranger, Wizard


Drawmij's Steed

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a iron horseshoe)
  • Duration: 8 hours

You indicate a beast or monstrosity with an Intelligence or 3 or lower within range and choose one of the following options:

Beast of Burden. For the duration of the spell, the target's carrying capacity is doubled.

Swift Mount. For the duration of the spell, the target's speed increases by 30 feet.

When the spell ends, the target must make a DC 10 Constitution saving throw. On a failure, it takes a level of exhaustion.

At Higher Levels. When you cast this spell with a spell slot of 2nd-level or higher, you can affect an additional creature for each slot level above 1st.

Classes: Wizard


Drawmij's Tool Box

2nd-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a miniature wooden tool box)
  • Duration: Concentration, up to 1 hour

With this spell, you create a magical tool set of your choice, which appears in an unoccupied space you can see within 10 feet of you. The tools shed dim light to a distance of 5 feet. Although magical, these tools function exactly as mundane tools of the same type do. When the spell ends, the tools poof out of existence.

Classes: Artificer, Wizard


Dream

5th-level illusion


  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
  • Duration: 8 hours

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Classes: Bard, Warlock, Wizard


Dream of the Blue Veil

7th-level conjuration


  • Casting Time: 10 minutes
  • Range: 20 feet
  • Components: V, S, M (a magic item or a willing creature from the destination world)
  • Duration: 6 hours

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

Spell Descriptions | D Spells

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.


Dream Sight

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a tick of incense worth at least 5 gp, which is burned while you cast the spell)
  • Duration: 1 hour

When you cast this spell, you fall unconscious and your spirit leaves your body and can travel to nearby places. Your spirit is invisible and silent, has a flying speed of 90 feet, can't touch or interact with anything, and is incapable of taking actions or reactions or cast spells that require verbal or material components.

While in spirit form, you can hear and see normally, and you can move through objects and other creatures as if they were difficult terrain. If you end your turn inside an object, you take 1d10 psychic damage.

Your body can be awakened if a creature uses its actions to wake it, or if it takes any damage other than psychic damage. You can also choose to end the spell at any time and wake up.

Your spirit can be detected with the detect evil and good spell, and you can't enter an area protected by a magic circle or hallow. In addition, you can be targeted by spells such as dispel evil and good. This causes you the spell to end early and you to wake up.

Classes: Wizard


Drive Insensate

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A leather hood)
  • Duration: Concentration, up to 1 minute

You cause a foe to lose all of their senses. Choose a creature that you can see within range to make a Constitution saving throw. If it fails, the creature is blinded, deafened, and can't taste, smell, or feel anything for the duration. The creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

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 2nd.

Classes: Sorcerer, Wizard


Druid Grove

6th-level abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)
  • Duration: 24 hours

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:

  • A constant gust of wind in two locations of your choice
  • Spike growth in one location of your choice
  • Wind wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.


Spell Descriptions | D Spells

Druidcraft

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

Classes: Druid


Dust Devil

2nd-level 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 from the dust devil. 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 light 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.


Spell Descriptions | D Spells

E Spells


Earth Tremor

1st-level 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.


Earthbind

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

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 safely descends at 60 feet per round until it reaches the ground or the spell ends.


Earthmaw

4th-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a tooth from a predatory animal)
  • Duration: Instantaneous

You cause a patch of nonmagical, unworked earth or stone 10 feet across to form into a gigantic mouth with sharp stone teeth. The mouth springs forth on a short neck and attacks a creature you choose within 10 feet of it. Make a melee spell attack. On a hit, the creature takes 5d10 piercing damage and must succeed on a Dexterity saving throw. On a failure, the creature is swallowed whole.

While swallowed, the creature is restrained and can't breathe, and is at risk of suffocating (as per Player's Handbook chapter 8, Environment). The escape DC is equal to your spell save DC. On a success, the creature is no longer restrained and is able to dig intself out. The creature can also be dug out by creatures who are on the surface.

After the attack, whether it hits or misses, the mouth returns to the ground and fades away.

Classes: Druid


Earthquake

8th-level 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 × 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.

Classes: Cleric, Druid, Sorcerer


Earthwrack

9th-level necromancy


  • Casting Time: 1 minute
  • Range: Self (500-foot radius)
  • Components: V, S
  • Duration: 10 years

With this evil spell, you cause an area of nonmagical, unworked earth to become barren and blighted. Healthy plants wither and die within a few days of this spell being cast, although there is a chance (DM's discretion) that some will transform into blights instead. Seeds planted there will either not grow or grow into blights.

Spell Descriptions | E Spells

This spell can be removed by first casting remove curse at the effect's center, then casting plant growth over 8 hours. A wish will also end the effect.

Classes: Cleric, Wizard


Eldritch Blast

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Classes: Warlock


Elemental Bane

4th-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

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.


Elemental Weapon

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Classes: Artificer, Blackguard, Paladin


Eliminate Element

7th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Special

When you cast this spell, you cause a natural element that is in a 10-foot sphere to vaporize. Choose one of the following options:

Eliminate Air. You suck the air out of a 10-foot-radius sphere centered on a point within range, leaving behind a vacuum. Nonmagical fire in the area is extinguished and nonmagical liquids in open containers are sublimated into steam. Creatures in the area can't breathe and are at risk of suffocating (as per Player's Handbook chapter 8, Environment). Fresh air rushes back in one round after the spell ends. When you cast this spell in this fashion, the duration is Concentration, up to 1 minute.

Eliminate Earth. You cause nonmagical, unworked earth and stone that fits in a 10-foot-radius sphere to turn into nothing but a handful of fine dust. Nonmagical, worked earth and stone, such as stone buildings and walls, takes 8d10 force damage. This doesn't affect metal or crystal. When you cast this spell in this fashion, the duration is Instantaneous.

Eliminate Fire. You create a 10-foot-radius sphere centered on a point within range. All nonmagical fire in the area is immediately extinguished, as is all magical fire created by a spell of 6th-level or less. A creature or object that is in the sphere is immune to fire damage. When you cast this spell in this fashion, the duration is Concentration, up to 1 minute.

Eliminate Water. You create a 10-foot-radius sphere centered on a point within range. All water in the area is immediately turned to mist. Any creature in the area that breathes only water is at risk of suffocating. When you cast this spell in this fashion, the duration is Concentration, up to 1 minute.

You can also cast this spell on an elemental. It must make a Constitution saving throw, taking 8d10 force damage on a failed save, or half as much on a successful one. If this brings the creature to 0 hit points, it dissolves, leaving behind only traces of elemental matter. When you cast this spell in this fashion, the duration is Instantaneous.

Classes: Druid, Sorcerer, Warlock, Wizard


Emotion

4th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You target an individual within range to charm cause it to feel a single, intense emotion of your choice, unless it succeeds on a Wisdom saving throw. Choose from the following effects:

Anger. The target bickers and argues with other creatures for the duration. During this time, it takes everything other creatures do or say in the worst possible light. It is incapable of meaningful communication and has disadvantage onsaving throws and ability checks.

Spell Descriptions | E Spells

Despair. The target is overwhelmed with despair for the duration. At the start of each of its turns for the duration, it must succeed on a Charisma saving throw. On a failure, it can't attack or target any creature with beneficial abilities, spells, or other magical effects.

Courage. For the duration, the target is immune to the frightened condition as it becomes extremely brave.

Cowardliness. The target is frightened of you or an objector other creature of your choice for the duration. While frightened, the target must move at least 30 feet away from the thing it fears on each of its turns, if able.

Friendliness. For the duration, all other creatures have advantage on Charisma (Deception) and Charisma (Persuasion) checks made against the target, and disadvantage on Charisma (Intimidation). The target takes everything other creatures say or do in the best possible light and takes everyone as a friendly acquaintance. The target doesn't have to do anything it's told, but will feel more disposed towards doing it.

Happiness. The target is overwhelmed with feelings of giddiness. At the start of each of its turns for the duration, it must succeed on a Charisma saving throw. On a failure, it can't attack or target any creature with harmful abilities, spells, or other magical effects. All reaction rolls made to determine how the target reacts are made at advantage.

Hatred. The target is overwhelmed by feelings of hatred towards a particular object or creature of your choice that is within range. The target has disadvantage on attacks made against any creature but its hated target, and once on its turn, it can choose to make an attack against it at advantage. If you make the target hate a creature, then the target takes everything the creature says or does in the worst possible light.

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 affect one additional creatures for each slot level above 4th. The creatures must be within 30 feet of each other.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Encode Thoughts

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 8 hours

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)


Enemies Abound

3rd-level 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.

Classes: Blackguard


Energy Ebb

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You point your finger and utter a foul incantation, releasing a black needle of crackling negative energy that assaults the life force of living creatures. When you cast this spell, and as an action on each of your turns until the spell ends, you can target one creature you can see within range. If the target isn't undead, it must succeed on a Constitution saving throw or take 4d8 necrotic damage and suffer one level of exhaustion. If the target is undead, you instead roll 4d8. The target gains half the total as temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage and temporary hit point dice increase by 1d8 for each slot level above 4th.

Classes: Cleric, Sorcerer, Wizard


Spell Descriptions | E Spells

Enervation

5th-level 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.

Classes: Blackguard


Enhance Ability

2nd-level 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 that 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.

Classes: Artificer, Bard, Cleric, Druid, Sorcerer


Enlarge/Reduce

2nd-level 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 attacks 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).

Classes: Artificer, Sorcerer, Wizard


Ensnaring Strike

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Classes: Ranger


Spell Descriptions | E Spells

Entangle

1st-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Classes: Druid


Enthrall

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Classes: Bard, Warlock


Erase

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You remove any writing in the area from an area equal to the size of a normal sheet of paper, leaving the surface clean and unused. The surface must be paper, parchment, or a similar surface.

If the writing is magical in nature, such as from a spell scroll, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the writing is erased. If you fail your check, and the writing was a glyph of warding, sigil (q.v.), or similar writing-based trap, you set off the trap.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may also remove writing that is carved or engraved in stone, metal, or a similar hard surface.

Classes: Artificer, Bard, Cleric, Wizard


Erupting Earth

3rd-level 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. 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.


Estate Transference

9th-level transmutation


  • Casting Time: 3 hours
  • Range: Self (40-mile radius)
  • Components: V, S, M (a rare or legendary magic item used tocontrol or summon elementals)
  • Duration: Permanent

With this powerful spell, you transfer a large area of land to the Inner Plane dictated by the type of magic (such as a bowl of commanding water elementals) item you use as the material components. A sphere up to 40 miles in diameter centered on you vanishes from the Prime Plane, leaving a hole in the ground behind, and reappears the appropriate elemental plane.

The sphere you transfer has a semi-permeable barrier. Creatures may enter through it, but nonliving elemental matter can't. Air and water inside the barrier stay within and are renewed, kept at the same level of freshness as when you brought the sphere over, and the temperature remains the same as well. You can deliberately alter the air and temperature, such as with a control weather spell, but the sphere will eventually return to its default state of freshness and temperature.

The material component used in the spell must remain atthe center of the sphere, and cannot be used normally. If it is ever moved more than 5 feet from the center of the sphere, it crumbles to dust and the barrier vanishes, allowing elemental matter to flood in.

Classes: Wizard


Spell Descriptions | E Spells

Etherealness

7th-level 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 plane 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 Plane 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 plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest 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.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Evard's Black Tentacles

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
  • Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Classes: Wizard


Exaltation

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a flask of holy water and powdered sapphire worth 100 gp)
  • Duration: Concentration, up to 10 minutes

With this spell, provide aid, protection, and joyful feelings to a willing creature you touch; you can't cast this spell on yourself. For the duration, the creature radiates a pale glow that sheds dim light to a 5-foot radius and gains the following benefits:

• The creature can't be frightened or poisoned, and it can't be rendered unconscious unless it is reduced to 0 hit points. If it had been suffering from one of those conditions before you cast exultation, the condition is paused while this spell is in effect.

• The creature can't gain any levels in exhaustion. If had one or more levels before you cast this spell, it doesn't suffer from their effects while this spell is in effect.

• The creature gains a number of temporary hit points equal to 10 + your caster level. When the spell ends, the target loses any remaining temporary hit points from this spell.

• The creature has advantage on Charisma (Intimidation) and Charisma (Persuasion) ability checks.

• Once while this spell is active, the creature may roll a d6 and add the number rolled to any ability to check or saving throw it makes.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the creature gains an additional 5 temporary hit points for each slot level above 3rd. In addition, when you cast this spell with a spell slot of 6th or 7th-level, the die becomes a d8. When you cast this spell with a spell slot of 8th or 9th-level, the die becomes a d10.

Classes: Cleric, Paladin


Expeditious Retreat

1st-level 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.

Classes: Artificer, Sorcerer, Warlock, Wizard


Spell Descriptions | E Spells

Eyebite

6th-level 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 falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Classes: Bard, Sorcerer, Warlock, Wizard


Eyes of the Sun

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your eyes burn as bright as the sun for the spell's duration. You shed bright light to 20 feet and dim light to a further 20 feet. This light is sunlight. OneWhen you cast this spell, and as a bonus action on each subsequent turn, you may target one creature you can see within 60 feet of you that you can see. That creature must succeed on a Constitution saving throw or be blinded for 1 minute. Creatures with the Sunlight Sensitivity or similar trait have disadvantage on this save.

A creature may make a new saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save can't be targeted by this casting of the spell again.

Classes: Cleric, Druid


Spell Descriptions | E Spells

F Spells


Fabricate

4th-level transmutation


  • Casting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Classes: Artificer, Wizard


Faerie Fire

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Classes: Artificer, Bard, Druid


False Life

1st-level 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 Levels. 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.

Classes: Artificer, Sorcerer, Wizard


Fantastic Machine

5th-level illusion


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a quasi-real, many-armed mechanical contraption, a **fantastic machine **, that appears on the ground in an unoccupied space of your choice within range. You may choose the machine to be Large (10 feet tall) or Huge (20 feet tall), although its attributes don't change.

The machine lasts for the spell's duration and it moves at your mental command (no action required by you). If you issue no commands, it performs the last action you ordered it to take. The machine shares you initiative count, but it takes its turn immediately after yours. It the machine drops to 0 hit points, the spell ends. On each of your turns, you can order the machine to perform one of following tasks: Attack, Dig, Lift, Pull, Push, or Throw.

At Higher Levels. When you cast this spell with a 6th-level spell slot, the duration becomes Concentration, up to 30 minutes. When you use an 8th-level or higher spell slot, the duration is up to 1 hour, without the need to concentrate.

Classes: Artificer


Far Step

5th-level 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.


Fast Friends

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

Spell Descriptions | F Spells

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 4th level or higher, you can target one additional creature for each slot level above 3rd.

Classes: Bard, Cleric, Wizard


 


Fantastic Machine

Large or Huge construct, unaligned


  • Armor Class 14 + the level of the spell (natural armor)
  • Hit Points equal to 25 + ten times the spell's level.
  • Speed 40 ft., burrow 20 ft., climb 10 ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 1 (-5) 5 (-3) 1 (-5)

  • Damage Vulnerabilities force
  • Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious
  • Languages understands the languages of its creator but can't speak

Beast of Burden. The fantastic machine is considered to be a Gargantuan construct for the purposes of determining its carrying capacity.

Immutable Form. The fantastic machine is immune to any spell or effect that would alter its form.

Actions

Slam. Melee Weapon Attack: +5 + the spell's level to hit, Reach 15 ft, one target. Hit: 2d12 + 5 + the spell's level bludgeoning damage.

Throw Object. Melee Weapon Attack: +0 + the spell's level to hit, Range 60/180 ft, one target. Hit: 3d6 + the spell's level bludgeoning damage.

Fear

3rd-level 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.

Classes: Bard, Blackguard, Sorcerer, Warlock, Wizard


Feather Fall

1st-level transmutation


  • Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Components: V, M (a small feather or a piece of down)
  • Duration: 1 minute

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.

Classes: Artificer, Bard, Sorcerer, Wizard


Feeblebody

8th-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a live mouse)
  • Duration: Instantaneous

You blast a creature that you can see within range, attempting to turn its body upon itself. The target takes 4d6 force damage and must make a Strength saving throw. On a failed save, the creature's Strength, Dexterity, and Constitution scores become 3 and its speed can't be higher than 10 feet.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.

Classes: Bard, Druid, Warlock, Wizard


Feeblemind

8th-level enchantment


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
  • Duration: Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

Spell Descriptions | F Spells

The spell can also be ended by greater restoration, heal, or wish.

Classes: Bard, Druid, Warlock, Wizard


Feign Death

3rd-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Classes: Bard, Cleric, Druid, Wizard


Fellblade

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a drop of your blood and a piece of cold iron)
  • Duration: Concentration, up to 10 minutes

You call up a smoky gray blade made of dark energy into your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 6d6 necrotic damage on a hit and has the finesse, light, and thrown properties (range 20/60).

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.

In addition, when you successfully hit a creature with this sword, choose one of the following options:

Drain. The blade drinks deeply of your targets life and siphons some of that energy to you. You regain hit points equal to half the amount of necrotic damage dealt.

Curse. The blade places a curse on your target. Until the start of your next turn, the target has disadvantage on attack rolls made against you, and disadvantage on ability checks and saving throws made with one ability check of your choice.

Classes: Sorcerer, Warlock, Wizard


Field of Ghouls

7th-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous

You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls. Each living creature within 30 feet of you is poisoned until the end of your next turn. Targets with 30 hit points or fewer must also make a Charisma saving throw. If a target has 0 hit points, it automatically fails this saving throw. On a failed save, a target dies.

A humanoid killed by this spell rises at the start of your next turn as a ghoul that is under your command, following your verbal orders to the best of its ability. Any ghoul created by this spell melts into a pile of flesh and is destroyed after 24 hours.

Classes: Cleric, Sorcerer, Warlock


Find Familiar

1st-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Classes: Wizard


Spell Descriptions | F Spells

Find Greater Steed

4th-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Dragonnel Steeds

With the DM's permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in Xanathar's Guide to Everything.

Classes: Blackguard


Find Steed

2nd-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Classes: Blackguard, Paladin


Find the Path

6th-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
  • Duration: Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Classes: Bard, Cleric, Druid


Find Traps

2nd-level divination


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Classes: Cleric, Druid, Ranger


Spell Descriptions | F Spells

Finger of Death

7th-level 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.

Classes: Sorcerer, Warlock, Wizard


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).

Classes: Artificer, Sorcerer, Wizard


Fire Shield

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of phosphorus or a firefly)
  • Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Classes: Wizard


Fire Storm

7th-level 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 a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Classes: Cleric, Druid, Sorcerer


Fireball

3rd-level 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 and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point 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.

Classes: Sorcerer, Wizard


Fireblast

6th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then explodes with a clap of thunder into an explosion of flame and high pressure. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 fire damage and 5d6 force damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, a creature is pushed back 20 feet from the spell's target point and is deafened until the end of its next turn. This spell deals double damage to objects and structures.

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 7th-level or higher, the damage increases by 1d6 fire damage or force damage (your choice) for each slot level above 6rd.

Classes: Sorcerer, Wizard


Spell Descriptions | F Spells

Fizban's Platinum Shield

6th-level abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

  • Cover. The creature has half cover.
  • Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.
  • Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.


Flame Arrows

3rd-level 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 a 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.


Flame Blade

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Classes: Druid


Flame Strike

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pinch of sulfur)
  • Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Classes: Cleric


Flaming Sphere

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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.

Classes: Druid, Wizard


Spell Descriptions | F Spells

Flesh Puppet

1st-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a piece of a corpse worth at least 1 sp)
  • Duration: 1 hour

You create a Tiny construct made of flesh and bone, a puppet that obeys your telepathic commands, in a space within range. It has no thoughts of its own, but it can telepathically communicate what it senses to you. Once on each of your turns, you can telepathically command the construct to walk up to 30 feet and interact with objects. The puppet can't attack, activate magic items, or carry more than 10 pounds, but it can perform simple tasks that require no actions such as pushing, pulling, or lifting objects.

The puppet has AC 10, 1 hit point, and a Strength of 2. If it drops to 0 hit points, if it is ever more than 60 feet away from you, or if you cast this spell again, the puppet crumbles into a pile of bones and flesh and the spell ends.

Additionally, as an action, you can see through your puppet's eyes and hear what it hears until the start of your next turn, using its normal senses instead of your own. During this time, you are deaf and blind with regard to your own senses.

Classes: Warlock, Wizard


Flesh to Stone

6th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of lime, water, and earth)
  • Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Classes: Warlock, Wizard


Float/Sink

1st-level transmutation


  • Casting Time: 1 action or 1 reaction, taken when a creature within range enters water
  • Range: 30 feet
  • Components: V, S, M (a cork)
  • Duration: Special

Choose an object that can fit in a 5-foot cube, or a Medium or smaller creature, that is in water or other liquid and choose one of the following options:

Float. The target becomes very buoyant. It will remain on the water's surface, unless prevented from doing so, such as by having heavyweights attached (which must weigh at least half as much as what the target actually weighs).

When you cast this spell in this manner, the duration is 1 hour.

Sink. The target immediately begins to sink, falling to the bottom of the body of water it is in as if it had weights attached to it. If the target is a creature, it has disadvantage on Strength (Athletics) checks made to swim and its swim speed (if any) is halved.

When you cast this spell in this manner, the duration is Concentration, up to 1 minute.

Classes: Artificer, Cleric, Druid, Wizard


Flock of Birds

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 180 feet
  • Components: V, S, M (a handful of feathers)
  • Duration: Concentration, up to 10 minutes

A tremendous flock of fey spirits that take the form of songbirds appears and fill a 20-foot-radius sphere centered on a point you choose within range. They fly about in confusing patterns, chirping and singing loudly. The sphere spreads around corners. The sphere remains for the duration and its area is heavily obscured, and a creature inside the sphere is deafened due to the loud singing. For every 1 foot a creature moves through the area, it must spend 4 feet of movement.

A creature who is inside the sphere has a disadvantage on ability checks and attack rolls, and on Dexterity saving throws. A creature who attempts to cast a spell while inside the sphere must first succeed on a concentration saving throw to do so. The DC is equal to 6 + half your spell save DC (rounded down).

Individual songbirds can't be harmed, and when the spell ends, the songbirds vanish.

Classes: Bard, Druid


Flock of Familiars

2nd-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

Spell Descriptions | F Spells

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

Classes: Warlock, Wizard


Fly

3rd-level 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.

Classes: Artificer, Sorcerer, Warlock, Wizard


Flying Quills

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a porcupine's quill)
  • Duration: Concentration, up to 1 minute

You conjure two porcupine quills and cause them to fly at one or two targets you can see within range. The targets must make Dexterity saving throws. On a failure, the quill sticks in them and the target takes 1d4 piercing damage.

At the end of each of its turns, a stuck creature takes an additional 1 piercing damage. The creature may use its action to remove the quill from itself; doing so causes the quill to vanish. All quills that haven't been removed when the spell ends vanish.

At Higher Levels. You create an additional quill at 5th level (3 quills), 11th level (4 quills), and 17th level (5 quills). You may fire each quill at a separate target if you wish.

Classes: Druid


Fog Cloud

1st-level 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.

Classes: Druid, Ranger, Sorcerer, Wizard


Fog of Nightmares

7th-level illusion


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a length of phase spider silk)
  • Duration: 10 minutes

You create a thick, wet, dark gray fog which fits to appear in a location you choose within range. The area of the fog is heavily obscured and consists of up to twenty 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. The area is dimly lit, heavily obscured, and is difficult terrain. Small, open flames are automatically extinguished, and covered lanterns shed light to only half the normal distance. Creatures have disadvantage on any roll made to navigate through the area, and on saving throws to avoid being frightened.

The fog taps causes the fears of creatures that have an Intelligence of 4 or higher, other than constructs or undead, who pass through. It causes those fears to come to quasi-life, manifesting as phantasmal horrors that attack. These horrors can look like anything, as their appearance is drawn from the fears of the creatures they are attacking. Each round, a new horror will spawn, until there is a number of horrors equal to three times the number of creatures in the fog at that time. A creature that is immune to the frightened condition doesn't cause horrors to spawn. A horror has AC 15 and hit points equal to five times your caster level. If a horror is slain, a new one will appear in one round.

At the start of a creature's turn, provided that it has at least one horror attacking it, it must make a Wisdom saving throw. It takes 4d10 psychic damage on a failed save. The damage will appear to have come from a horrors' attack. On a success, the horror won't attack until the start of the creature's next turn, although it will continue to act in a menacing manner.

At Higher Levels. When you cast this spell with a spell slot of 9th level, the duration becomes 1 hour, without the need for concentration.

Classes: Wizard


Fool's Speech

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small whistle made of bone)
  • Duration: 1 hour

With this spell, you and up to six willing targets you touch gain the ability to speak and understand a secret language incomprehensible to others. Neither the comprehend languages nor tongues spells can decipher the language.

Classes: Bard


Spell Descriptions | F Spells

Forbiddance

6th-level abjuration (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
  • Duration: 1 day

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

Classes: Cleric


Force Shapechange

5th-level abjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a live butterfly, released when you cast the spell)
  • Duration: Instantaneous

You gesture at a creature within range. If it is a shapechanger or a creature that is otherwise not in its true form (such as if it were under the effects of an alter self or polymorph spell), it must succeed on a Constitution saving throw. On a failure, is forced to return to its true form and takes 3d10 bludgeoning damage due to the wracking pains the spell causes. On a success, the shapechanger takes half damage but isn't forced to change its shape.

Classes: Cleric, Druid, Paladin, Ranger, Wizard


Forceball

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a hair from a giant)
  • Duration: Instantaneous

A shimmer of light flashes from your pointing finger to a point you choose within range and then bursts with a thunderclap into an explosion of concussive force. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 force damage on a failed to save and is pushed back 15 feet from the spell's target point. On a successful save, the creature takes half damage and isn't pushed back. In addition, if a creature's saving throw fails by 5 or more, the creature is stunned until the end of its next turn.

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.

Classes: Sorcerer, Wizard


Forcecage

7th-level evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp)
  • Duration: 1 hour

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by dispel magic.

Classes: Bard, Warlock, Wizard


Spell Descriptions | F Spells

Forcelash

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (three drops of acid)
  • Duration: Instantaneous

You create a long whip of vivid purple light that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 6d6 force damage and is grappled and restrained (escape DC equal to your spell save DC) until the start of your next turn.

If the creature breaks free of the grapple, or when the spell ends, the forcelash releases a powerful jolt of energy that causes the creature to convulse. The creature must make a Constitution saving throw. It takes 3d6 force damage on a failed save and drops whatever anything it is carrying, or half as much damage on a successful save, and it doesn't drop anything.

In addition, you can pull the creature up to 15 feet closer to you (no action required).

At Higher Levels. When you cast this spell with a 4th-level or higher spell slot, the damage from the initial attack inflicts an additional 1d6 damage for each slot level above 3rd.

Classes: Artificer, Sorcerer, Warlock, Wizard


Foresight

9th-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a hummingbird feather)
  • Duration: 8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

Classes: Bard, Druid, Warlock, Wizard


Forge Fire

1st-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours

A Medium-sized fire within range, such as a campfire, burns with unnatural heat within its embers for the duration. It gives off intense heat, dealing twice as much damage to any creature that takes damage from it and consumes materials twice as fast as normal. For the duration, it can serve as a forge to smelt nonmagical metals, and counts as a forge for the purposes of blacksmithing.

Classes: KibbleTasty's Inventor, Wizard


Fortune's Favor

2nd-level divination


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
  • Duration: 1 hour

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

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.


Freedom of Movement

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
  • Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Classes: Artificer, Bard, Cleric, Druid, Ranger


Freedom of the Waves

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a strand of wet hair)
  • Duration: Instantaneous

You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.

Spell Descriptions | F Spells

If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.


Freedom of the Winds

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a scrap of sailcloth)
  • Duration: Concentration, up to 10 minutes

Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.

When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.


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.

Classes: Bard, Sorcerer, Warlock, Wizard


(Dierde) Homebrew:

The 2014 version of Friends does not exist. It is now the 2024 version.

Friends

Enchantment Cantrip


  • Casting Time: Action
  • Range: 10 feet
  • Components: S, M (some makeup)
  • Duration: Concentration, up to 1 minute

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

Classes: Bard, Sorcerer, Warlock, Wizard

Frisky Chest

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

You touch a nonmagical, inanimate object that can fit in a 5- foot cube and enchant it. When any creature other than you or another creature you designate while casting this spell comes attempts to the object, it sprouts little legs and scampers away. The object has a speed of 40 feet and a Dexterity score of 20 (+5). The object can perform no other actions, and other than its ability to move is completely unchanged.

If the object is caught, it will make a single attempt to escape, using its Dexterity contested by the catcher's Strength. If that fails, the spell will end and the legs will fade away.

At any point, you can call the object to you (no action required on your part) and it will scuttle back over to you. The object will not travel further than 100 feet from the location it was animated and will treat that area as its base point. If you pick the object up, carry it to a new location, and tell it to remain near that area, it will consider the new location as its base point.

If you cast this spell on the same object every day for a year, the spell becomes permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the object sprouts a pair of tiny wings as well and gains a Fly speed of 40.

Classes: Artificer, Wizard


Spell Descriptions | F Spells

Frost Fingers

1st-level enchantment


  • 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 sheet of intense cold and shards of ice shoots forth from your outstretched fingertips. Each creature in a 15-foot cone 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.

The cold freezes any liquids in the area that isn't in a sealed container.

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.

Classes: Druid, Sorcerer, Wizard


Frost Fingers

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids 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 1d8 for each slot level above 1st.

Classes: Wizard


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).


Spell Descriptions | F Spells

G Spells


Galder's Speedy Courier

4th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
  • Duration: 10 minutes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

Classes: Warlock, Wizard


Galder's Tower

3rd-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a fragment of stone, wood, or other building material)
  • Duration: 24 hours

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, chest, and magical fireplace
  • A study with desks, books, bookshelves, parchments, ink, and ink pens
  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
  • A lounge with couches, armchairs, side tables and footstools
  • A washroom with toilets, washtubs, a magical brazier, and sauna benches
  • An observatory with a telescope and maps of the night sky
  • An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

Classes: Wizard


Garinthrall's Hideous Leech

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Special

A shimmering, dark gray arrow streaks towards a target within range and bursts in a spray of toxic goo. Make a ranged spell attack against the target. On a hit, the target takes 1d4 acid damage and 1d4 poison damage, and the goo transforms into a leech-like form that burrows under the target's clothing and armor and latches onto its skin.

At the end of each of the target's turns, the leech eats away at the target, inflicting an additional 1d4 acid damage. The target or another creature can use its action to make a Strength check, using your spell save DC, to remove the leech from the target's body. This causes the spell to end.

At Higher Levels. You cast this spell using a spell slot of 3rd-level or higher, the acid damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Classes: Druid, Warlock, Wizard


Gaseous Form

3rd-level 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.

Spell Descriptions | G Spells

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.

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.

Classes: Sorcerer, Warlock, Wizard


Gate

9th-level 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.

Classes: Cleric, Sorcerer, Wizard


Gate Seal

4th-level abjuration


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a broken portal key, which the spell consumes)
  • Duration: 24 hours

You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.

Classes: Sorcerer, Warlock, Wizard


Geas

5th-level enchantment


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Classes: Bard, Blackguard, Cleric, Druid, Paladin, Wizard


Gemidan's Paralytic Missle

Evocation cantrip


  • Casting Time: 1 action or 1 reaction, taken when get an opportunity attack against a creature
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a missile of magical green energy. Make a ranged spell attack. On a hit, the energy briefly encases the target in a green field, causing the target to fall prone. Until the end of its next turn, the target cannot take reactions. On its next turn, standing up requires spending an action to do so, instead of half their movement.

Classes: Bard, Sorcerer, Wizard


Gentle Repose

2nd-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
  • Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Classes: Cleric, Wizard


Spell Descriptions | G Spells

Ghastly Stench

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You emanate the putrid stench of a ghast. For the duration, each creature that starts its turn within 15 feet of you must succeed on a Constitution saving throw or be poisoned until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the radius of this spell by 5 feet for each slot level above 2nd.

Classes: Bard, Blackguard, Blackguard, Cleric, Sorcerer, Warlock, Wizard


Ghost Pipes

2nd-level evocation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Special

You cause a nonmagical musical instrument that you touch to play a tune you know. While it's playing, the instruments levitate to the height it would normally be held at if it were played by an actual creature, and if you wish, glows with a magical light that sheds dim light to 10 feet. The instruments play with your level of competence.

If the instrument gets to the end of the piece of music it is playing, it will repeat the tune unless you use your action to switch it to a new tune. The spell lasts for as long as you concentrate on it, or until a creature other than a construct (including you) touches the instrument.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you may affect one additional instrument for each slot level above 2nd.

Classes: Bard


Ghoul Gauntlet

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The transformation process begins at the limb or extremity (usually the hand or arm) touched, and spreads outwards as the target's body slowly dies and is transformed into a ghoul's cold, undying flesh.

Make a melee spell attack against a humanoid within your reach. On a hit, the target is poisoned.

At the end of each of the target's turns, it must make a Constitution saving throw. On a failed save, the target takes 4d6 necrotic damage. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. The spell can also be ended early by the greater restoration, heal, and remove curse spells.

If the target is reduced to 0 hit points while poisoned by this spell, it dies and rises at the start of your next turn as a ghoul that is under your command, following your verbal orders to the best of its ability. The ghoul melts into a pile of flesh and is destroyed after 24 hours.

Classes: Cleric, Sorcerer, Wizard


Ghoul Light

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of rendered fat)
  • Duration: 8 hours

A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, except for its green hue, but it creates no heat and doesn't use oxygen. The flame can be covered and hidden, but not smothered or quenched.

Undead within 30 feet of this light have advantage on saving throws against effects that turn undead. If an undead already had advantage on such saving throws before entering the area, it instead gains immunity to effects that turn undead while within the area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect persists until it is dispelled.

Classes: Cleric, Sorcerer, Wizard


Giant Insect

4th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Classes: Druid


Spell Descriptions | G Spells

Gift of Alacrity

1st-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.


Gift of Gab

2nd-level enchantment


  • Casting Time: 1 reaction, which you take when you speak to another creature
  • Range: Self
  • Components: V, S, R (2 gp)
  • Duration: Instantaneous

When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.— MôrgænJim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Classes: Bard, Wizard


Glamer

Illusion cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

For the duration of this spell, one willing creature becomes much more physically attractive, as if a team of skilled cosmetologists had worked improving its appearance. The creature's hair is cleaned and neatly styled and makeup is applied.

This spell doesn't make the target look like a different person; it just improves its looks. Once, while the spell is active, the target may choose to have advantage on one Charisma (Persuasion) check. True sight will see through this illusion.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Glass Shape

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small crystal lens)
  • Duration: 1 round

You touch a glass object of Medium size or smaller or a section of glass no more than 5 feet in any dimension and form it into any shape that suits your purpose.

So, for example you could shape a pane of glass into a blade, a glass case, or a statue, or make a passage through a window. You could also shape a window to seal shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

You can also use this spell to transform up to 100 pounds of sand into 75 pounds of glass.

Classes: Artificer, Cleric, Wizard


Glassee

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small piece of glass)
  • Duration: Instantaneous

A window appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, provided the surface is no more than 5 feet thick, and lasts for the duration.

The window can be up to 2 feet by 3 feet, can't be opened and creatures can't pass through it. You may choose for the window to be one-way, so only creatures on your side of the wall can look through it, or two-way, so creatures on both sides can use it.

Classes: Artificer, Wizard


Glibness

8th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Classes: Bard, Warlock


Spell Descriptions | G Spells

Glitterdust

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a pinch of ground mica)
  • Duration: Instantaneous

You create a cone of glittering golden particles. All creatures in the area are coated with particles. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. In addition, a creature must succeed on a Constitution or be blinded for the duration. A blinded creature may make a new save at the end of each of its turns, ending the effect on itself on a success.

Classes: Artificer, Bard, Sorcerer, Wizard


Globe of Invulnerability

6th-level 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.

Classes: Sorcerer, Wizard


Glyph of Warding

3rd-level abjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
  • Duration: Until dispelled or triggered

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Classes: Artificer, Bard, Cleric, Wizard


Godrage

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 minute

You fill yourself with righteous fury and bring down the wrath of your god. You are surrounded by a brilliant glowing light that sheds bright light to 5 feet and dim light a further 5 feet. For the duration, your proficiency bonus is doubled when you make melee weapon attacks, and you inflict an additional 2d10 force damage with a successful attack. In addition, your AC improves by 2, you can't be charmed, frightened, or poisoned, and you have advantage on Wisdom saving throws. Finally, you score a critical hit on a roll of 19 or 20, instead of just 20.

Spell Descriptions | G Spells

You must use your action to make a melee attack each round while this spell is active. If you choose to take a different action, the spell ends.

At Higher Levels. When you cast this spell with a spell slot of 6th-level or higher, the damage increases by 1d10 for each slot level above 5th.

Classes: Cleric, Paladin


Goodberry

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a sprig of mistletoe)
  • Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Classes: Druid, Ranger


Graft

5th-level necromancy


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a potion of healing and 1,000 gp worth of powdered moonstone, which the spell consumes)
  • Duration: Permanent

With this spell, you may take a humanoid limb or other body part that had been severed no more than one hour ago, and graft it onto a willing humanoid's stump (which doesn't have to have been freshly-severed). The recipient must be missing the same limb or body part; this spell doesn't allow you to grant a creature extra body parts, nor does it allow you to graft body parts to places where they aren't supposed to go (i.e., you can't graft an arm to the stump of a leg or coming out the middle of a chest), nor does it allow you to graft body parts onto a recipient that doesn't normally have that part (you can't add wings to a wingless person, for example). The "donor" must be no more than one size category smaller or larger than the target. Only one body part may be replaced per casting of the spell. Other body parts may be replaced at the DM's discretion. If gentle repose or preserve from decay (q.v.) is cast on the body part, the duration of that spell doesn't count against the length of time the body part may be severed.

Arms and Hands. If the body part you are grafting has claws or other natural attacks, you also gain a similar attack. You inflict 1d4 + your Strength or Dexterity slashing damage. This does not increase the number of attacks you may make each turn.

Legs and Feet. If the donor had a walking speed of 50 feet or more, or had the Running Leap or Standing Leap trait, the recipient gains that speed or trait only if it had both legs replaced.

Sensory Organ. If the donor had blindsight, darkvision, or the Keen Sight trait, the recipient also gains that trait only if it had both eyes replaced. If the body part is an eye, ear, or nose, and the donor had the Keen Hearing or Keen Smell trait, the recipient also gains that trait.

Internal Organ. If the donor had immunity to poison damage or the poisoned condition, the recipient gains advantage on saving throws to avoid being poisoned.

Upon receiving the graft, the recipient must succeed on a DC 15 Constitution saving throw. On a failure, the graft still takes, but it comes with a minor quirk: it may have a frequent tic, ache, look very unsightly or be misshapen (but still work perfectly well), might bleed a strange color, cause a slight limp, or come with a strange personality trait related to the original owner in some way. The quirk may be annoying but doesn't otherwise cause any mechanical penalties to the recipient.

Prosthetics. You may also cast this spell using an artificial prosthesis made from wood, metal, or other nonliving material. The prosthesis animates and can't be removed without first successfully casting dispel magic on it. It uses the target's Strength and Dexterity scores and must be made for a creature of its size category. The recipient can use the limb as normal. Sensations perceived through the prosthetic are slightly muted, but the recipient isn't at risk of having a quirk.

Classes: Artificer, Wizard


Grasping Hands of Horror

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause three arms to reach out of the ground in a 20-foot radius centered on a point you choose within range. The arms may appear to be humanoid arms, skeletal arms, or arms made of earth and soil, as you desire. The arms grab at targets you choose within range. You may direct each arm at one target or at several.

Make a ranged spell attack for each arm. On a hit, the creature is grappled, restrained, and dragged 5 feet underground, where it can't breathe and is at risk of suffocating (as per Player's Handbook chapter 8, Environment). The escape DC is equal to your spell save DC. A creature has disadvantage on ability checks made to escape if three or more arms are grappling it. On a success, the creature is no longer restrained and is able to dig itself out. The creature can also be dug out by creatures who are on the surface.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you create one additional arm for each slot level above 3rd.

Classes: Bard, Cleric, Warlock, Wizard


Spell Descriptions | G Spells

Grasping Vine

4th-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Classes: Druid, Ranger


Grave Bolt

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a bolt of negative energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. If this attack hits a tree, a plant creature, or some other form of vegetation, the target instead takes 1d12 damage.

The spell's damage increases by one die when you reach 5th level (2d10 or 2d12), 11th level (3d10 or 3d12), and 17th level (4d10 or 4d12).

Classes: Sorcerer, Warlock, Wizard


Gravesight

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour

You touch an undead creature that is under your control. For the duration of the spell, you can use your action to see through the undead's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the target's senses, you gain the benefits of any special senses possessed by that target, though you are blinded and deafened to your own surroundings.

Classes: Cleric, Sorcerer, Warlock, Wizard


Gravity Fissure

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a fistful of iron filings)
  • Duration: Instantaneous

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.


Gravity Sinkhole

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a black marble)
  • Duration: Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


Grease

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of pork rind or butter)
  • Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Classes: Artificer, Wizard


Greater Invisibility

4th-level 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.

Classes: Bard, Sorcerer, Wizard


Spell Descriptions | G Spells

Greater Restoration

5th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

Classes: Artificer, Bard, Cleric, Druid


Green-Flame Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap 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 certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Classes: Artificer, Sorcerer, Warlock, Wizard


Grimly's Elasticity

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: M (a lump of soft clay)
  • Duration: 10 minutes

A willing creature you touch becomes extremely elastic and is able to bend, twist, and stretch itself in any direction. While this spell is in effect, the creature gains the following traits:

• It is immune to bludgeoning damage from nonmagical attacks and resistant to damage from bludgeoning damage from magical attacks.

• Its reach increases by 10 feet, and it can increase its height by up to 5 feet.

• It can move through a space large enough for a creature two sizes smaller than it without squeezing.

At Higher Levels. When you cast this spell with a spell slot of 4th-level or higher, its reach and height can increase by an additional 5 feet for each slot level above 5th.

Classes: Bard, Cleric, Warlock, Wizard


Guardian of Faith

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Classes: Cleric


Guardian of Nature

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Spell Descriptions | G Spells

Guards and Wards

6th-level abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
  • Duration: 24 hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and wards creates the following effects within the warded area.

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.

  • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • Place magic mouth in two locations.
  • Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • Place a constant gust of wind in one corridor or room.
  • Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Classes: Bard, Wizard


Guidance

Divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Classes: Artificer, Cleric, Druid


Guiding Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

Classes: Cleric


Gunther's Kaleidoscopic Strike

8th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: None
  • Duration: Concentration, up to 10 minutes

A thin beam of shimmering, kaleidoscopic light shoots from your outstretched fingertips towards a creature in range and engulfs the creature in colored light, causing it to shed bright light to 10 feet and dim light for a further 10 feet. Unless the creature succeeds on an Intelligence saving throw using its spellcasting ability, it can't cast any spells for the duration. At the end of every minute, it may make a new saving throw, ending the effect on itself on a success.

Classes: Wizard


Spell Descriptions | G Spells

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 harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Gust of Wind

2nd-level 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.

Classes: Druid, Sorcerer, Wizard


Spell Descriptions | G Spells

H Spells


Hail of Thorns

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Classes: Ranger


Hailstones

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of pebbles)
  • Duration: Concentration, up to 1 minute

Until the spell ends, stones fall in a 20-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. When a creature enters the spell's area for the first time or starts its turn there, it must make a Dexterity saving throw. It takes 4d6 bludgeoning 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 3rd-level or higher, you inflict an additional 1d6 damage for each slot level above 2nd.

Classes: Druid, Sorcerer, Warlock, Wizard


Hallow

5th-level evocation


  • Casting Time: 24 hours
  • Range: Touch
  • Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
  • Duration: Until dispelled

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Courage. Affected creatures can't be frightened while in the area.

Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest. Dead bodies interred in the area can't be turned into undead.

Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

Fear. Affected creatures are frightened while in the area.

Silence. No sound can emanate from within the area, and no sound can reach into it.

Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Classes: Blackguard, Cleric


Hallucinatory Terrain

4th-level illusion


  • Casting Time: 10 minutes
  • Range: 300 feet
  • Components: V, S, M (a stone, a twig, and a bit of green plant)
  • Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Classes: Bard, Druid, Warlock, Wizard


Spell Descriptions | H Spells

Hamund's Harvesting Hands

1st-level conjuration (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: S, M (a sharp knife and a pair of gloves)
  • Duration: Special

Target a dead creature within range that has a CR of 3 or less. This spell conjures an invisible pair of hands that harvest that creature for any useful materials as listed in their harvesting table. No ability check is required to harvest these materials, the hands automatically succeed in harvesting them, and then place them next to the creature's carcass. You still need to provide any requisite containers such as vials or bags, but the hands harvest all materials in half the time it would normally take. You may direct the hands to harvest certain materials first. Once all of a creature's useful materials have been harvested, the hands disappear.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the CR of the creature harvestable increases by 3 for each slot level above 1st.

Classes: Bard, Cleric, Ranger, Wizard


Harm

6th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Classes: Cleric


Haste

3rd-level 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.

Classes: Artificer, Sorcerer, Wizard


Hasten Growth

4th-level transmutation


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You point at a beast, dragon, giant, humanoid, monstrosity, or plant creature, or normal plants that fit within a 10-foot square and force it to make a Constitution saving throw. Normal plants automatically fail this roll. If it fails, it ages by your choice of 2d6 months or 2d6 years. The creature is unaffected on a success.

If you cast this spell two or more times in a 25-hour period, there is a 25% cumulative chance that the spell backfires. The creature takes 5d10 force damage and, if it survives, may develop degenerative diseases,

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the target to age an additional 1d6 months or years for each slot level above 4th.

Classes: Cleric, Druid, Wizard


Heal

6th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Classes: Cleric, Druid


Healing Spirit

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

Spell Descriptions | H Spells

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.


Healing Word

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Classes: Bard, Cleric, Druid


Heart of Stone

9th-level necromancy


  • Casting Time: 24 hours
  • Range: Self
  • Components: V, S, M (a life-sized heart carved out of a black stone, worth at least 5,000 gp)
  • Duration: 1 year

You replace your heart with the stone heart used as the material component for this spell, and your own heart appears in your hand, still beating even as it pumps no blood. Your real heart is a Tiny object with AC 7, hit points equal to your caster level + your spellcasting attribute bonus, and is immune to psychic damage. As long as your heart remains intact, you have the following benefits:

• You don't age, and you need half as much air, drink, food, and sleep as you normally do.

• You are resistant to necrotic damage and to bludgeoning, piercing, and slashing damage, and are immune to poison damage and the poisoned condition.

• You have advantage on Constitution saving throws.

• You regenerate lost and severed body parts. Severed body parts, except for your head, are restored after 2 minutes, and if you have the severed part and hold it to the stop, the part instantly rejoins the stump. Otherwise, the severed body part regrows after you finish a long rest.

However, you don't regain hit points through long rests unless you spend Hit Dice to do so.

If your real heart is touched, you receive a mental image of the creature that touched it. If it's destroyed, you instantly die and can't be brought back to life by any means short of a true resurrection or wish.

At the end of the year, your real heart reappears in your chest and the stone heart reappears in your hand. You may reuse the stone heart if you wish.

Classes: Cleric, Wizard


Heat Metal

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of iron and a flame)
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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.

Classes: Artificer, Bard, Druid


Hellish Hail

4th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Instantaneous

A hail of tiny flaming meteors 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 3d8 bludgeoning damage and 5d6 fire damage on a failed save, or half as much damage on a successful one.

The flaming meteors turn the storm's area of effect into difficult terrain until the end of your next turn, and 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 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Classes: Sorcerer, Wizard


Hellish Rebuke

1st-level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Spell Descriptions | H Spells

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Classes: Blackguard, Warlock


Heroes' Feast

6th-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Classes: Cleric, Druid


Heroism

1st-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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.

Classes: Bard, Paladin


Hex

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Classes: Blackguard, Warlock


Hibernation

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of bear fur)
  • Duration: 4 weeks

You touch a willing creature, who then falls unconscious for the duration. The creature can be awakened if someone uses an action to wake it, but will fall back asleep as soon as it's allowed to get comfortable and close its eyes. If woken up, it can attempt to stay awake by making a Constitution saving throw. On a success, the spell ends. You can also use an action to touch the creature and end the spell.

While asleep, the creature doesn't need to drink or eat, and needs only a tenth as much air as usual. Upon awakening (whether temporarily or when the spell ends), the creature the creature will be ravenously hungry and will take a level of exhaustion. This level goes away when the creature has eaten at a large meal and has taken a short rest.

You can cast this spell again while it is active to maintain the hibernation for another 30 days. This doesn't cause any harm to the target, or cause them to take any more exhaustion upon awakening.

Classes: Cleric, Druid, Wizard


High Ceremony

2nd-level abjuration (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (100 gp worth of powdered electrum or platinum)
  • Duration: Instantaneous (see text)

You perform one of several religious ceremonies.

When you cast the spell, choose one of the following ceremonies. Its target must be within 10 feet of you throughout the casting.

Bless Water. You touch up to four vials of water and cause them to become holy water.

Consecrate Ground. You dedicate a temple, shrine, or other place significant to your religion, affecting an area no more than 100 feet across. For the next 24 hours, creatures within the area can't be frightened. During this period, the area detects as consecrated to a detect evil and good spell or a paladin's Divine Sense feature.

Coronation. In the name of a deity or pantheon, you crown the ruler of a kingdom or similar realm. This requires the additional material component of a crown of some sort. Once per year, while the ruler maintains divine favor (a story element dictated by the Dungeon Master), the ruler may cure a diseased creature with a touch. At the Dungeon Master's discretion, additional capabilities may be imparted.

Spell Descriptions | H Spells

Curse Water. You touch up to four vials of water and cause them to become unholy water.

Ordain Weapon. You touch an appropriate weapon, empowering it to serve as a divine focus.

Classes: Cleric, Paladin


Hold Animal

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one or more beasts that you see within range:

• One beast of challenge rating 1 or lower.

• Two beasts of challenge rating 1/2 or lower.

• Four beasts of challenge rating 1/4 or lower.

• Eight beasts of challenge rating 0.

Each beast 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 4th or 5th-level spell slot, you can affect twice as many creatures, or you can affect one creature of CR 2. When you cast it with a 6th or 7th-level spell slot, you can affect three times as many creatures, or you can affect one creature of CR 4 or lower. When you cast it with an 8th or 9th-level spell slot, you can affect four times as many creatures, or you can affect one creature of CR 8 or lower.

Classes: Cleric, Druid, Ranger, Wizard


Hold Monster

5th-level 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.

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.

Classes: Bard, Sorcerer, Warlock, Wizard


Hold Person

2nd-level 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 one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard


Hold Wave

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You calm water in a 20-foot-radius sphere centered on a location you choose within range, causing even the most turbulent oceans to become as still as a millpond.

If the area of water you are targeting is being affected by a spell such as control water, you must first succeed on a spellcasting ability check. The DC equals 10 + the spell's level. On a successful check, you can calm the water in the hold wave area.

Classes: Cleric, Druid


Holy Aura

8th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)
  • Duration: Concentration, up to 1 minute

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Classes: Cleric


Holy Crown

6th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an opal worth at least 200 gp)
  • Duration: Concentration, up to 10 minutes

A blazing crown of holy light appears above your head. When you cast this spell, choose one of the following options:

Crown of Brilliance. The crown sheds golden bright light to 30 feet and dim light to a further 30 feet. This light is sunlight. Any creature within 10 feet of you when you cast this spell must make a Constitution saving throw or be blinded for the duration. A creature with the Sunlight Sensitivity trait rolls this save at disadvantage. In addition, all fiends and undead that end their turn within the area of bright light take 6d6 radiant damage.

Spell Descriptions | H Spells

Crown of Flame. The crown sheds fiery red bright light to 20 feet and dim light to a further 20 feet. You may use your reaction to cause a tendril of fire to strike a creature who has hit you with a melee attack while within 5 feet of you. Make a melee spell attack. On a success, the creature takes 2d6 fire damage. In addition, all aberrations, fey, fiends, and undead that end their turn within the area of bright light take 6d6 fire damage.

Crown of Glory. The crown sheds silvery bright light to 30 feet and dim light to a further 30 feet. For the duration, you may speak telepathically to all creatures within the area of bright light, and each creature in that area must make a Wisdom saving throw or be charmed by you for the duration. While charmed, it views with awe and respect. Creatures that are hostile to you have advantage on their save.

At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, each creature takes an additional 1d6 damage for each slot level above 6th.

Classes: Cleric


Holy Presence

9th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a holy symbol of your faith, which is consumed by the spell)
  • Duration: Concentration, up to 1 minute

This spell channels the divine might of your deity into you, briefly turning you into its avatar. You are surrounded by a nimbus of ethereal holy flames and above you hovers a brilliantly radiant image of your holy symbol. It sheds bright light to 30 feet and dim light to a further 30 feet.

Choose one of the following creature types: aberrations, celestials, constructs, elementals, fey, fiends, or undead. All creatures of that type that are within 30 feet of you must a Constitution saving throw. A creature takes 8d10 radiant damage (if you are good or neutral) or necrotic damage (if you are evil) on a failed save, or half as much on a successful one. If damage from this spell kills a target, the target is turned to ash.

In addition, creatures of that type can't willingly come closer to you than 30 feet. If it tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. Creatures of that type have disadvantage on attack rolls made against you, and you can't be charmed, frightened, or possessed by the creature.

Then, choose any number of creatures that are within 30 feet of you. The creatures must be beasts, dragons, giants, humanoids, monstrosities, or plants, and must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much on a successful one.

In addition, for the duration of the spell, you have advantage on all saving throws, and creatures of any type that are within 30 feet of you have disadvantage on saving throws against spells you cast on them.

Classes: Cleric


Holy Weapon

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon 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, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.


Homeway

4th-level conjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (two gold bracelets worth 250 gp each, which the spell consumes)
  • Duration: Until dispelled

As the casting of this spell is complete, one of the two bracelets used in its casting is placed on a door in a structure owned by the spell's caster, which then magically becomes a part of the door's architecture. This could take the form of the bracelet encircling a doorknob, becoming a door knocker, becoming a handle, or similar.

At any time within the spell's duration, a creature holding the other bracelet can take an action to touch it to an adjacent closed door on the same plane as the other affected door, and can open the touched door as part of the same action. When that door is opened, it has a portal opened within its frame that exits out the other doorway first designated in the casting of this spell.

This portal is one way, leading from the touched door to the first door within the structure. Both sides of this portal lead into the same room, and the creature that touches the second door decides which room on either side of the original door the portal opens into.

After activating the second bracelet in this way, the spell lasts for 1 minute, after which it ends, the portal closes, and both bracelets crumble into dust.

Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard


Spell Descriptions | H Spells

Hovering Road

7th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a chunk of black marble and a loop of gold wire)
  • Duration: 1 hour

A road made of dark, shimmering force appears out of the ground or floor. It is 10 feet wide, extends 10 feet in front of you, and 20 feet behind you. It rises 1 foot above the surface. The road travels with you and you can use your action to alter its elevation, either upwards or downwards, by 20 feet per round.

One minute before the end of the spell, the road will begin to fade, allowing you time to get to level ground before disembarking.

The road is an object that can be damaged. Each 10-foot- square section has AC 20 and 50 hit points, and is immune to poison and psychic damage and resistant to bludgeoning, piercing and slashing damage from nonmagical attacks.

You can cast this spell again while it is active to maintain the road's existence for another hour.

At Higher Levels. When you cast this spell with an 8th-level or higher spell slot, the duration increases by 1 hour for each slot level above 7th.

Classes: Cleric, Wizard


Hovering Skull

4th-level necromancy


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a humanoid's tooth)
  • Duration: Concentration, up to 1 minute

You create a Tiny skull with sharp fangs and glowing eye sockets that hovers above you (it otherwise appears to be a skull from your species). The skull is an object with AC 15 and hit points equal to your level + your spellcasting ability modifier. When you cast the spell and as a bonus action on your subsequent turns, you can move the skull up to 30 feet and have it perform one of the following options:

• You can see through the skull's eye sockets and hear what it hears until the start of your next turn. The skull has darkvision to 60 feet, and you gain that benefit. During this time, you are deaf and blind with regard to your own senses.

• You can speak through the skull. The message is spoken in a raspy, hollow-sounding version of your own voice. You can't

• You can cause the skull to bite a creature within 5 feet of it. It uses your spell attack modifier and inflicts 4d6 + your spellcasting ability modifier piercing damage.

• You can cause the skull to scream. Each creature within 10 feet of the skull must succeed on a Wisdom saving throw or be frightened for the spell's duration. While frightened by this spell, a creature must 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 a line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

• You can cause the skull to exhale purple or green flames in a 15-foot cone. Each creature in that area must succeed on a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one

If you end your turn with the skull 120 feet away from you or farther, the skull vanishes and the spell ends.

At Higher Levels. When you cast this spell with a spell slot of 5th-level or higher, its bite or fire breath inflicts an additional 1d6 damage for each slot level above 4th.

In addition, if you cast this spell with a spell slot of 6th-level or higher, the duration increases to Concentration, up to 10 minutes.

Classes: Cleric, Warlock, Wizard


Hunger of Hadar

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pickled octopus tentacle)
  • Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

Classes: Warlock


Hunter's Mark

1st-level divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Classes: Ranger


Spell Descriptions | H Spells

Hypnotic Pattern

3rd-level 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.

Classes: Bard, Sorcerer, Warlock, Wizard


Spell Descriptions | H Spells

Ice Blade

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of crystal, glass, or ice)
  • Duration: Concentration, up to 10 minutes

You create a blade made of jagged, razor-sharp ice shards in your free hand. The blade is similar in size and shape to a scimitar and lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the icy blade. On a hit, the target takes 2d6 slashing damage and 3d6 cold damage, and its movement is slowed by 5 feet until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or cold higher, the cold damage increases by 1d6 for every two slot levels above 3rd.

Classes: Druid


Ice Knife

1st-level 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.


Ice Storm

4th-level 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.

Classes: Druid, Sorcerer, Wizard


Identify

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
  • Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Classes: Artificer, Bard, Wizard


Identify Vitals

1st-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a small crystal lens set in a gold frame worth at least 50 gp)
  • Duration: Concentration, up to 1 minute

Target a creature within range that you can see. You gain knowledge of any damage vulnerabilities they may have, and for the duration of the spell, your vision is augmented to allow you to see that creature's internal anatomy, allowing you to strike with greater precision and deadliness. Before the spell ends, you have advantage on attack rolls against that creature, and you can also score a critical hit on that creature with a roll of 19 or 20.

If you target a dead creature with this spell, you also gain the benefits of a successful Appraisal check on that creature. The benefit of this Appraisal check is not lost after the duration of this spell.

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 60 feet of each other when you target them.

Classes: Cleric, Druid, Paladin, Ranger, Warlock, Wizard


Illumination

8th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M ((a vial of holy water, which the spell consumes))
  • Duration: Concentration, up to 1 minute

You briefly become one with your deity or divine proxy. When you cast this spell, you are bathed in divine light, shedding bright light to 10 feet and dim light a further 10 feet and your speed is 0. You are immune to all damage except for force, necrotic, radiant damage. On each of your turns, you may choose one of the following options:

• You may ask your deity a question that can be answered with a yes, no, maybe, or unclear.

Spell Descriptions | H Spells

• Restore 20 hit points to a creature you can see within 20 feet.

• Remove the blinded, deafened, or poisoned condition, or one disease from a creature you can see within 20 feet.

• Allow a creature you can see within 20 feet of you to roll a d8 and add the number rolled to one ability check, attack roll, or saving throw.

• Cause a creature you can see within 20 feet of you to automatically escape from nonmagical restraints.

Classes: Cleric


Illusory Dragon

8th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.


Illusory Script

1st-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
  • Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Classes: Bard, Warlock, Wizard


Immolation

5th-level 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.


Immovable Object

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: 1 hour

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.


Spell Descriptions | H Spells

Impart Knowledge

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

By touching a creature's head, you mentally communicate a single idea, image, or piece of information in a mere moment. This spell doesn't give the target any special abilities or ability to use the information in a meaningful way, however.

Classes: Artificer, Bard, Cleric, Druid, Wizard


Imprisonment

9th-level abjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
  • Duration: Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber. The target falls asleep and can't be awoken.

The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Classes: Warlock, Wizard


Incendiary Cloud

8th-level 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.

Classes: Sorcerer, Wizard


Incite Greed

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gem worth at least 50 gp)
  • Duration: Concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Classes: Cleric, Warlock, Wizard


Spell Descriptions | H Spells

I Spells


Infected Wounds

4th-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a bloodstone worth at least 50 gp)
  • Duration: Instantaneous

You target a creature that is not an elemental, construct, or undead and that is not at full hit points and force it to make a Constitution saving throw. On a failure, the creature is cursed and its wounds are infected. For the duration, the creature can't regain hit points by nonmagical means, and magical healing only restores half as many hit points as normal. Also, the creature has disadvantage on Constitution saving throws to avoid catching any disease. A lesser restoration will suspend this curse for 1 minute, during which the target can be healed normally.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 48 hours for each slot level above 2nd.

Classes: Cleric, Warlock, Wizard


Infernal Calling

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (a ruby worth at least 999 gp)
  • Duration: Concentration, up to 1 hour

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as "attack my enemies," "explore the room ahead," or "bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Classes: Blackguard


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).


Inflict Wounds

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Classes: Blackguard, Cleric


Insect Plague

5th-level 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.

Spell Descriptions | I Spells

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.

Classes: Cleric, Druid, Sorcerer


Intellect Fortress

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

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. The creatures must be within 30 feet of each other when you target them.

Classes: Artificer


Intensify Sensation

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a creature and cause one physical or emotional sensation—pleasurable, painful, or other—that it is currently experiencing to magnify to incredible intensity. At the beginning of each of its turns, it must succeed on a Constitution saving throw or be stunned until the start of its next turn. A creature that can't be charmed or that is under the effect of the drive insensate (q.v.) is immune to this spell.

If a creature succeeds on three saving throws, the effect ends on it. The saves don't need to be successive.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may affect on additional creatures for each slot level above 2nd.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Investiture of Flame

6th-level 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-level 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-level 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.

Spell Descriptions | I Spells

Investiture of Wind

6th-level 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.

Invisibility

2nd-level 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.

Classes: Artificer, Bard, Blackguard, Sorcerer, Warlock, Wizard


Invisible Object

2nd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A Small or smaller object you touch becomes invisible until the spell ends. If you use the object to attack or affect another creature, the spell ends.

At Higher Levels. When you cast this spell with a 3rd or 4th-level spell slot, you can turn a Medium or smaller object invisible. When you cast it with a 5th or 6th-level spell slot, you can turn a Large object invisible. When you cast it with a 7th or 8th-level spell slot, you can turn a Huge object invisible. When you cast it with a 9th-level spell slot, you can turn a Gargantuan object invisible.

Classes: Artificer, Bard, Sorcerer, Warlock, Wizard


Invulnerability

9th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You are immune to all damage until the spell ends.


Ironguard

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of quartz crystal worth 10 gp, which the spell consumes, and a piece of iron, which it doesn't)
  • Duration: Permanent

You cause a piece of crystal or glass, wood, soft stone, or other solid, fairly rigid inanimate object that weighs no more than 100 pounds and that isn't being worn or carried to become as hard as iron. The object has AC 19 and is considered resilient instead of fragile (as per Dungeon Master's Guide chapter 8, Statistics for Objects), but also weighs twice as much as it previously did.

Classes: Artificer, Wizard


Isolde's Answer

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a focus worth at least 100 gp, such as a crystal ball or a silver mirror)
  • Duration: 1 round

You ask a simple question of eight words or fewer, such as 'where did I put my keys?' or 'who is the fairest in the land?' and a still image will appear in the focus that shows a scene that answers your question, provided that the answer can be found within 100 miles of your location.

The question can't be about something that happened in the past (you can't ask 'who killed the king?') or will happen in the future (you can't ask 'how will the enemy army approach the castle?'). You could ask 'where is the king's killer' (and perhaps seen an image of a local tavern) or 'where is the enemy's army now?' and see an image of their encampment. The image will last for 1 minute or until you dismiss it (no action required).

The image provides no other clues, such as location or identity. If you ask 'where did I put my keys,' and you left them in your coat pocket, you will see an image of your coat, but you won't learn your coat's current location or which pocket you left the keys in. If you ask 'who is the fairest in the land,' you will see an image of the fairest person (using your personal definition of 'fairest'), you won't learn that person's identity or whereabouts.

Unlike the scrying spell, you can't use Isolde's answer to scry upon a specific individual or location. However, you can use the image shown by this spell as an 'image or likeness' when you cast scrying.

Spell Descriptions | I Spells

If you cast this spell two or more times and ask the same question before you complete your next long rest, there is a cumulative 25% chance for each casting that it fails.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Ivy Siege

6th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (an ivy leaf)
  • Duration: 1 hour

You cause ivy or a similar vine to grow rapidly around a building or structure you can see. The ivy will cover an area that fits in a 100-foot square. The ivy grows at a fantastic rate and will fully cover the building, including windows and doors, within 10 minutes. Each 5-foot-square of ivy has AC 15 and 15 hit points, is resistant to bludgeoning and fire damage, immune to poison and psychic damage, and it regenerates 5 hit points per round; in order to exit or enter the building, the ivy must be hacked away first.

When the building is fully covered, the ivy turns very dark green and begins to squeeze the building. Every minute, it inflicts 3d10 bludgeoning damage to the building.

When the spell ends, the ivy dies and withers away over the course of another hour; it becomes vulnerable to fire damage and no longer regenerates. It remains wrapped around the building but can be removed much more easily.

Classes: Druid


Spell Descriptions | I Spells

J Spells


Jim's Glowing Coin

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a coin), R (2 gp)
  • Duration: 1 minute

Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Classes: Wizard


Jim's Magic Missile

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, R (1 gp)
  • Duration: Instantaneous

Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.— Jim DarkmagicAny apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.

If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.

Classes: Wizard


Jump

1st-level 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.

Classes: Artificer, Druid, Ranger, Sorcerer, Wizard


Spell Descriptions | J Spells

K Spells


Kaldane's Insomnia

5th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a belladonna leaf)
  • Duration: 1 week

You curse a target you see within range, forcing it to make a Constitution saving throw. On a failure, then for the duration, it can't fall asleep and gains no benefit from taking a long rest. It is immune to the sleep spell, as well hibernation (q.v.) or power word sleep (q.v.) during this time as well.

At the end of every 24 hours, the target may make a new saving throw, ending the effect on itself on a success. Otherwise, the target may suffer from the effects of going without sleep for an extended period (as per Xanathar's Guide to Everything, chapter 2: Sleep).

Classes: Wizard


Katrine's Total Tent

1st-level evocation (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of oilcloth and a pinch of dirt)
  • Duration: 8 hours

You produce a 5-foot-radius immobile dome of opaque blueish force at a point you see within range. Up to four creatures of Medium size can fit inside the dome. The spell fails if its area includes a larger creature or more than four creatures. Creatures and objects can freely pass in and out of the dome, and the dome doesn't block spells or other magical effects. The tent blocks nonmagical weather, including rain and hail. Creatures and objects inside the dome can't be seen by creatures outside of it and effectively have total cover from creatures outside it.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is translucent but not transparent from the inside.

At Higher Levels. When you cast this spell using a 2nd or 3rd-level spell slot, you can make the tent large enough for six creatures. When you cast it using a 4th or 5th-level spell slot, you can make the tent large enough for eight creatures. When you cast it using a 6th or 7th-level spell slot, you can make the tent large enough for 12 creatures. When you cast it using an 8th- or 9th-level spell slot, you can make the tent large enough for 16 creatures.

Classes: Bard, Wizard


Kinetic Jaunt

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

  • Your walking speed increases by 10 feet.
  • You don't provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Classes: Artificer, Bard, Sorcerer, Wizard


Kiss of the Vampire

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face)
  • Duration: 1 minute

You target one living creature you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or be charmed by you for the duration. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can.

The charmed target can repeat the saving throw at the end of each of its turns. It takes 3d6 psychic damage on a failed save, and the spell ends for it on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd.

Classes: Bard, Cleric, Warlock, Wizard


Knock

2nd-level 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.

Classes: Bard, Sorcerer, Wizard


Spell Descriptions | K Spells

L Spells


Lance of Disruption

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

You create a beam of concussive, disrupting force that lashes out from your hand in a line 10 feet wide and 60 feet long. Any creature in that area must make a Dexterity saving throw, taking 3d6 bludgeoning damage and 3d6 force damage on a failed save or half as much on a successful one. The lance inflicts double damage to objects and structures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you inflict an additional 1d6 bludgeoning damage for each slot level above 3rd.

Classes: Sorcerer, Wizard


Land of Stability

8th-level abjuration


  • Casting Time: 1 minute
  • Range: Self (2640-foot radius)
  • Components: V, S, M (A pinch of volcanic ash)
  • Duration: 1 week

You protect the area in a 1-mile diameter circle from natural disasters, such as earthquakes, floods, avalanches, and volcanic eruptions. This spell doesn't prevent disasters caused by magic or supernatural means from occurring, such as from an earthquake spell or the regional effects of a red dragon.

Casting this spell on the same spot once every 7 days for a year makes the stable area permanent.

Classes: Cleric, Druid


Last Image

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch the corpse of a creature that has been dead for no longer than 1 week and see whatever it saw at the moment of its death.

If the target had died in a particularly horrific manner (DM's decision), you must succeed on a DC 10 Wisdom saving throw or be stunned for 1 minute. You may make a new saving throw at the start of each of your turns, ending the effect on yourself on a success.

Classes: Bard, Cleric, Wizard


Lay Waste

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create six tiny orbs of negative energy 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 orbs, sending them streaking toward a point or points you choose within 120 feet of you. Once a orb reaches its destination or impacts against a solid surface, the orb explodes. Each creature within 5 feet of the point where the orb explodes must make a Constitution saving throw. A creature takes 2d6 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 4th level or higher, the number of orbs created increases by two for each slot level above 3rd.

Classes: Blackguard, Blackguard, Cleric, Sorcerer, Warlock, Wizard


Legend Lore

5th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • Duration: Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Classes: Bard, Cleric, Wizard


Leomund's Secret Chest

4th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
  • Duration: Instantaneous

Spell Descriptions | L Spells

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Classes: Artificer, Wizard


Leomund's Tiny Hut

3rd-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (10-foot-radius hemisphere)
  • Components: V, S, M (a small crystal bead)
  • Duration: 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Classes: Bard, Wizard


Lesser Restoration

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger


Lestat's Legion

7th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (three pearls, each worth at least 100 gp, and three drops of your own blood; the pearls are consumed by the spell)
  • Duration: 1 hour

Three magical replicas of yourself appear within range and last for the duration. Each replica has attributes equal to 10 + your modifier for that attribute (e.g., if your Strength is 13 (+1), the replica's Strength is 11), an AC equal to 10 + its Dexterity modifier, and hit points equal to your class level + your spellcasting ability modifier. Its proficiency modifier is +2, it doesn't have access to any of your skills, proficiencies, feats, or other traits, and it can't cast spells.

When created, they are equipped with any nonmagical objects you are wearing or carrying. If you attempt to cast a spell using any item that was replicated as a material component, the spell will fail.

The replicas act independently of you but always obey your command. In combat, it rolls its own initiative and acts on its own turn. A replica can attack but is not considered to be proficient in any weapons. When the replica drops to 0 hit points, or the spell ends, it disappears.

You can communicate telepathically with any replica that is within 500 feet of you. If more than one replica is within that range, you can communicate with one or all of them at a time. As an action, you can see through a replica's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. You can also use your action to 'lend' a replica one of your skills or proficiencies, allowing it to use your proficiency modifier when it uses a skill in which you are proficient. If you have expertise or another trait that allows you to double your proficiency bonus, then your replica can also double its proficiency bonus. Finally, when you cast a spell, you can choose for a replica that is within 500 feet of you to be the origin point of that spell. The spell must be one that has a casting time of 1 action or longer.

At Higher Levels. When you cast this spell with a spell slot of 8th-level or higher, you conjure an additional replica for each slot level above 7th. You need one additional pearl for each additional replica.

Classes: Wizard


Levitate

2nd-level 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 loose 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.

Spell Descriptions | L Spells

When the spell ends, the target floats gently to the ground if it is still aloft.

Classes: Artificer, Sorcerer, Wizard


Life Transference

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Lifeblend

8th-level transmutation


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (two strands of metal wire, one gold and one platinum worth 500 gp, twisted together into a double helix, which is consumed in the casting)
  • Duration: Instantaneous

This freakish spell allows you to fuse two creatures (beasts, dragons, giants, humanoids, monstrosities, or plants) that are Small, Medium, or Large, and that are both within range, into a single body. Both creatures may make a Constitution saving throw to resist. If the creatures are of different types (e.g., one creature is a beast and the other is a humanoid) or are of different size categories, then both creatures have advantage on their saving throw. If one or both succeed, the spell fails.

If both creatures fail, however, they are merged into a single creature. The resultant amalgamation will have size, armor class, Hit Dice, resistances and immunities, and senses that are the average of its ''parents''. It will have also have one or two traits and actions each parent, chosen randomly. You may attempt to determine which traits you wish to keep by making a DC 15 Intelligence (Arcana) check for each trait you want. The DM will determine the creature's monster type.

To determine how the spell affects the creature, roll on the table below:

2d6 Result
2-4 Mixed. The creature looks the two creatures were glued together in some way. It might look centauric, with part of one parent's body attached to parts of the other's, or it might look like a perfect amalgam of the two parents but with two heads, one from each parent, or it might have a completely different blend of features. Its personality and alignment will be a mixture of the two parents.
5-8 Success. The creature looks like a perfect amalgam of the two parents. Its personality and alignment will be a mixture of the two parents.
9-11 Dominance. The creature looks like one of the parents with a few features of the other. Likewise, its personality and alignment will be primarily like that of one parent (not necessarily the one it most looks like) with elements of the other's personality.
12 Shifter. The creature can shift between its 'parents' forms. Its personality and alignment might be a mixture of the two parents', or it might shift personality when it shifts form.

If its Intelligence is 4 or higher, it must make a Wisdom saving throw. On a failure, it takes 3d6 psychic damage and gains a form of indefinite madness (Dungeon Master's Guide, Chapter 8: Running the Game).

A true polymorph or wish can undo the combination and restore the two creatures to their original forms.

Classes: Wizard


Lifesteal

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Concentration, up to 1 minute

You touch a creature other than a construct or undead and steal some of its life force. Make a melee spell attack. On a success, the creature takes 6d8 necrotic damage and you hold its life force in your hand, where it takes the form of a glowing, silvery-gray orb. On a subsequent turn, you may then touch a different creature (which may be yourself). That creature gains temporary hit points equal to twice the amount of damage taken. If you don't give the life force to another creature by the time the spell ends, the orb vanishes and the life force is lost.

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.

Classes: Sorcerer, Warlock, Wizard


Spell Descriptions | L Spells

Light

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour

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.

Classes: Artificer, Bard, Cleric, Sorcerer, Wizard


Lightning Arrow

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Classes: Ranger


Lightning Bolt

3rd-level 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 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.

Classes: Sorcerer, Wizard


Lightning Lure

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V
  • Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. 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.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Classes: Artificer, Sorcerer, Warlock, Wizard


Lightning Shield

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of marble)
  • Duration: 10 minutes

Pale golden crackles of electricity wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The lightning provides you with a dark shield or a light shield, as you choose. The light shield, where the sparks have streaks of pale blue in them, grants you resistance to lightning damage. The dark shield, where the sparks have streaks of midnight blue in them, grants you resistance to acid damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with crackling energy. The attacker takes 2d8 lightning damage from a light shield, or 2d8 acid damage from a dark shield.

Classes: Wizard


Linked Glyphs

3rd-level abjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes)
  • Duration: Until dispelled or triggered

When you cast this spell, you inscribe a detection glyph that later activates a magical effect at the site of a separate, linked glyph. You inscribe the detection glyph either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the detection glyph is broken, and the spell ends without being triggered.

Both glyphs are nearly invisible, and finding either requires a successful Intelligence (Investigation) check against your spell save DC.

Spell Descriptions | L Spells

You decide what triggers the detection glyph when you cast this spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the detection glyph, choose an alarm glyph or spell glyph to link to it.

Alarm Glyph. You create and magically link two glyphs: a detection glyph and an effect glyph. Each of these two glyphs must stay within 100 miles of the other or the spell effect ends. When the detection glyph is triggered, the effect glyph reacts like an alarm spell, creating a mental ping in your mind if you are within 1 mile of the effect glyph. This ping awakens you if you are sleeping.

Spell Glyph. You create and magically link two glyphs: a detection glyph and an effect glyph. These two glyphs must be within 100 feet of each other. You can store a prepared spell of 4th level or lower in the effect glyph by casting it as part of creating the glyphs. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the detection glyph is triggered, the spell stored in the effect glyph is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on the effect glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the effect glyph. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher to create a spell glyph, you can store any spell of up to the same level as the slot you use.

Classes: Artificer, Bard, Cleric, Wizard


Locate Animals or Plants

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of fur from a bloodhound)
  • Duration: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Classes: Bard, Druid, Ranger


Locate Creature

4th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of fur from a bloodhound)
  • Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Classes: Bard, Blackguard, Cleric, Druid, Paladin, Ranger, Wizard


Locate Object

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a forked twig)
  • Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Classes: Bard, Blackguard, Cleric, Druid, Paladin, Ranger, Wizard


Longstrider

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of dirt)
  • Duration: 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.

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.

Classes: Artificer, Bard, Druid, Ranger, Wizard


Spell Descriptions | L Spells

M Spells


Maddening Darkness

8th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, M (a drop of pitch mixed with a drop of mercury)
  • Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.


Maelstrom

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (paper or leaf in the shape of a funnel)
  • Duration: Concentration, up to 1 minute

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.


Mage Armor

1st-level 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 if the target dons armor or if you dismiss the spell as an action.

Classes: Sorcerer, Wizard


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.

Classes: Artificer, Bard, Sorcerer, Warlock, Wizard


Magic Circle

3rd-level abjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
  • Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Classes: Blackguard, Cleric, Paladin, Warlock, Wizard


Magic Eye

4th-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a dried eyeball and an eye agate worth 10gp, which the spell consumes)
  • Duration: Until dispelled

You create a magical sensor on an object within range. Then determine the circumstance that will trigger the spell to activate.

Spell Descriptions | M Spells

When that circumstance occurs, the eye appears on the object and you receive a mental ping, as long as you are on the same plane of existence. If the object you chose has an eye or something that looks like an eye (for example, the eye of a statue), the magic eye will appear there. You can then use your action to see through the magic eye until the start of your next turn, for up to 1 minute. During this time, you are blind with regard to your own senses. At the end of that time, the eye vanishes from view. When you cast this spell, you can have the spell end after it pings you and you look through it, or it can remain and reappear whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual conditions that occur within 30 feet of the object. For example, you could instruct the eye to activate when any creature moves within 30 feet of it, or only when specific types of creatures move within 30 feet of it.

Classes: Artificer, Bard, Warlock, Wizard


Magic Jar

6th-level necromancy


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
  • Duration: Until dispelled

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

Classes: Wizard


Magic Missile

1st-level 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.

Classes: Sorcerer, Wizard


Magic Motes

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

Three motes of light appear and circle around your head for the duration, causing you to shed dim light to 5 feet. At any point, you can use a reaction to cause one of the motes to intercept an attack. The damage from that attack will be reduced by 1d4 + your spellcasting ability modifier, and the mote will wink out of existence.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional mote for each slot level above 1st. For every three additional motes, you create, the area of dim light that you shed increases by 5 feet. Likewise, for every three motes that are used to intercept attacks, the area of dim light decreases by 5 feet.

Classes: Bard, Sorcerer, Wizard


Magic Mouth

2nd-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
  • Duration: Until dispelled

Spell Descriptions | M Spells

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Classes: Artificer, Bard, Wizard


Magic Stone

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.


Magic Weapon

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Classes: Artificer, Blackguard, Paladin, Wizard


Magnify Gravity

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

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.


Major Image

3rd-level 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.

Classes: Bard, Sorcerer, Warlock, Wizard


Spell Descriptions | M Spells

Manipulate Corpse

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (strings to control a marionette with)
  • Duration: Instantaneous

You manipulate the corpse of one creature you can see within range, creating up to two of the following effects:

  • The corpse contorts its body in a manner of your choosing, even if it wouldn't be able to do so in life.
  • The corpse speaks a short message in a language that you know, even if it lacks the parts that normally govern speech.
  • The corpse moves up to 10 feet along the ground in a direction of your choice.
  • The corpse grapples or shoves one creature within 5 feet of it. Instead of a Strength (Athletics) check, you can make a melee spell attack instead. If you choose the grapple option, the grapple ends automatically at the start of your next turn.

Classes: Sorcerer, Warlock, Wizard


Manyjaws

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (two incisors from any creature)
  • Duration: Instantaneous

You create three pairs of gnashing, biting jaws that hover in the air, centered on a point you choose within range. Make a ranged spell attack for each jaw. You can direct at the same target or at different ones that are within 10 feet of that point. On a hit, the target takes 2d8 piercing damage.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, you create one additional jaw for each slot level above 3rd.

Classes: Druid, Wizard


Mass Cure Wounds

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Classes: Bard, Cleric, Druid


Mass Flesh to Stone

8th-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an eye from a basilisk, medusa, orother creature with petrifaction powers)
  • Duration: Instantaneous

You attempt to turn up to six creatures that you can see within range into stone, provided those creatures have bodies made of flesh. A creature must succeed on a Constitution saving throw or it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the effect ends for it. If it fails its saves three times, it is turned to stone and petrified for the duration. The successes and failures don't need to be consecutive.

If the creature is physically broken while petrified, it suffers from similar deformities when it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creatures are turned to stoneuntil the effect is removed.

Classes: Warlock, Wizard


Mass Heal

9th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Classes: Cleric


Mass Healing Word

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Classes: Cleric


Spell Descriptions | M Spells

Mass Jump

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a grasshopper's hind leg)
  • Duration: 1 minute

Up to six willing creatures you choose who are within range have their jump distance tripled until the spell ends.

Classes: Artificer, Druid, Ranger, Sorcerer, Wizard


Mass Phantasmal Force

7th-level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a handful of fleece)
  • Duration: Concentration, up to 1 hour

You craft an illusion that takes root in the minds of up to twelve creatures you can see within range. Each creature must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon that exists in the minds of each creature; each creature will experience the same phantasm. The phantasm must fit in a 20-foot cube and has no effect on undead or constructs. It includes sound, temperature, and other stimuli, equally evident to all affected creatures, and will react to their actions appropriately.

A target can use its action 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 will end for it, but not for other affected creatures, who will see the target vanish in a way appropriate for the phantasm. For instance, if the target realizes a phantasm of a ferocious monster is an illusion and is no longer affected by it, the other creatures who are still affected might see the target get killed.

While the targets are affected by the spell, they treat the phantasm as if it were real. They rationalizes any illogical outcomes from interacting with the phantasm. An affected target is so convinced of the phantasm's reality that it can even take damage from it. Each round on your turn, the phantasm can deal 3d8 psychic damage to the target if it is in the phantasm's area or within 5 feet of it, provided that the illusion is of a creature or hazard that could logically deal damage. The target perceives the damage as a type appropriate to the illusion.

Classes: Bard, Sorcerer, Wizard


Mass Polymorph

9th-level 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.


Mass Suggestion

6th-level 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

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.

Classes: Bard, Sorcerer, Warlock, Wizard


Spell Descriptions | M Spells

Maximilian's Earthen Grasp

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from clay)
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.


Maze

8th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Classes: Wizard


Meld into Stone

3rd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Classes: Cleric, Druid


Melf's Acid Arrow

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of 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 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Classes: Wizard


Melf's Minute Meteors

3rd-level 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.


Spell Descriptions | M Spells

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 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.

Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard


Mental Prison

6th-level 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.


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.

Classes: Artificer, Bard, Sorcerer, Wizard


Metal Shape

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (soft lead, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous

You touch a metal object of Medium size or smaller or a section of wood no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a piece of metal into a weapon, a metal bar, or a coffer. You could also shape a the hinges or lock on a door to jam the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

(Dierde) Homebrew:

To create an object of value necessary for magic item creation one must have proficiency in metalwork and arcana, as well as using 6th level or higher slot.

Classes: Artificer, Cleric, Wizard


Metal to Rust

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (A flask of seawater)
  • Duration: Instantaneous

Make a melee spell attack against a creature within range, and nonmagical metal items it is wearing or carrying begin to

rust. All metallic weapons it is wearing or carrying take a permanent and cumulative -1 to damage rolls, metallic ammunition is destroyed, and metallic armor and shields take a -1 penalty to the AC they offer.

If a weapon's penalty drops to -5, the weapon is destroyed. Armor reduced to an AC of 10 and shields that drop to a +0 bonus are destroyed. Tiny metallic items are also destroyed.

A mending spell can be used to restore these items to full functionality, at the rate of one casting of mending per -1 penalty.

Classes: Artificer, Druid, Sorcerer, Wizard


Spell Descriptions | M Spells

Meteor Swarm

9th-level 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 successful 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.

Classes: Sorcerer, Wizard


Mighty Fortress

8th-level conjuration


  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.


Mimicry

Illusion cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

For the duration, you have advantage on Charisma (Deception) checks made to mimic a creature whose voice or vocalizations are known to you. While you can mimic the sound of sound-based attacks, such as a harpy's Luring Song or a spell such as dissonant whispers, you can't mimic its magical qualiities.

Classes: Bard, Druid, Sorcerer, Warlock, Wizard


Mind Blank

8th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Classes: Bard, Wizard


Mind Sliver

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Spell Descriptions | M Spells

Mind Spike

2nd-level 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.


Mindkiller

9th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an amethyst worth at least 500 gp,which the spell consumes)
  • Duration: Special

You blast a humanoid with psychic energy, suppressing its mind and turning its body into a mindless husk, unless it succeeds on a Charisma saving throw. On a failure, its Intelligence, Wisdom, and Charisma become 0 and you gain the ability to control its body. You have a telepathic link with the creature at all time, and you can use your action to see through its eyes, hear what it hears, and speak through its mouth, provided that the target is within 500 feet of you.

If you are using your action to take the creature's senses as your own, you can also take total and precise control of it. Until the end of your next turn, the creature performs any action you direct it to. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. When you are not controlling the creature in this manner, it performs no actions and will only move if someone else physically guides it.

You can also attempt to cast spells through the creature. However, you must first succeed on a concentration saving throw. The DC is 10 + the spell's level.

Your target can remain in this suppressed state for anumber of days equal to its Constitution modifier × your spell casting ability modifier. At the end of this time, it will die. At any time, you can use a bonus action to free the suppressed creature from your control, ending the spell. A wish or a dispel magic cast with a 9th-level slot will also free it. If the creature enters an anti magic field or is subjected to a greater restoration or remove curse, it may make a new Charisma saving throw, ending the effect on a success. If you die or travel to a different plane, the creature is also freed. For every three days a freed target remained in this state, it will take one level of exhaustion.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


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.

Classes: Bard, Sorcerer, Warlock, Wizard


Mirage

4th-level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 hour

You target a creature and force it to make a Wisdom saving throw. On a failure, its perceptions are twisted. While this spell is active, the creature has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Choose one of the following options when you cast this spell:

Mirage of Deception. The target sees everything as beautiful and friendly. Vicious and hideous monsters seem like friendly, tame animals or kindly-looking people; rotting and foul food seems like a sumptuous feast; and dark, frightening landscapes and buildings seem open and inviting. The creature has disadvantage on saving throws to avoid being charmed.

Mirage of Despair. The target sees everything as horrific and evil. Friends and allies look monstrous; sylvan forests and well-tended gardens seem to be dying and haunted; friendly animals look vicious and rabid. The creature has disadvantage on saving throws to avoid being frightened.

This is a phantasm, which includes sound, texture, taste, temperature, and other stimuli evident only to the targeted creature. If the target takes any damage from an object or creature covered by this phantasm, the target may make a new saving throw, ending the effect on itself on a success.

Classes: Bard, Cleric, Warlock, Wizard


Spell Descriptions | M Spells

Mirage Arcane

7th-level illusion


  • Casting Time: 10 minutes
  • Range: Sight
  • Components: V, S
  • Duration: 10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Classes: Bard, Druid, Wizard


Mirror Damage

2nd-level abjuration


  • Casting Time: 1 reaction, taken when you take damage from a melee attack
  • Range: Self
  • Components: None
  • Duration: Instantaneous

Cast when you take damage, this spell causes a mirror finish to gleam over you for just a split second. Then, with the sound of shattering glass, the mirror breaks and your attacker takes the same amount of damage it inflicted on you.

At Higher Levels. When you cast this spell with a 4th-level spell slot, your attacker and all creatures within 5 feet of you take the damage. When you cast it with a 6th-level or higher spell slot, this range increases to 10 feet, and you can choose which creatures within range take damage.

Classes: Sorcerer, Wizard


Mirror Image

2nd-level 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.

Classes: Sorcerer, Warlock, Wizard


Mislead

5th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Classes: Bard, Wizard


Misty Step

2nd-level 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.

Classes: Sorcerer, Warlock, Wizard


Spell Descriptions | M Spells

Modify Memory

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature's true memory.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Classes: Bard, Blackguard, Wizard


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.


Moon Rune

4th-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bar of mithral worth 50 gp)
  • Duration: Until dispelled

You write on parchment, paper, or some other suitable writing material and cause it to fade into invisibility. Then determine the circumstance that will trigger the writing to reappear.

When that circumstance occurs, the writing appears and glows faintly. When you cast this spell, you can have the spell end and the words remain visible after they are triggered (in which case, the glow will fade over the course of ten minutes, leaving normal text behind), or become invisible again until the next time it is triggered (in which case, the words will remain visible for 10 minutes after the trigger occurs).

The triggering circumstance can be as general or as detailed as you like, though it must be based on visible or audible conditions that occur within 30 feet of the text. For example, you could instruct the words to appear when any elf touches the page, or when the page is exposed to moonlight on the winter solstice.

A creature with truesight can see the hidden message.

Classes: Artificer, Bard, Cleric, Druid, Warlock, Wizard


Moon Shield

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of silver and a moonstone worth at least 10 gp)
  • Duration: Instantaneous

A magical field made of moonlight surrounds you, causing you to shed dim light to 30 feet. While this spell is in effect, you have resistance to necrotic and radiant damage and advantage of Wisdom saving throws against being frightened and on Constitution saving throws to resist contracting lycanthropy, mummy rot, or other diseases that are the result of magic or curses. In addition, your hit point maximum can't be reduced while this spell is active.

Classes: Bard, Cleric, Druid, Paladin, Ranger


Spell Descriptions | M Spells

Moonbeam

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
  • Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Classes: Druid


Moonfire

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

You unleash a beam of cold, white fire in a straight line 60 feet long and 10 feet wide. Creatures in that area must succeed on a Dexterity saving throw. A creature takes 7d6 cold damage (if living) or 7d6 radiant damage (if undead) on a failed save, or half as much on a successful one.

In addition, a creature that takes damage from the Moonfire, as well as all magical objects in the spell's path, are outlined in a silvery glow until the end of your next turn. While outlined, the creature or object sheds dim light in a 10- foot radius and can't benefit from being invisible, and any attack roll against an affected creature or object has an advantage if the attacker can see it.

Classes: Bard, Druid, Sorcerer


Mordenkainen's Faithful Hound

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
  • Duration: 8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Classes: Artificer, Wizard


Mordenkainen's Magnificent Mansion

7th-level conjuration


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
  • Duration: 24 hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Classes: Bard, Wizard


Spell Descriptions | M Spells

Mordenkainen's Private Sanctum

4th-level abjuration


  • Casting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
  • Duration: 24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can't pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can't be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Classes: Artificer, Wizard


Mordenkainen's Sword

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Classes: Bard, Wizard


Motion

4th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You cause a vehicle (such as a wagon or ship) or an object that is designed to move in some way (such as a windmill, water wheel, or door) to move by itself, without the need to be pulled by animals, blown by wind, or moved by currents.

It will move at its most typical speed; you can't make an option powered by this spell move especially fast, although you can make it move slower. This spell doesn't allow you to animate objects that aren't designed to move.

Classes: Artificer, Wizard


Motivational Speech

3rd-level enchantment


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 1 hour

I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?— Walnut DankgrassYou address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Classes: Bard, Cleric


Mourning Mist

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bottle of black ichor)
  • Duration: 1 round

You hurl a globule of black mist at a point within range. Each living creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d10 necrotic damage, and each undead ally of your choice has advantage on attacks against the creature until the end of your next turn.

Classes: Cleric, Sorcerer, Wizard


Spell Descriptions | M Spells

Move Earth

6th-level 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.

Classes: Druid, Sorcerer, Wizard


Mystic Bolt

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a glass bottle)
  • Duration: 1 minute

You send a bolt of psychic energy through the target's mind, causing the creature to suffer from a terrible, throbbing headache. The creature must make an Intelligence saving throw, taking 4d8 psychic damage on a failed save, or half as much on a successful one. In addition, on a failed save, the creature has disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws for the duration, as well as on Constitution saving throws to avoid losing concentration.

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.

Classes: Bard, Cleric, Sorcerer, Wizard


Mystic Rope

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a bit of rope)
  • Duration: Concentration, up to 10 minutes

You create an obviously magical rope that is 50 feet long or cause a nonmagical rope within range to stretch (or shrink) to 50 feet and glow with a magical aura. When you cast the spell and as a bonus action on each of your subsequent turns, you can move the rope up to 30 feet and then cause one of the following effects with it, provided you can still see the rope:

Bind. You can cause the rope to move around a creature that is within 5 feet of it and bind it. Make a ranged spell attack. On a success, the creature is grappled and restrained (escape DC equal to your spell save DC).

Float. You can cause the rope to float in the air and move at a rate of 30 feet per round.

Strangle. You can cause the rope to move around a creature that is within 5 feet of it and wrap itself around its throat. Make a ranged spell attack. On a success, the creature is grappled (escape DC equal to your spell save DC), can't breathe, and is at risk of suffocating (as per Player's Handbook chapter 8, Environment).

Tie/Untie. You can cause the rope to tie itself into a knot, tie itself around something else, or untie a knot that is already in it.

Classes: Artificer, Bard, Sorcerer, Wizard


Spell Descriptions | M Spells

N Spells


Narin's Mask

Illusion cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

For the duration, your features become hazy and indistinct. Creatures who see you during this time have disadvantage on ability checks made to recall your appearance or the sound of your voice.

Classes: Bard, Wizard


Nathair's Mischief

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a piece of crust from an apple pie)
  • Duration: Concentration, up to 1 minute

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

Mischievous Surge
d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.

Necrotic Cyst

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature within your reach. On a hit, the target develops an internal spherical sac that contains fluid or semisolid necrotic flesh, unless it is a construct or undead. The internal cyst is noticeable as a slight bulge on the target's arm, abdomen, or face (wherever you chose to touch the target), and is buried deeply enough in its flesh that it is not easily identifiable without a successful Wisdom (Medicine) check against your spell save DC.

While the target possesses a necrotic cyst, it suffers from the poisoned condition, and it can't magically regain hit points or benefit from resistance to necrotic damage. Additionally, whenever the target takes damage, it must make a Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A protection from evil and good spell prevents the necrotic cyst from forming, but once a necrotic cyst is implanted, it can only be removed can be removed only by heal or another disease-curing spell of 6th level or higher. The target may also elect to have some well-meaning chirurgeon remove it surgically. The procedure is a bloody, painful process that has a chance to kill the target if done improperly. The procedure takes 1 hour, and the chirurgeon must make a Wisdom (Medicine) check against your spell save DC. On a success, the cyst is removed safely, and the target suffers one level of exhaustion. On a failure, the target dies.

Classes: Cleric, Sorcerer, Wizard


Negative Energy Burst

7th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a broken bone and a square of black silk)
  • Duration: Instantaneous

A wave of negative energy washes out from a point of your choice within range. Each living creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever living creature it can see that is closest to it.

Undead in the area of the spell don't make a saving throws. Instead, each undead in the area gains half the total damage roll as temporary hit points.

Classes: Warlock, Wizard


Negative Energy Flood

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a broken bone and a square of black silk)
  • Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

Classes: Blackguard


Spell Descriptions | N Spells

Neverending Nightmares

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a hair from an all-black horse)
  • Duration: 7 days

You curse a target within range, forcing it to make a Wisdom saving throw. On a failure, it will suffer terrible nightmares whenever it sleeps. Creatures that don't need to sleep (such as elves) or that don't dream (such as kalashtar) aren't affected. Each time the creature wakes up from having slept, it must succeed on a Wisdom saving throw. On a failure, it takes 1 level of exhaustion.

The spell continues until the duration ends, remove curse is casted upon the target, or it succeeds on three saving throws. These saves don't need to be consecutive.

Classes: Bard, Warlock, Wizard


Nondetection

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
  • Duration: 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Classes: Bard, Ranger, Wizard


Nybor's Admonishment

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You target a creature within range, forcing it to make a Constitution saving throw. On a failure, it takes 1d4 points of psychic damage and suffers incredible pain for a brief moment , as if it had been lashed with a whip. A target that can't be charmed is immune. Until the end of its next turn, its speed can't be higher than 20 feet and it has disadvantage on the next roll it must make. If this reduces a creature to 0 hit points, you can choose if the creature dies or falls unconscious.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Nystul's Magic Aura

2nd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small square of silk)
  • Duration: 24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Classes: Wizard


Nystul's Radiant Baton

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crystal prism worth 25 gp)
  • Duration: Concentration, up to 1 minute

A baton of pulsating magical energy appears in your hand in the color of your choice. The baton sheds bright light in a 10-foot radius and dim light for a further 10 feet. This magic baton lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d10 damage on a hit and has the finesse and light properties. The type of damage it deals depends on what color you choose to make the baton, and can't be changed once it's been chosen:

Red Baton. The baton deals 2d10 fire damage.

Orange Baton. The baton deals 2d10 acid damage.

Yellow Baton. The baton deals 2d10 lightning damage.

Green Baton. The baton deals 2d10 poison damage.

Blue Baton. The baton deals 2d10 cold damage.

Indigo Baton. The baton deals 2d10 radiant damage.

Violet Baton. The baton deals 2d10 necrotic damage.

If you drop the baton or throw it, it dissipates and the spell ends.

At Higher Levels. At Higher Levels. When you cast this spell using a 4th or 5th-level spell slot, the damage increases to 3d10. When you cast it using a 6th or 7th-level spell slot, the damage increases to 5d10. When you cast it using an 8th or 9th-level spell slot, the damage increases to 6d10.

Classes: Sorcerer, Wizard


Spell Descriptions | N Spells

O Spells


Oath

4th-level enchantment


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V
  • Duration: Special

You create a magical contract between no more than four willing creatures. All creatures must be able to fully understand the contract and agree to abide by it. A creature that willingly breaks the contract takes 4d10 psychic damage each time it does so, but no more than once each day. If this damage reduces the creature to 0 hit points, it is stable but unconscious for 1 hour. The other creatures that have sworn by this oath will recieve a mental ping when this happens.

The duration of the oath must be agreed upon by the affected creatures, but can't exceed 1 year.

A remove curse, greater restoration, or wish will end the spell.

Classes: Bard, Cleric, Wizard


Orko's Elemental Triad

7th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a tiny golden pyramid)
  • Duration: Instantaneous

You fire three beams of light—one blue, one white, and one yellow—which twist around each other into a single projectile that strikes at a target within range. Make a ranged spell attack. On a hit, the creature takes one of the following:

• 4d8 acid damage, 4d8 cold damage, and 4d8 lightning damage.

• 4d8 fire damage, 4d8 poison damage, and 4d8 thunder damage.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 acid damage, cold damage, or lightning damage (your choice) for each slot level above 7th.

Classes: Druid, Sorcerer, Wizard


Otiluke's Freezing Sphere

6th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a small crystal sphere)
  • Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Classes: Wizard


Otiluke's Resilient Sphere

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
  • Duration: Concentration, up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

A disintegrate spell targeting the globe destroys it without harming anything inside it.

Classes: Artificer, Wizard


Spell Descriptions | O Spells

Otiluke's Steaming Sphere

4th-level evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a drop of pure water, a pinch of dust, and a bit of sulfur)
  • Duration: Instantaneous

A boiling-hot globe of fiery energy streaks from your fingertips to a point of your choice within range, where it explodes in a 30-foot-radius sphere. Each creature within the area must make a Constitution saving throw. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. In addition, hot steam pours out to an additional 30 feet. The area is heavily obscured and nonmagical fires in the area are extinguished.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Classes: Wizard


Otto's Irresistible Dance

6th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Classes: Bard, Wizard


Spell Descriptions | O Spells

P Spells


Paradox

6th-level transmutation (dunamancy, chronurgy)


  • Casting Time: 1 action
  • Range: Self
  • Components: None
  • Duration: Instantaneous

You "take back" a single action (or reaction) you took during the last minute, and do something else instead. You can also opt to "take back" a single round's worth of words you spoke and say either nothing or something different. You can also take back a spell that you cast, provided it is no higher than the level of the spell slot used to cast this spell.

The DM will work out a reasonable reaction, for good or for ill, to your new action or words.

If you cast this spell two or more times before completing your next long rest, there is a cumulative 25% chance that the spell will backfire and inflict 6d6 force damage to you and everyone within 5 feet of you. This damage cannot be reduced in any way.

Classes: Wizard


Pass without Trace

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
  • Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Classes: Druid, Ranger


Passwall

5th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of sesame seeds)
  • Duration: 1 hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Classes: Wizard


Patternweave

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small hand lens)
  • Duration: 1 round

You gain the ability to make sense of the apparent chaos caused by things that have broken or taken apart. By looking at the pieces of the whole through the hand lens, you can see what the original item looked like when it was whole.

The parts must be in a 10-foot square, and you must have at least two-thirds of the pieces for the spell to work.

Classes: Bard, Cleric, Sorcerer, Wizard


Petition

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

With this spell, you alert an extra-planar entity whose name you know that you wish to communicate with it. This spell doesn't compel it to answer you or obey you: it is entirely up to the entity if it wishes to reply to you at all or how it reacts to your alert.

You don't need to use the entity's True Name when you cast this spell; its common name will suffice. However, if there are multiple extra-planar entities with the same or similar common names, there is a chance that a different entity will hear your petition instead (DM's decision).

Classes: Cleric, Warlock, Wizard


Phantasmal Force

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: 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.

Spell Descriptions | P Spells

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 fall—it was pushed, it slipped, or a strong wind might have knocked it off.

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.

Classes: Bard, Sorcerer, Wizard


Phantasmal Killer

4th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Classes: Blackguard, Wizard


Phantom Steed

3rd-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Classes: Wizard


Pilpin's Prompt

1st-level evocation (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a hair from an elephant)
  • Duration: 30 days

With this spell, you can set an alarm to give you a mental ping in advance of an appointment or event that is coming up within 30 days. In addition, you can create a small, obvious illusion that will relay a message to you of up to 25 words. This illusion will play at the same time you receive the ping and will be visible and audible to others.

Classes: Wizard


Plague of Undead

9th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (one or more black sapphires whose total value equals or exceeds 10,000 gp)
  • Duration: Instantaneous

Great necromantic power causes any number of Small or Medium corpses you can see within range to animate. Each corpse immediately stands up and becomes undead. You decide whether a corpse becomes a zombie or a skeleton. These undead are permanently under your command and follow your verbal orders to the best of its ability. They also gain a bonus to their attack and damage rolls equal to your spellcasting ability modifier for the next 24 hours.

Classes: Cleric, Sorcerer, Warlock, Wizard


Planar Ally

6th-level conjuration


  • Casting Time: 10 minutes
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

Spell Descriptions | P Spells

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Classes: Cleric


Planar Binding

5th-level abjuration


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
  • Duration: 24 hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Classes: Bard, Cleric, Druid, Wizard


Plane Shift

7th-level 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 this 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.

Classes: Cleric, Druid, Sorcerer, Warlock, Wizard


Spell Descriptions | P Spells

Plant Growth

3rd-level transmutation


  • Casting Time: 1 action or 8 hours
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Classes: Bard, Druid, Ranger


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).

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

(Dierde) Homebrew:

The 2014 version of Poison Spray is the Conjure Poison Spray and the 2024 version is called Necromantic Poison Spray, and so they are two different spells and both are available as such.

Poison Spray

Necromancy Cantrip


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard


Polymorph

4th-level 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 that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

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.

Classes: Bard, Druid, Sorcerer, Wizard


Spell Descriptions | P Spells

Power Word Attention

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

With the utterance of this word of power (or with a loud whistle), all creatures within range must succeed on a Wisdom saving throw or waste their action, instead doing nothing but paying attention to you. A creature makes this save with advantage if it is in combat or another life-or-death situation. An affected creature may use some or all of their movement in order to move towards you.

Classes: Bard, Sorcerer, Warlock, Wizard


Power Word Blind

8th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that can overwhelm the senses of one creature you can see within range. If the target has 150 hit points or fewer, it is blinded. Otherwise, the spell has no effect.

The blinded target must make a Constitution saving throw at the end of each of its turns. On a successful save, the blinded condition ends.

Classes: Bard, Sorcerer, Warlock, Wizard


Power Word Heal

9th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Classes: Bard


Spell Descriptions | P Spells

Power Word Kill

9th-level 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 choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Classes: Bard, Sorcerer, Warlock, Wizard


Power Word Pain

7th-level 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.


Power Word Silence

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that can overwhelm the senses of one creature you can see within range. If the target has 150 hit points or fewer, it can't speak. Otherwise, the spell has no effect.

The silenced target must make a Constitution saving throw at the end of each of its turns. On a successful save, the effect ends.

Classes: Bard, Sorcerer, Warlock, Wizard


Power Word Sleep

7th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that can compel one creature you can see within range to fall asleep instantly. If the target has 150 hit points or fewer, it falls prone and is unconscious for 10 minutes. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each 10 minutes. On a successful save, this stunning effect ends.

Classes: Bard, Sorcerer, Warlock, Wizard


Power Word Stun

8th-level 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.

Classes: Bard, Sorcerer, Warlock, Wizard


Power Word Vaporize

8th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power so great it causes objects to disintegrate into dust. Choose a nonmagical object, or part of a larger object, that fits in a 50-foot cube. The object is vaporized. If there are living creatures in or on the object, they drop to the ground.

If the object is nonmagical but is protected by magic, such as by a glyph of warding, you must overcome the magic first by making a spellcasting ability check with a DC of 10 + the spell's level. On a failure, you trigger the glyph, although the object is still vaporized.

Classes: Bard, Sorcerer, Warlock, Wizard


Prayer of Healing

2nd-level evocation


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Spell Descriptions | P Spells

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Classes: Cleric


Preserve from Decay

1st-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a pinch of dust, a bit of resin, and a drop of drinking alcohol)
  • Duration: Instantaneous or 4 weeks (see below)

You touch one or more organic inanimate objects that can fit in a 5-foot cube and preserve them, preventing rot and loss of quality or potency for the duration.

If you cast this spell on a corpse, the corpse won't decay, but it also isn't protected from being raised as undead, nor does it increase the length of time available for it to be brought back to life.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the object that can be preserved increases to fit in a cube 5 feet larger for each slot level above 2nd.

Classes: Artificer, Cleric, Druid, Wizard


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.

Classes: Artificer, Bard, Sorcerer, Warlock, Wizard


Primal Savagery

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Primordial Ward

6th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.


Prismatic Spray

7th-level 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.

Spell Descriptions | P Spells

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.

Classes: Sorcerer, Wizard


Prismatic Wall

9th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall.

Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

Indigo. On a failed save, the creature 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 creature collects three of a kind.

While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

Violet. On a failed save, the creature 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 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.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Classes: Wizard


Probing Arm

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (two short sticks and two smooth wooden or glass balls)
  • Duration: Concentration, up to 1 minute

You create a multi-jointed, mechanical arm that appears to extend out of your body and has a reach of 30 feet. It ends in a fully articulated hand. The arm is an object that can be attacked. It has an AC of 20, 25 hit points, and uses your Strength and Dexterity. When you first cast this spell, and on each of your subsequent turns, you can use your action to cause the arm to lift or open objects or attack a creature by making a melee spell attack. On a hit, you inflict 2d6 + your spellcasting ability modifier bludgeoning damage.

Classes: Artificer


Process Hide

1st-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a hide which is consumed by the spell)
  • Duration: Concentration, up to 1 hour

You work magic into a hide, turning it into processed leather. If you concentrate for the duration, you can turn a single hide into a rawhide leather, boiled leather, or tanned leather. Alternatively, you can turn hide scraps into leather scraps.

Classes: KibbleTasty's Inventor, Wizard


Spell Descriptions | P Spells

Produce Flame

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Classes: Druid

(Dierde) Homebrew:

The 2014 version of Produce Flame does not exist. It is now the 2024 version

Produce Flame

Conjuration Cantrip


  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Classes: Druid


Programmed Illusion

6th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
  • Duration: Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Classes: Bard, Wizard


Project Image

7th-level illusion


  • Casting Time: 1 action
  • Range: 500 miles
  • Components: V, S, M (a small replica of you made from materials worth at least 5 gp)
  • Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Classes: Bard, Wizard


Spell Descriptions | P Spells

Protection from Energy

3rd-level 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.

Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard


Protection from Evil and Good

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Classes: Blackguard, Cleric, Paladin, Warlock, Wizard


Spell Descriptions | P Spells

Protection from Life and Death

3rd-level 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 necrotic and radiant damage.

Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard


Protection from Poison

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Classes: Artificer, Blackguard, Cleric, Druid, Paladin, Ranger


Psychic Scream

9th-level 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.


Pulse Wave

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.


Purify Food and Drink

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Classes: Artificer, Cleric, Druid, Paladin


Putrefaction

4th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of rotten meat)
  • Duration: Instantaneous

You choose a point within range and all food within a 15-foot-radius sphere of it spoil, all open liquids become fouled, wood and corpses rot, metals rust, and open containers of holy water become plain water. Maggots and other Tiny verminous creatures spontaneously generate. Only nonmagical objects are affected by this spell.

For one minute after you cast this spell, any creature that enters the area or starts its turn in it and that has half or fewer of its normal hit point must make a Constitution saving throw or develop filth fever (as per the contagion spell). In addition, during this time, any creature that was in the area can't regain hit points through nonmagical mean.

Classes: Cleric, Druid, Warlock, Wizard


Spell Descriptions | P Spells

Pyrotechnics

2nd-level 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.


Spell Descriptions | P Spells

R Spells


Rain of Terror

5th-level conjuration


  • Casting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S
  • Duration: Concentration, up to 3 hours

You cause a cursed rainstorm to rise within 1 mile of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you cause strange and disgusting (but harmless) things to fall from the sky. Choose or roll on the following table to determine what falls.

d10 Object d10 Object
1 ash 6 snakes
2 blood 7 spiders
3 fish 8 strips of meat
4 foul-smelling black or red water 9 toads or frogs
5 globs of goo 10 worms

All animals are Tiny and have no attacks. Approximately half of the animals will be dead or dying on impact. When the spell ends, the weather abruptly returns to normal.

Classes: Cleric, Warlock, Wizard


Raise Dead

5th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Classes: Bard, Cleric, Paladin


Raise Land

8th-level abjuration


  • Casting Time: 24 hours
  • Range: Touch
  • Components: V, S, M (an exotic feather and a diamond worth at least 2,500 gp, which the spell consumes)
  • Duration: Until dispelled

Upon the completion of this spell, the land beneath you and whatever else may be on that land slowly rises skyward, reaching 100 feet into the air after 10 minutes. The area affected by this spell can have a radius up to 1,250 feet, and the spell fails if the radius includes an area already under the effects of a different casting of this spell.

While standing on a piece of land affected by a raise land spell that you have cast, you can use your action to cause the landmass to move up to 50 feet in a direction you choose. The landmass ceases to move if it impacts any object.

If this spell is dispelled, the mass of land formerly affected descends slowly at a rate of 10 feet per minute. A dispelled landmass may float or sink in water, at your DM's discretion, and impacting the ground even at a slow speed may cause damage to structures or creatures on the landmass.

At Higher Levels. When you cast this spell using a 9th level spell slot, the radius affected by this spell increases to 5,000 feet.

Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard


Random Causality

3rd-level transmutation


  • Casting Time: 1 reaction, taken when you are hit by a weapon attack
  • Range: Self
  • Components: V, S, M (a bronze six-sided die)
  • Duration: Instantaneous

When you are harmed by an attack, another creature in range takes the damage instead. The new target is chosen randomly by DM.

Classes: Wizard


Rary's Telepathic Bond

5th-level divination (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (pieces of eggshell from two different kinds of creatures)
  • Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Classes: Wizard


Spell Descriptions | R Spells

Raulothim's Psychic Lance

4th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


Ravenous Void

9th-level evocation


  • Casting Time: 1 action
  • Range: 1000 feet
  • Components: V, S, M (a small, nine-pointed star made of iron)
  • Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.


Ray of Enfeeblement

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Classes: Blackguard, Warlock, Wizard


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).

Classes: Artificer, Sorcerer, Wizard


Ray of Sickness

1st-level 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.

Classes: Blackguard, Sorcerer, Wizard


Spell Descriptions | R Spells

Read Object

4th-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 round

You cast this spell while handling an object and receive a psychic impression of the object's current (or most recent) owner. Potential information learned includes the owner's race, profession, general personality trait, and any strong emotions it had about the object, or when using the object.

For instance, if you cast this spell on a sword that belonged to a Neutral human mercenary, you might learn that the owner was a human male who took many lives with the sword, but was dispassionate about doing so. This spell doesn't tell you the owner's name, physical appearance, or current location.

If you cast this spell two or more times before you complete a long rest, there is a cumulative 25% chance that the spell will backfire and produce wildly incorrect information.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Reality Break

8th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a crystal prism)
  • Duration: Concentration, up to 1 minute

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.

Reality Break Effects
d10 Effect
1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Recomposition

3rd-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (A silver needle and thread, and a stick of incense)
  • Duration: Instantaneous

At the end of the casting time of this spell, you touch a dead creature. That creature's corpse undergoes a process of reverse decomposition, restoring it to pristine condition, and any injuries it may have had at the time of its death are repaired. This spell however cannot restore missing body parts unless those body parts are held to the corpse at the time of casting this spell, nor does this reset the time limitations that other spells have in raising the dead.

If this spell has been cast on a dead creature that has been subjected to a failed harvesting check, any unharvested materials become available again and may be subjected to another harvesting check. A dead creature may only be subjected to this spell once; any subsequent attempts automatically fail.

Classes: Cleric, Druid, Paladin, Wizard


Regenerate

7th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a prayer wheel and holy water)
  • Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Classes: Bard, Cleric, Druid


Reincarnate

5th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

Spell Descriptions | R Spells
Reincarnate Races
d100 Race
01-04 Dragonborn
05-13 Dwarf, hill
14-21 Dwarf, mountain
22-25 Elf, dark
26-34 Elf, high
35-42 Elf, wood
43-46 Gnome, forest
47-52 Gnome, rock
53-56 Half-elf
57-60 Half-orc
61-68 Halfling, lightfoot
69-76 Halfling, stout
77-96 Human
97-00 Tiefling

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Classes: Druid


Relevation

9th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

Your deity grants you amazing divine knowledge and senses. For the duration, you are surrounded by a faint glow and gain the following abilities:

• You have truesight to 120 feet.

• You can sense the presence of magic within 120 feet of you, seeing it as a faint aura around an object or creature that bears magic. You also automatically know if someone casts a spell within that range.

• You know if there is an aberration, celestial, elemental, fey, fiend, or undead within 120 feet of you.

• You automatically know if you hear a lie.

• You can speak and understand all languages.

• You can use your action to read the surface thought of a creature within range.

• When you make an Intelligence ability check, or a Wisdom (Insight) check, you can replace the number you roll with a 15.

Classes: Cleric


Remorse

4th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pearl worth at least 100 gp, which is given to the target)
  • Duration: Special

While casting this spell, you deliver a stern lecture to your target about an evil deed it has committed and give it the pearl. It must then make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails, it is charmed by you.

While charmed, it is overcome with guilt and regret over that evil deed. It will forswear performing such a deed again and will seek to make restitution in some way.

At the end of every week, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. In addition, the Atonement version of the ceremony spell counters remorse.

When the spell ends, the creature is aware it was charmed by you.

Classes: Cleric, Paladin


Remove Curse

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Classes: Blackguard, Cleric, Paladin, Warlock, Wizard


Repair Item

3rd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a quartz crystal worth at least 10 gp, which the spell consumes)
  • Duration: 24 hours

You touch a machine that has a missing or broken part and create a quasi-real part for it. The part is obviously magical and will work perfectly. When the spell ends, the part abruptly vanishes.

If you cast this spell on a construct, it gains a number of temporary hit points equal to 3d8 plus your level. When the spell ends, any remaining temporary hit points vanish.

Classes: Artificer


Spell Descriptions | R Spells

Resistance

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Classes: Artificer, Cleric, Druid


Resurrection

7th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Classes: Bard, Cleric


Revenance

7th-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (100 gp worth of incense, which is burned when you cast the spell)
  • Duration: Instantaneous

You touch the corpse of a humanoid that has died from violence within the past week and cause it to rise as a revenant.

The revenant is aware of who killed it and will seek revenge against its killer. The revenant is neutral towards you and your allies. It won't attempt to harm you unless you interfere with its quest for vengeance. You have no control over its actions.

Classes: Cleric


Reverse Gravity

7th-level 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.

Classes: Druid, Sorcerer, Wizard


Revive Undead

6th-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a black pearl worth at least 500 gp)
  • Duration: Instantaneous

Your restore animation to the remains of an undead creature you touch. The target reanimates with all of its hit points, but it it is under no compulsion to behave in any particular way unless it was under your control before it was destroyed. This spell fails if the target was destroyed by a Turn Undead effect, or if its body was otherwise completely obliterated by a spell or other effect. The undead must have been inactive for no more than a week, and its Challenge Rating must be equal to or less than your character level (or Challenge Rating, if you don't have a class level).

Classes: Cleric, Warlock, Wizard


Revivify

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Classes: Artificer, Cleric, Paladin


Spell Descriptions | R Spells

Rime's Binding Ice

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: S, M (a vial of meltwater)
  • Duration: Instantaneous

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.


Rope Trick

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (powdered corn extract and a twisted loop of parchment)
  • Duration: 1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

Classes: Artificer, Wizard


Spell Descriptions | R Spells

S Spells


Sacrament

1st-level abjuration (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (Rare herbs of a value described below)
  • Duration: Instantaneous (see text)

You perform one of several nature-inspired sacraments.

When you cast the spell, choose one of the following effects. Its target must be within 10 feet of you throughout the casting.

Awaken Sickle. You touch a sickle, empowering it to serve as a ritual sickle druidic focus. (2 gp)

Embellish Weapon. You can turn a touched weapon of the appropriate sort into a weapon embellishment druidic focus. (25 gp)

Empower Staff. You can turn a bo, crook, fustibalus, or quarterstaff into a wooden staff druidic focus if it is made of wood. (5 gp)

Classes: Druid, Ranger


Sacred Flame

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Classes: Cleric


Sacred Guardian

1st-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a rose petal)
  • Duration: 24 hours

You can only cast this spell on a willing target. If the target takes any damage or is paralyzed or poisoned while this spell is active, you receive a mental ping, alerting you that the target is in danger.

At Higher Levels. If you cast this spell with a 3rd-level or higher spell slot, you will also receive a brief mental image of the cause of the danger.

Classes: Cleric


Sanctuary

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a small silver mirror)
  • Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Classes: Artificer, Cleric


Sands of Time

5th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of dust and a drop of oil)
  • Duration: Instantaneous

You can cause a nonmagical, inanimate object to age, or reverse the effects of aging and erosion on an object that fits in a 10-foot-cube, or part of a larger object. Each casting of this spell will age or reverse the aging of an object made of vegetable matter by 1d4 years, by 1d4 × 5 years for an object made of metal, or by 1d4 × 20 years of aging on an object made of stone or crystal.

If used to reverse the effects of aging, this spell won't restore an object that has crumbled to dust or cause missing pieces to return but will restore faded paint and dyes to their original brilliance. You must have at least half of the original object, or the spell will fail.

Classes: Artificer, Cleric, Wizard


Sanh's Ray of Light

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a beam of brilliant white light at a creature you see within range. Make a ranged spell attack. On a hit, the target takes 2d10 radiant damage and is blinded until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you inflict an additional 1d10 damage for each slot level above 2nd.

Classes: Wizard


Spell Descriptions | S Spells

Sapping Sting

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Scalding Spout

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an ounce of water)
  • Duration: Instantaneous

You send a powerful burst of boiling water at one creature you see within range. Make a ranged spell attack to hit. If you succeed, the target takes 2d6 bludgeoning damage and 2d6 fire damage, and must succeed on a Strength saving throw or be knocked back 10 feet and fall prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you inflict an additional 1d6 fire damage for each slot level above 2nd.

Classes: Druid, Sorcerer, Wizard


Scapegoat

4th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of goat's hair and a stone)
  • Duration: Concentration, up to 1 minute

When you cast this spell, you must call loud attention to your target. All creatures within 20 feet of that target must succeed on a Wisdom saving throw or be charmed by you and become convinced that the target is to blame for all of their troubles. The target will have disadvantage on all Charisma ability checks, except for Charisma (Intimidation), and all other creatures will be hostile to the target for the duration.

At Higher Levels. When you cast this spell with a 5th or 6th-level spell slot, the duration becomes Concentration, up to 10 minutes. When you cast it with a 7th or 8th-level spell slot, the duration becomes Concentration, up to 1 hour. When you cast it with a 9th-level spell slow, the duration becomes 8 hours, without the need for concentration.

Classes: Bard, Warlock


Scatter

6th-level 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.


Scatterspray

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a flint and steel, or a tinderbox)
  • Duration: Instantaneous

You point to a pile of small, unsecured items that are not being worn or carried, such as a pile of gravel, a mug full of pens, or a basket of eggs, and cause them to fly in all directions. Each creature within 10 feet of the objects must make a Dexterity saving throw or take 1d6 bludgeoning damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Classes: Artificer, Bard, Sorcerer, Wizard


Scent Mask

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A scentless flower)
  • Duration: 1 hour

For the duration, you or a willing creature you touch can neither produce nor pick up scents, and creatures can't track or identify you by smell. This spell prevents a creature from using the scent of vengeance (q.v.) from finding you.

At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you can affect an additional creature for each slot level above 1st.

Classes: Druid, Ranger


Scorching Ray

2nd-level 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.

Classes: Sorcerer, Wizard


Spell Descriptions | S Spells

Scrying

5th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
  • Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target
Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection to Target
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Classes: Bard, Cleric, Druid, Warlock, Wizard


Sculpt Features

5th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a few drops of doppelganger blood and powdered moonstone worth at least 1,000 gp, which is consumed by the spell)
  • Duration: Permanent

You permanently transform the appearance of a willing humanoid (including yourself). You decide what the creature looks like, including the creature's height, weight, facial features, apparent or biological sex, the sound of its voice, hair length, coloration, and distinguishing characteristics if any. You can make the creature appear as a member of another race, though none of its statistics change.

You can remove body parts, but can't add additional, fully- functional limbs and body parts, although you can add decorative parts. For instance, you can add wings or a tail, and while they could move, they would be incapable of flight or holding objects, and additional arms and legs would be useless for holding or manipulating objects, or even standing on. You also can't add any supernatural traits or features.

You can use this spell to add fangs, claws, horns, or other natural weapons. Such attacks use either the creature's Strength or Dexterity for attacks and damage and inflict 1d4 bludgeoning, piercing, or slashing damage, whichever is most appropriate.

You can also attempt to duplicate a specific individual. To do so, you must succeed on a DC 20 spellcasting ability check. On a success, the target will permanently receive advantage on Charisma (Deception) checks made to impersonate that individual.

When you finish casting the spell, the target must make a DC 10 Constitution saving throw. On a failure, it takes 4d6 necrotic damage and the spell doesn't take properly, causing the target to suffer scarring and malformation.

You can also use this spell to return a creature to its original appearance if its appearance had been previously changed by this spell. You do not need to have been the one to have originally cast this spell on it, and the target doesn't need to be willing. It must succeed on a Constitution saving throw. On a failure, its original appearance is restored.

Finally, if you use this spell on a creature that had been permanently altered by the Creature Into Creature version of the true polymorph spell, and had been transformed from one type of humanoid into another type, you may attempt to return that creature to its original form. To do so, you must make an ability check using your spellcasting ability. The DC equals the original caster's spell save DC (if the DM doesn't know the original save DC, assume it's DC 20). On a successful check, the spell ends.

Classes: Artificer, Wizard


Searing Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Classes: Blackguard, Paladin


Spell Descriptions | S Spells

See Invisibility

2nd-level 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.

Classes: Artificer, Bard, Sorcerer, Wizard


See Through Other Eyes

3rd-level divination


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you can see through the eyes of another creature that is within range. The creature doesn't have to be willing or aware of your actions. While you must be able to see that creature while casting the spell, it's not required for the remainder of the spell. As an action, you can see through the creature's eyes until the start of your next turn, gaining the benefits of any special senses that creature has. During this time, you are blind with regard to your own senses.

Classes: Bard, Sorcerer, Wizard


Seeming

5th-level 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 appearance 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 inspection. 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 than 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.

Classes: Bard, Sorcerer, Wizard


Sending

3rd-level evocation


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a short piece of fine copper wire)
  • Duration: 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Classes: Bard, Cleric, Wizard


Sequester

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
  • Duration: Until dispelled

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

Classes: Wizard


Spell Descriptions | S Spells

Shadow Blade

2nd-level 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.


Shadow of Moil

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
  • Duration: Concentration, up to 1 minute

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Classes: Blackguard


Shadow Play

3rd-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a lit candle, which is consumed by the spell)
  • Duration: Concentration, up to 1 hour

While casting this spell, you must darken a room or area that fits in a 30-foot cube so it is no brighter than dimly lit, then place a lit candle in its center. Then choose a one-hour period of time that occurred within the past 24 hours.

The shadows cast by the candle will then take the form of the shadows cast by the living occupants (not constructs or undead) of the room in that time period, and they will silently perform their actions in real time. Prematurely extinguishing the candle ends the spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of cube you can affect increases by 10 feet on a side for each slot level above 3rd.

Classes: Bard, Sorcerer, Warlock, Wizard


Shadowstrike

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against the shadow of one creature within the spell's range; otherwise, the spell fails. In addition, you must be in bright or dim light while casting this spell.

The shadow has AC 10 + the target's Dexterity modifier. the creature takes normal damage from your attacks.

The creature's shadow has no damage resistances or immunities, and the creature can't benefit from reactions such as Parry.

If you use this spell when attacking a shadow, shadow demon, or similar, shadow-based creature, you also have advantage on your attacks.

The DM may decide that the shadow of a humanoid killed by this spell becomes an undead shadow. The shadow is not under your control and is hostile to you.

Classes: Sorcerer, Warlock, Wizard


Shandaril's Tracer

5th-level divination


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S, M
  • Duration: 30 days

You place an invisible rune on an object you touch. At any point after, you can spend 1 minute to concentrate on the rune. You will then learn the object's approximate distance, direction, and condition. The mask option of Nystul's magic aura can be used to block this spell. If you cast this spell on the same object every day for 30 days, the spell becomes permanent.

Classes: Artificer, Bard, Wizard


Spell Descriptions | S Spells

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.


Shapechange

9th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
  • Duration: Concentration, up to 1 hour

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Classes: Druid, Wizard


Sharptooth

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: None
  • Duration: Concentration, up to 1 hour

You touch a creature with a bite or claw attack. Until the spell ends, that creature's bite, claw, or other unarmed attacks become magic weapons with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Classes: Druid, Ranger


Shatter

2nd-level 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.

Classes: Bard, Sorcerer, Warlock, Wizard


Spell Descriptions | S Spells

Sheltered Vitality

6th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 500 gp)
  • Duration: 1 hour

One willing creature you touch gains advantage on saving throws against the following effects for the duration:

  • Effects that reduce its ability scores
  • Effects that reduce its hit point maximum
  • Effects that cause its exhaustion level to increase

Classes: Bard, Cleric, Druid, Warlock


Shield

1st-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round

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.

Classes: Sorcerer, Wizard


Shield of Faith

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a small parchment with a bit of holy text written on it)
  • Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Classes: Blackguard, Cleric, Paladin


Shillelagh

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Classes: Druid


(Dierde) Homebrew:

The 2014 version of Friends does not exist. It is now the 2024 version

Shillelagh

Transmutation Cantrip


  • Casting Time: Bonus action
  • Range: Touch
  • Components: V, S, M (mistletoe)
  • Duration: 1 minute

A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Classes: Druid


Spell Descriptions | S Spells

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).

Classes: Artificer, Sorcerer, Wizard

(Dierde) Homebrew:

The 2014 version of Friends does not exist. It is now the 2024 version

Shocking Grasp

Evocation Cantrip


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Classes: Artificer, Sorcerer, Wizard


Sickening Radiance

4th-level 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.


Sigil

1st-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a key and 5 gp worth of silver filings, which is consumed by the spell)
  • Duration: 1 week

You inscribe your personal sigil on any object that you own. Any creature that touches the object takes must make a Dexterity saving throw. On a failure, the creature takes 1d6 force damage and is pushed back 5 feet, and the creature drops the object if it was holding it. If this spell reduces a creature to 0 hit points, the creature is stable but unconscious for 10 minutes.

You and the creatures you designate when you cast this spell can use the object normally, and you can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Casting knock on the object suppresses sigil for 10 minutes.

If you cast this spell on the same object every day for 30 days, the spell becomes permanent.

Classes: Artificer, Wizard


Spell Descriptions | S Spells

Silence

2nd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Classes: Bard, Cleric, Ranger


Silent Image

1st-level 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.

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.

Classes: Bard, Sorcerer, Wizard


Silvery Barbs

1st-level enchantment


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Classes: Bard, Sorcerer, Wizard


Simulacrum

7th-level illusion


  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Classes: Wizard


Skill Empowerment

5th-level 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.


Spell Descriptions | S Spells

Skip Day

8th-level evocation (dunamancy/chronurgy)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You and all creatures within 10 feet of you are transported 24 hours in the future, reappearing in the same place you left. Unwilling creatures may make a Wisdom saving throw. On a success, the creature stays behind.

Classes: Wizard


Skywrite

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.


Sleep

1st-level 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.

Classes: Bard, Sorcerer, Wizard


Sleet Storm

3rd-level 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 starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Classes: Druid, Sorcerer, Wizard


Slow

3rd-level 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 each of its turns. On a successful save, the effect ends for it.

Classes: Sorcerer, Wizard


Snare

1st-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (25 feet of rope, which the spell consumes)
  • Duration: 8 hours

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

Spell Descriptions | S Spells

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.


Snilloc's Snowball Swarm

2nd-level 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.


Soul Anchor

8th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Permanent

With this noxious curse, you tie a creature's life force to a particular building or structure that is no smaller than 10 feet on a size (no maximum size), unless it succeeds on a Charisma saving throw. While cursed, the creature is incapable of leaving the area through mundane means unless you grant the individual permission to do so. The location can be no more than 1 mile on a side and must have clearly defined borders, such as a wall, fence, or moat.

A creature may attempt to leave the area via magical means, such as teleport, but must first succeed on a Charisma ability check. On a failure, it can't try again until 7 days have passed. On a success, the creature can leave the building. However, this doesn't break the curse, and if the creature returns to that building, it will once again be trapped.

A remove curse or wish will end the effect.

Classes: Cleric, Wizard


Soul Cage

6th-level necromancy


  • Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
  • Range: 60 feet
  • Components: V, S, M (a tiny silver cage worth 100 gp)
  • Duration: 8 hours

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.

Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.

Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.


Soul Safe

6th-level necromancy


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (A piece of jet worth 100 GP)
  • Duration: Up to 1 week

You indicate a humanoid within range and force it to make a Charisma saving throw. If it fails, you steal a portion of its soul and place it within the jet. The creature whose soul you have captured will feel slightly weak and have low spirits while this spell is in effect. For the duration, the creature doesn't regain hit points after a long rest unless it spends Hit Dice to do so, and it has disadvantage on Intelligence, wisdom, and Charisma saving throws.

If you are holding the jet in which a creature's soul-fragment is held, you can cast spells on the jet, and it will affect the target is if it were within range. You must be on the same plane of existence, however.

The jet is an object with AC 13 and 5 hit points. It is resistant to all damage except for bludgeoning and thunder damage. If it is destroyed, the soul-fragment immediately reunites with its body. If the creature had died in the meantime, the soul-fragment will journey to rejoin the rest of the soul. At the DM's discretion, a creature that died while part of its soul has been removed by this spell may be more likely to return as a form of undead.

Spell Descriptions | S Spells

You can cast this spell again while it is active to maintain the soul safe for another week. Even though this spell only takes a portion of the creature's soul, a creature can only be affected by one casting of this spell at a time.

Classes: Warlock, Wizard


Soul Shift

7th-level necromancy


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a gem worth at least 500 gp, which is consumed by the spell)
  • Duration: Permanent

You transfer your mind and soul into a corpse of your choosing that is within 30 feet of you. Once you possess the corpse, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the corpse had any class levels, you can't use any of its class features.

You are undead and do not need to breathe, drink, eat, or sleep. You have resistance to necrotic damage and are immune to poison damage and the poisoned damage. You also gain the following trait:

Turn Resistance: You have advantage on saving throws against being turned.

Your body will appear as the corpse's did and won't further decay. However, any wounds or other marks that were on the original corpse will remain, even after healing to full hit points. You are not a lich and you do not gain any other special traits for becoming undead besides those listed above.

You may choose for your original body to die or to animate as a zombie. If you choose the latter, the zombie will have none of your class abilities but will retain your former Strength, Dexterity, Constitution, saving throw proficiencies, and hit points.

Classes: Wizard


Sound Bubble

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

You create an invisible, intangible bubble centered on you. Sounds at a normal volume, whether originating from inside or outside the bubble, can't pass through its perimeter, although shouts and other loud noises can be heard, although faintly. Creatures on the inside are resistant to thunder damage that originates from outside the bubble, and vice versa.

Classes: Bard


Spare the Dying

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Classes: Artificer, Cleric


(Dierde) Homebrew:

The 2014 version of Friends does not exist. It is now the 2024 version

Spare the Dying

Necromancy Cantrip


  • Casting Time: Action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Classes: Artificer, Cleric, Druid

Speak with Animals

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Classes: Bard, Druid, Ranger


Spell Descriptions | S Spells

Speak with Dead

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (burning incense)
  • Duration: 10 minutes

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Classes: Bard, Cleric


Spell Descriptions | S Spells

Speak with Plants

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

Classes: Bard, Druid, Ranger


Spectral Force

3rd-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of fleece and 10 gp worth of crushed pyrite)
  • Duration: Concentration, up to 10 minutes

You create a quasi-real illusion of an object, creature, or other visible phenomenon that is no larger than a 20-foot cube. The illusion appears at a spot that you can see within range and lasts for the duration. The spectral force has appearance, sound, smell, temperature, and texture that is mostly appropriate to the thing depicted, but inspection will quickly reveal that it's an illusion, without the need for an Intelligence (Investigation) check. Realizing it's an illusion doesn't cause the viewer to see through the image.

The illusion is partially solid. It can't support more than 50 pounds of weight at a time. If made to support more, the object it is supporting will sink through. It has AC 15 and hit points equal to 10 plus your spellcasting ability modifier plus your level.

As long as you are within range of the spectral force, you can use your action to cause it to move to any other spot within range. As the spectral force changes location, you can alter its appearance so that its movements appear natural. 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.

You can also use your action to cause the spectral force to inflict damage. A spectral force creature to appear as a creature can attack a target; one created to look like a fire can burn the target, and so on. It uses your spell attack modifier to hit and inflicts 2d10 force damage.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, it can support an additional 50 pounds, and will inflict an additional 1d10 damage, for each slot level above 3rd.

Classes: Bard, Sorcerer, Warlock, Wizard


Spider Climb

2nd-level 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.

Classes: Artificer, Sorcerer, Warlock, Wizard


Spike Growth

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
  • Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Classes: Druid, Ranger


Spirit Guardians

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

Spell Descriptions | S Spells

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Classes: Cleric


Spirit of Death

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a gilded playing card worth at least 400 gp and depicting an avatar of death)
  • Duration: Concentration, up to 1 hour

You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.

The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block.


Spirit Shroud

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Classes: Blackguard


Spiritual Weapon

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Classes: Cleric


Spiritwatch

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of cereal grains, a cup of wine, 25 gp worth of incense, which is burned when you cast the spell, and a token of the spirit you are going to summon)
  • Duration: 30 days

You summon the spirit of a recently deceased humanoid who has been dead no more than 1 year, or any of your deceased direct ancestors or immediate relatives, and ask it to watch over a piece of property you choose. This can be a building or structure, or an inanimate object. An unwilling spirit may make a Charisma saving throw to resist. When summoning the spirit, you must have a token of something that belonged to the individual whose spirit you're summoning, such as an image or likeness, a lock of hair, or personal belonging (which can be the property you are asking it to guard).

The spirit isn't bound to your property and doesn't have to forego its proper afterlife to guard your property. Instead, the spirit becomes attuned to your property and is aware of what occurs in or around it. It may choose to manifest in its entirety, however, although it is completely insubstantial and can perform no actions. When manifested, it can speak aloud (although in a soft voice) and can't move more than 30 feet from the property.

If any intruders access your property or attempts to steal from it, or the property is damaged in some way, the spirit will immediately alert you, provided you are on the same plane of existence. The spirit has darkvision to 120 feet and can give you details about the physical appearance of the intruders or thieves.

Spell Descriptions | S Spells

Casting this spell to summon the same spirit once every 30 days for a year makes the spirit permanently guard the property. Casting banishment or the Dismissal option of dispelling evil and good will break the spell and release the spirit. You can also choose to release the spirit at any time by using a bonus action to do so.

Classes: Cleric, Wizard


Spray of Cards

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a deck of cards)
  • Duration: Instantaneous

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


Staggering Smite

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

Classes: Blackguard, Paladin


Steal Skill

4th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a token depicting the skill to be stolen, and a platinum piece, the latter of which is consumed by the spell)
  • Duration: Instantaneous

You touch a creature and force it to make a Charisma saving throw. If it fails, you steal one of the creature's skills, tool proficiencies, or languages for the duration. While this spell is in effect, you use your own proficiency bonus and attribute modifier.

If the target had an ability that allowed it to increase its bonus, such as Expertise, or is a member of a Dragonmarked house and gets an additional 1d4 to its roll, you also gain the same ability.

Also while this spell is in effect, the target can't use its proficiency modifier when using this skill and makes all rolls for it at disadvantage.

Classes: Warlock, Wizard


Steel Wind Strike

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.


Stinking Cloud

3rd-level 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.

Classes: Bard, Blackguard, Sorcerer, Wizard


Stone Shape

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Classes: Artificer, Cleric, Druid, Wizard


Spell Descriptions | S Spells

Stonefall

4th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a handful of stones or pebbles)
  • Duration: 1 round

You must be indoors or underground to cast this spell. This spell causes the ceiling to collapse (if you are indoors) or a cave-in to occur (if you are underground) in a 20-foot- diameter circle centered on a point you choose within range. All creatures below that area must make a Dexterity saving throw.

If you are inside of a building that has a plaster, thatch, or similar ceiling or roof, a creature takes 1d6 bludgeoning damage on a failed saving throw, or half as much on a successful one.

If you are inside of a building that has a wooden or tile ceiling or roof, a creature takes 3d6 bludgeoning damage on a failed saving throw, or half as much on a successful one.

If you are inside of a building that has a stone or metal ceiling or roof, a creature takes 5d6 bludgeoning damage on a failed saving throw, or half as much on a successful one.

If you are underground, a creature takes 7d6 bludgeoning damage on a failed saving throw, or half as much on a successful one.

In addition, a creature that fails its saving throw is knocked prone. For each creature that is prone, roll a d6. On a roll of 1 or 2, the creature is pinned underneath fallen debris. Removing the debris requires a DC 15 Strength (Athletics) check.

Classes: Druid, Wizard


Stoneskin

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
  • Duration: 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.

Classes: Artificer, Druid, Ranger, Sorcerer, Wizard


Storm Cone

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a whirling vortex of powerful winds and fierce lightning in a 60-foot cone. On each of your turns, you can use your action to cause the cone to face in a new direction, if you like. Each creature in the cone's area must make a Strength saving throw, taking 4d6 lightning damage and 4d6 thunder damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, the creature is pushed 10 feet in a direction you choose. If a creature fails by 5 or more, it is instead pushed 20 feet and falls prone.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you inflict an additional 1d6 thunder damage for each slot level above 5th.

Classes: Cleric, Druid, Sorcerer


Storm of Vengeance

9th-level conjuration


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Classes: Druid


Storm Sphere

4th-level 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.

Spell Descriptions | S Spells

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 for each of its effects increases by 1d6 for each slot level above 4th.


Stormrage

6th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a feather, a pinch of wood ash, and a piece of flint)
  • Duration: Concentration, up to 1 minute

You channel the power of storms, causing your eyes to glow white and static electricity to crackle all over your body. For the duration, you gain a fly speed of 50 feet, wind doesn't hinder your movement, and you have resistance to lightning and thunder damage.

On each of your turns, you can fire lightning bolts from your eyes at a creature you see within range. Make a ranged spell attack. On a hit, the creature takes 6d6 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you inflict an additional 1d6 lightning damage for each slot level above 6th.

Classes: Cleric, Druid, Sorcerer


Stormvoice

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

This spell enables you to speak with the voice of a storm. You can be heard loudly and clearly by all creatures within 300 feet. In addition, creatures within 20 feet of you must make a Constitution saving throw. A creature takes 3d6 thunder damage and is deafened for 1 minute on a failed save. On a successful save, the creature takes half as much damage and isn't deafened. If a creature fails its save by 5 or more, it is also knocked prone. A deafened creature may attempt a new save at the end of each of its turns, ending the effect on itself on a success.

Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard


Strength of the Avenger

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a vial of holy water, which you must consume while casting the spell)
  • Duration: 1 minute

You begin to glow with brilliant and holy light. For the duration, you have advantage on ability checks and saving throws to avoid being charmed, frightened, or knocked prone. You also gain 10 temporary hit points.

When you cast this spell, you must name a creature you are seeking vengeance upon. You don't have to know the creature's actual name, but you must have a way to distinguish it ("that bandit there" won't suffice, but "the bandit with the scar over one eye and the brown hair" will). For the duration, you have advantage on attack rolls that use Strength against that creature, and each successful strike on that creature inflicts an additional 1d4 force damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain an additional 5 temporary hit points per slot level above 2nd.

Classes: Cleric, Paladin


Suggestion

2nd-level 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 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 knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Classes: Bard, Blackguard, Sorcerer, Warlock, Wizard


Summon Aberration

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)
  • Duration: Concentration, up to 1 hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

Spell Descriptions | S Spells

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.


 


Aberrant Spirit

Medium aberration


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each spell level above 4th
  • Speed 30ft.; fly 30 ft. (hover) (Beholderkin only)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16(+3) 10 (+0) 6 (-2)

  • Damage Immunities psychic
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Deep Speech, understands the languages you speak

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only). At the start of each of the aberration's turns, each creature within 5 feet of the aberation must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated


Actions

Multiattack. The aberration makes a number of attacks equal to half this spell's level (rounded down).

Claws (Slaad Only). Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target Hit: 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.

Eye Ray (Beholderkin Only). Ranged Spell Attack: + your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.

***Psychic Slam (Star Spawn Only). Melee Spell Attack: + your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.

Summon Beast

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
  • Duration: Concentration, up to 1 hour

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.


Summon Celestial

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a golden reliquary worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.


Spell Descriptions | S Spells

 


Bestial Spirit

Small beast


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
  • Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 t. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated

Water Breathing (Water Only). The beast can breathe only underwater.


Actions

Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).

Maul. Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target Hit: 1d18 + 4 + the spell's level piercing damage.

Summon Construct

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
  • Duration: Concentration, up to 1 hour

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Classes: Artificer


 


Construct Spirit

Medium construct


  • Armor Class 13 + the level of the spell (natural armor)
  • Hit Points 40 + 15 for each spell level above 3rd
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (-3)

  • Damage Resistances poison
  • Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.

Stone Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.


Actions

Multiattack. The construct makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.


Reaction

Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct move up to half its speed toward an enemy it can see, without provoking opportunity attacks.

Spell Descriptions | S Spells

Summon Draconic Spirit

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.


Summon Elemental

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
  • Duration: Concentration, up to 1 hour

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.



Elemental Spirit

Medium elemental


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 50 + 10 for each spell level above 4th
  • Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

  • Damage Resistances acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
  • Damage Immunities poison; fire (Fire only)
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial, understands the languages you speak

Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.


Actions

Multiattack. The elemental makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

Summon Fey

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded flower worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Spell Descriptions | S Spells

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.


 


Fey Spirit

Small fey


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 30 + 10 for each spell level above 3rd
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Sylvan, understands the languages you speak

Actions

Multiattack. The fey makes a number of attacks equal to half this spell's level (rounded down).

Shortsword. Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.


Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey's chosen mood:

Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.

Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.

Tricksy. The fey can fill a 5-foot cure within 5 feet of it with magical darkness, which lasts until the end of its next turn.

Summon Fiend

6th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
  • Duration: Concentration, up to 1 hour

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.


Summon Greater Demon

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
  • Duration: Concentration, up to 1 hour

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

Spell Descriptions | S Spells

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Classes: Blackguard


Summon Lesser Demons

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
  • Duration: Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Classes: Blackguard



Fiendish Spirit

Large fiend


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th
  • Speed 40 ft.; climb 40 ft. (Demon only); fly 60 ft. (Devil only)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Infernal, telepathy 60 ft.

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.

Devil's Sight (Devil Only). Magical darkness doesn't impede the fiend's darkvision.

Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The fiend makes a number of attacks equal to half this spell's level (rounded down).

Bite (Demon only). Melee Weapon Attack*: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level necrotic damage.

Claws (Yugoloth Only). Melee Weaopn Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Spell Descriptions | S Spells

Summon Shadowspawn

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (tears inside a gem worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Classes: Blackguard


Summon Undead

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded skull worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Classes: Blackguard



Shadow Spirit

Medium monstrosity


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 35 + 15 for each spell level above 3rd
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 16 (+3)

  • Damage Resistances necrotic
  • Condition Immunities frightened
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages you speak

Terror Frenzy (Fury Only). The spirit had advantage on attack rolls against frightened creatures.

Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.


Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Chilling Rend. Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Bonus Actions

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

Sunbeam

6th-level 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-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

Spell Descriptions | S Spells

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Classes: Druid, Sorcerer, Wizard


Sunburst

8th-level 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.

Classes: Druid, Sorcerer, Wizard


Sunstone

7th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a small stone)
  • Duration: Instantaneous

A small, hard orb that glows a brilliant red-gold appears in your hand, which you then hurl it at a target within range, or two targets that are within 5 feet of each other. Make a ranged spell attack to hit. On a success, it bursts into brilliant sunlight, shedding bright light to a 50-foot radius. The light remains in place for 1 minute, then fades away.

The target or targets take 6d6 fire damage and 6d6 radiant damage, and must make a Constitution saving throw or be blinded for 1 minute. All creatures within 5 feet of the target must make a Dexterity saving throw, taking 6d6 fire damage and 6d6 radiant damage on a failed save, or half as much damage on a successful one. A blinded creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Classes: Cleric, Druid, Sorcerer, Wizard



Undead Spirit

Medium undead


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
  • Speed 30 ft.; fly 40 ft. (hover) (Ghostly)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)

  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Festoring Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.


Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Deathly Touch (Ghostly Only). Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: + your spell's attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell's level necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spells level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell saved DC or be paralyzed until the end of its next turn.

Spell Descriptions | S Spells

Swift Quiver

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a quiver containing at least one piece of ammunition)
  • Duration: Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Classes: Ranger


Sword Burst

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Classes: Artificer, Sorcerer, Warlock, Wizard


Symbol

7th-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
  • Duration: Until dispelled or triggered

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.

Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Classes: Bard, Cleric, Wizard


Spell Descriptions | S Spells

Synaptic Static

5th-level 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.


Spell Descriptions | S Spells

T Spells


Talon's Skitmaster

3rd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Special

Designed to be cast while you are telling a story, reciting poetry, or playing music, this spell summons up obvious illusions that silently act out the events of your story, poem, or song. The area where the illusions are acting is brightly lit, as if by a spotlight. The illusory creatures and backgrounds created by the spell are fairly nondescript and standard in appearance, unless you are proficient in artist's tools. In that case, your illusions will appear in your artistic style.

At the same time, you appear to fade into the background. While you are still visible, you are shrouded in shadow and lightly obscured.

If you come to the performance's natural finish point, or pause in your performance for 1 minute or longer, the spell ends.

Classes: Bard


Tasha's Caustic Brew

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M (a bit of rotten food)
  • Duration: Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Classes: Artificer


Tasha's Hideous Laughter

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (tiny tarts and a feather that is waved in the air)
  • Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Classes: Bard, Wizard


Tasha's Mind Whip

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

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. The creatures must be within 30 feet of each other when you target them.


Tasha's Otherworldly Guise

6th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

  • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
  • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
  • Spectral wings appear on your back, giving you a flying speed of 40 feet.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Spell Descriptions | T Spells

Telekinesis

5th-level 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.

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.

Classes: Sorcerer, Wizard


Telepathy

8th-level evocation


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a pair of linked silver rings)
  • Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Classes: Wizard


Teleport

7th-level 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.

Teleportation
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 44–53 54–73 74–100
Description 01–43 44–53 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.

Spell Descriptions | T Spells

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 × 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).

Classes: Bard, Sorcerer, Wizard


Teleport Tracer

4th-level divination


  • Casting Time: 1 reaction, taken when a creature you see within range teleports
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

When you see a creature teleport away, whether through the use of a spell, magic item, innate ability, or other method, you can use this spell to locate its destination. The information received by this spell counts as 'Viewed Once' for purposes of the teleport spell, if you are not otherwise familiar with the destination locale.

Classes: Bard, Sorcerer, Wizard


Teleportation Circle

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, M (rare chalks and inks infused with precious gems worth 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.

Classes: Bard, Sorcerer, Wizard


Temple of the Gods

7th-level conjuration


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M (a holy symbol worth at least 5 gp)
  • Duration: 24 hours

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

Spell Descriptions | T Spells

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.


Temporal Eye

7th-level divination (dunamancy/chronurgy)


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water, and a veil made from the hair of a sphinx)
  • Duration: Instantaneous

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target Check DC Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well -5
Connection to Target Check DC Modifier
Secondhand (you have heard of the target) -2
Firsthand (you have met the target) -4
Familiar (you know the target well -10
Distance in Past Check DC Modifier
1 year ago or less 0
1-10 years ago +1
11-20 years ago +2
21-50 years ago +4
51-100 years ago +6
101-500 years ago +8
501-1000 years ago +10
1000 or more years ago +15

Classes: Wizard


Temporal Shunt

5th-level transmutation


  • Casting Time: 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

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. All targets must be within 30 feet of each other.


Temporal Wall

5th-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a strand of phase spider webbing)
  • Duration: Concentration, up to 10 minutes

A wall of thin, misty, silvery smoke—the visible form of Time itself—springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free-floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot- by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration.

One side of the wall, selected by you when you cast this spell, slows down everything that passes through it. If a creature travels through the wall, its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions until the end of its turn. Any ranged attack that enters the wall's space has a disadvantage on the attack roll and inflicts half damage. Any effect that passes through the wall that requires the targets to make a Dexterity saving throw, that saving throw may be made with advantage.

The other side of the wall speeds up the missile and thrown weapons that are fired through it. These attacks inflict an additional die of damage

The wall is immune to all damage and can't be dispelled by dispel magic. A disintegrate or spell destroys the wall instantly, however. The wall also extends into the Ethereal Planes, blocking ethereal travel through the wall.

Classes: Wizard


Spell Descriptions | T Spells

Tenebrous Phantasm

4th-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of powder or a small crystal)
  • Duration: Concentration, up to 10 minutes

Drawing energy from the Shadowfell, you create up to four shadowy phantasms within range that persist for the duration. These phantasms can be of any creature or object you are familiar with. The phantasms appear to be real and animate, but also translucent. Their AC equals your spellcasting ability, they fail all Strength, Dexterity, and Constitution saves, and they pass all Intelligence, Wisdom, and Charisma saves.

As a bonus action on your turn, you can direct each phantasm to move up to 30 feet and perform one of the following actions:

Grapple or Shove. The phantasm attempts to grapple or shove one creature within 5 feet of it. The target must succeed on a Strength or Dexterity saving throw (its choice) or be grappled by the phantasm, knocked prone, or pushed up to 5 feet away.

Fear. The phantasm attempts to induce fear in one creature within 5 feet of it. The target must succeed on a Wisdom saving throw or be frightened until the end of your next turn.

Manipulate Object. The phantasm takes the Use an Object action. The phantasm can't activate magic items or carry more than 50 pounds.

Shadow Touch. The phantasm touches one creature within 5 feet of it. The target must succeed on a Wisdom saving throw or take 2d6 necrotic or psychic damage (your choice).

If a phantasm takes damage or is ever more than 60 feet away from you, it is destroyed. If a creature succeeds on an Intelligence (Investigation) or Intelligence (Arcana) check against your spell save DC, it realizes the phantasms are illusions that can be destroyed. When a phantasm is destroyed, any creature within 5 feet of it that doesn't realize it's an illusion must make a Wisdom saving throw or be frightened until the end of its next turn.

Classes: Bard, Sorcerer, Warlock, Wizard


Tenser's Flaming Blade

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (special)
  • Duration: Instantaneous

You gesture at a nonmagical bladed weapon held by an ally and cause it to burst into flames. Choose one of the following options:

Fiery Blade. The flames are golden-orange and shed bright light to a 15-foot radius and dim light for a further 15 feet. It inflicts an additional 2d8 fire damage and ignites flammable objects that it touches that aren't being worn or carried. The material component is a pinch of phosphorous.

Frosted Blade. The flames are silvery-blue and shed bright light to a 5-foot radius and dim light for a further 5 feet. It inflicts an additional 2d8 cold damage and freezes liquids that it touches. The material component is a shard of quartz crystal.

Classes: Wizard


Tenser's Floating Disk

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of mercury)
  • Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Classes: Wizard


Tenser's Master of Arms

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a crane's wing feather)
  • Duration: Concentration, up to 10 minutes

A willing creature you touch gains remarkable skill with one melee weapon it chooses. For the duration, the creature may use double its proficiency bonus when making attacks with that weapon, and it scores a critical hit on a roll of 19 or 20.

Classes: Wizard


Spell Descriptions | T Spells

Tenser's Transformation

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a few hairs from a bull)
  • Duration: Concentration, up to 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have proficiency with all armor, shields, simple weapons, and martial weapons.
  • You have proficiency in Strength and Constitution saving throws.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.


Tentacles

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a dried octopus tentacle)
  • Duration: 10 minutes

You create a pair of greenish tentacles that appear to extend out of your body and have a reach of 15 feet. The tentacles are objects that can be attacked. They have AC 15 + your Dexterity modifier, and each tentacle has 20 hit point and uses your Strength and Dexterity for attacks, damage, and ability check rolls. When you first cast this spell and on each of your subsequent turns, you can use your action to direct one or both of the tentacles to lift, open, or manipulate objects, or attack a creature by making a melee spell attack. On a hit, you inflict 3d6 + your spellcasting ability modifier bludgeoning damage, and the target is grappled (escape DC equal to your spell save DC). Until this grappled ends, the target is restrained, and you can't use that tentacle to attack another target.

Classes: Wizard


Tether Essence

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.


Thaumaturgy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Classes: Cleric


Spell Descriptions | T Spells

There/Not There

6th-level abjuration (dunamancy, chronurgy)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of cat fur sealed inside a box)
  • Duration: Instantaneous

With this spell, you create wild fluctuations in the probabilities of existence, affecting all nonliving, inanimate, nonmagical objects in a 10-foot cube centered on a point you choose within range. Whenever a creature attempts to interact with an object in any way, the DM will roll a die. On an odd number, the object simply doesn't exist for that creature at that moment. If multiple creatures attempt to interact with an object at the same time, the DM will roll for each one—an object may exist for one creature but not for another.

The DM will also roll a die for any object that is removed from the area while the spell is still active. On an odd number, the object vanishes for good.

Classes: Wizard


Thorn Whip

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the stem of a plant with thorns)
  • Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Classes: Artificer, Druid


Throbbing Bones

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small bone that has been snapped in half)
  • Duration: Concentration, up to 10 minutes

You target a living creature you can see within range and cause its bones to throb and pulsate inside of its body. A creature that doesn't have bones (such as oozes and invertebrates) isn't affected by this spell.

At the start of each of its turns, the creature must make a Constitution saving throw. On a failed saving throw, it takes 4d6 bludgeoning damage, its speed can't be higher than 10 feet, and it has disadvantage on all Strength and Dexterity ability checks, attack rolls, and saving throws until the end of its next turn. On a successful save, it takes half damage and its speed can't be higher than 20 feet, but it doesn't have disadvantage on any rolls.

If the creature succeeds on three saving throws, the effect ends. The saves don't have to be consecutive.

Classes: Sorcerer, Warlock, Wizard


Thronwrack

6th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause long thorns to grow out of the target's flesh, piercing the skin from the inside. When you cast this spell, and then as a bonus action on subsequent turns, you can cause a thorn to rip its way out of the target, inflicting 4d10 piercing damage.

For every three thorns that are piercing the creature, its speed is reduced by 5 feet.

Classes: Druid


Thump

1st-level enchantment


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (Small item to whack someone with)
  • Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must smack your target on the head or face with a rolled-up paper, a folded fan, stick, or similar object while berating it. Make a spell attack to hit. The attack inflicts no damage, but the target must succeed on a Charisma saving throw or be charmed by you. On a failure, the creature feels too ashamed to attack anyone for the duration. In addition, for the duration, the target has disadvantage on any ability check or savings throw against an affect that would make it feel guilty or sad (such as the emotion spell (q.v.)).

The spell ends if the creature or its allies are attacked orotherwise harmed.

Classes: Bard, Cleric, Paladin, Wizard


Thunder Step

3rd-level 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.

Classes: Blackguard


Spell Descriptions | T Spells

Thunderball

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an amber rod)
  • Duration: Instantaneous

A crackling, humming ball of clouds appears in your hand, streaks to a point you choose within range, and then explodes in a burst of lightning that is accompanied by a clap of thunder. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 lightning damage and 2d6 thunder 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. You choose if the additional damage is lightning or thunder damage.

Classes: Druid, Sorcerer, Wizard


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).


Thunderous Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Classes: Blackguard, Paladin


Thunderwave

1st-level 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.

Classes: Bard, Druid, Sorcerer, Wizard


Tidal Wave

3rd-level 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 failed save, 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 in its area and within 30 feet of it, and then it vanishes.


Time Ravage

9th-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
  • Duration: Instantaneous

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.


Time Snare

3rd-level enchantment (dunamancy, chronurgy)


  • Casting Time: 1 action
  • Range: 180 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a time loop in a creature's mind, causing it to repeat its actions indefinitely. At the start of each of its turns, it may attempt a Charisma saving throw. On a failure, it performs the same action, bonus action, and reaction (or lack there of) it did on its previous turn, even if the action's target isn't available. For instance, if the creature made an attack, it will make the same attack, targeting the closest creature within range (even if that target is an ally); if there is no possible target, it will go through the motions of the attack.

Spell Descriptions | T Spells

If it casts a spell, it will go through the same actions required for that particualr spell, even if it lacks components or spell slots. If it drank a potion, it will drink from the same vial, even if the vial is empty.

If the creature succeeds on its saving throw, the spell immediately ends.

While this spell is in effect, the creature's speed is 0 feet.

Classes: Wizard


Time Stasis

6th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 60 days

You touch a Large or smaller inanimate object that is not being worn or held and place it in stasis. While this spell is in effect, the object emits a faint blue glow that hovers a fraction of an inch above its surface. The object can't be affected by anything, doesn't age, and is immune to all damage. It also can't be directly touched or changed in any way. For example, a book protected within the stasis shell can't be opened or have pages turned. The protected object can still be lifted and moved. Finally, the object is magically fixed in place and doesn't move, even if it's defying gravity. A creature can make a Strength check, using your spell save DC, to move the object 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 30 days for each slot level above 6th.

Classes: Wizard


Time Stop

9th-level 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.

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.

Classes: Sorcerer, Wizard


Tiny Servant

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, 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 simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.


 


Tiny Servant

Tiny construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 10 (4d4)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 2(-4) 10 (+0) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage

Spell Descriptions | T Spells

Toll the Dead

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).


Tongues

3rd-level 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.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Trailfinder

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

While this spell is active, you have advantage on Wisdom (Survival) checks made to follow creature's tracks. If the creature was under the effects of the pass without trace spell, you may search for the tracks, but you don't get advantage on the roll.

Classes: Ranger


Transfusion

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach that has blood in its body. On a hit, the creature takes 1d4 necrotic damage and you drain a number of vials of blood equal to the amount of necrotic damage dealt, which you may automatically store into an empty vial in your possession. If the number of vials of blood you drained equals or exceeds the target's drain threshold (based on size as shown in the table below), the target must succeed on a Constitution saving throw or be stunned until the start of your next turn.

Size Drain Threshold
Tiny 1
Small 2
Medium 3
Large 5
Huge 7
Gargantuan 9

This spell does not change the number of vials of blood you can harvest from that creature's carcass.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 each slot level above 2nd.

Classes: Cleric, Druid, Sorcerer, Warlock, Wizard


Transmute Pebble

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Special

When you cast this spell, choose one of the following options:

Transmute Boulder to Pebble. You touch a boulder that fits inside of a 10-foot cube and it turns into a pebble. When you cast this version of the spell, the duration is permanent until dispelled.

Transmute Pebble to Boulder. You enchant a pebble you are holding. You can choose to have it immediately turn into a boulder 10 feet in diameter, in which case the duration is permanent until dispelled.

Optionally, you can "hold" the spell for up to 1 minute. While holding the spell, you can throw the pebble (range 20/40 feet) or use it as a sling stone. Midway through its flight, the pebble expands, turning into a tremendous boulder. On a successful hit, it inflicts 4d10 bludgeoning damage. After 1 minute, the boulder turns back into a pebble.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional pebble or one additional boulder for each slot level above 3rd.

Classes: Artificer, Druid, Wizard


Transmute Rock

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (clay and water)
  • Duration: Until dispelled

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.

Spell Descriptions | T Spells

The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.


Transmute Water to Dust

3rd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 180 feet
  • Components: V, S, M (a pinch of ground seagull and a pinch of diamond dust worth 50 gp)
  • Duration: Instantaneous

You choose an area of water that fits within a 50-foot cube or an area of mud that fits in an 80-foot cube and is within range and transform it into silty dust. Each 10-foot cube of water or mud turns into a pound of this silt.

Optionally, you can use this to distill up to 100 gallons or less of any liquid (such as alcohol), provided the liquid is in a container. In this case, each casting of this spell allows you to remove half the water from the container, doubling the concentration of the remaining concentration. This use of the spell leaves no dust behind.

Classes: Artificer, Druid, Wizard


Transport via Plants

6th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Classes: Druid


Tree Stride

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Classes: Druid, Ranger


Treeform

6th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of tree root)
  • Duration: Special

You can use this spell in one of two ways: to turn yourself into a tree for a brief time, or to turn another creature into a tree, possibly forever.

Self. If you choose to turn yourself into a tree, you are Large or Huge (your choice), retain your senses and gain tremorsense to 60 feet, but you can't speak, have a speed of 0, and can't take any actions or actions. Anything you are wearing or carrying is absorbed into your tree form. While in treeform, your armor class is 16 and you have resistance to bludgeoning and piercing damage but are vulnerable to fire damage. You can choose what type of tree or bush you turn into. When you cast this spell in this manner, the duration is 1 hour. You can use your action to revert to your normal form, or back into a tree again, at any point while the spell is active.

Targeted. If you choose to turn another creature into a tree, the creature must be within range and must be a living creature made of flesh. The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to sprout bark. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned becomes a tree of one size category larger than it had originally been and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while in treeform, it suffers from similar deformities if it reverts to its original state. If the tree is chopped down, the creature dies. As a tree, it bears some vague resemblance to the type of creature it once was but isn't recognizable as a transformed being.

Spell Descriptions | T Spells

The duration for this spell is concentration, up to 1 minute. If you maintain your concentration on this spell for the entire possible duration, the creature becomes a tree until the effect is removed.

If the awaken spell is cast on the tree, it will remember its previous existence.

Classes: Druid


True Polymorph

9th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
  • Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its 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 new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and 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 unless its new form is capable of such actions.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Classes: Bard, Warlock, Wizard


True Resurrection

9th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Classes: Cleric, Druid


True Seeing

6th-level divination


  • Casting Time: 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

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.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Lucky True Strike

Divination cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 round

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.

Classes: Bard, Sorcerer, Warlock, Wizard


Spell Descriptions | T Spells

(Dierde) Homebrew:

The 2014 version of True Strike is now called Lucky True Strike, and the 2024 version is called Weapon's True Strike, and so they are two different spells and both are available as such.

Weapon's True Strike

Divination Cantrip


  • Casting Time: Action
  • Range: Self
  • Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP)
  • Duration: Instantaneous

Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).

Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Classes: Bard, Sorcerer, Warlock, Wizard

Tsunami

8th-level conjuration


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.

Classes: Druid


Spell Descriptions | T Spells

U Spells


Unburn

5th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water)
  • Duration: Permanent

This spell must be cast on an object or structure that had been damaged or destroyed by fire within the last year. It causes a black flame that radiates cold and shadow to appear, at which point it burns "backward," leaving unburned material behind. The "unfire" continues to burn for 1 hour or until it has run out of burnt material to unburn. It doesn't burn normal material and doesn't inflict damage to creatures or objects that touch it.

This spell doesn't undo fire damage taken by living creatures, but if used on the corpse of a creature that burned to death, or on the pile of ashes left behind by someone who was killed by the immolation spell or similar effect, it will leave a pristine corpse behind. Likewise, if used on a tree or other plant that was destroyed by fire, it will leave a whole, but dead, plant behind.

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard


Uncontrolled Weather

8th-level conjuration


  • Casting Time: 10 minutes
  • Range: 5 miles
  • Components: V, S
  • Duration: 8 hours

You summon dramatic weather that is wildly inappropriate to the climate or season. You must be outdoors to cast this spell, but you don't have to remain outdoors for the spell's duration. You have no control over the type of weather this spell produces. The DM will roll a d8 on the table below to determine the weather. Every hour, there is a 50% chance that the weather will change. It takes 1d4 × 10 minutes for the new conditions to take effect.

d8 Condition
1 Unbearable heat wave
2 Sub-freezing temperatures
3 Torrential rain
4 Gale-force winds
5 Strong wind and rain, hail, and snow
6 Cold ground fog with complete cover
7 Driving hail
8 Blizzard

Classes: Druid, Sorcerer, Wizard


Unholy Crusade

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Unholy power radiates from you in an aura with a 30-foot radius, infusing your allies' weapons with negative energy. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 necrotic damage when it hits with a weapon attack.

Classes: Blackguard, Blackguard, Warlock


Unholy Union

9th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a black onyx worth at least 5,000 gp, which the spell consumes)
  • Duration: Instantaneous

You create an unholy union between a living creature and an undead. The first target is an undead creature that must be willing or magically compelled into agreeing with the spell. The second target is a willing living creature, or the corpse of a living creature that has been dead for no longer than one week whose soul is willing, which be fused with the undead. Both creatures must be within 5 feet of you for the full casting time.

When the casting is complete, the living creature fuses with the undead, its soul entering the combined body and turning it into a new creature. The new creature's game statistics are the same as the undead, though it also gains the traits, abilities, proficiencies, class features, and feats of the living creature. The new creature can use the ability scores and proficiency bonus of either target, choosing from whichever is higher for each.

The new creature possesses the memories of both targets, but its personality is either that of the undead, the living creature, or a combination of both (your choice). Its appearance is some combination of the two targets' appearances of your choice.

Classes: Warlock


Unliving Identity

6th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 days

You touch an undead creature and for the duration, it regains the memories and personality of its life. Its Intelligence, Wisdom, and Charisma scores return to their original total (if the creature's original attributes are unknown, assume they were 10), and it returns to its original alignment.

At the DM's discretion, the undead may have to make a DC 15 Wisdom saving throw. On a failure, it develops a form of Indefinite Madness (as per Dungeon Master's Guide, Chapter 8: Running the Game).

Spell Descriptions | U Spells

When the spell ends, the undead creature loses its memories and personality over the course of an hour, unless you cast this spell on it again. Casting this spell on the same creature once every 10 days for a year makes the memories and personality permanent.

Classes: Cleric, Wizard


Unluck

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shard of broken mirror)
  • Duration: Concentration, up to 1 minute

On each of your turns, you can use a bonus action to choose a creature within range and curse it with bad luck. The next ability check, attack roll, or saving throw the creature makes before the start of your next turn is made with disadvantage.

You cannot choose to curse the same creature on two consecutive turns. A creature with the Lucky feat or that is attuned to a stone of luck or a luck blade can't be affected by this spell. Halflings have no particular resistance to this spell.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Unseen Crafter

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a bit of string and wood)
  • Duration: 8 hours

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The crafter springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the crafter to move up to 15 feet and interact with an object. The crafter can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Additionally, it can perform skilled crafting checks. It always uses the taking 10 rule for crafting checks, completing one check every 4 hours. Its crafting modifier is +5. When you summon it, you can summon it with one artisan tool of your choice, which only it can use. It can use any other artisan tools otherwise available. If you cast this spell again while the crafter still exists, the previous one vanishes.

Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, its crafting modifier increases by 1.

Classes: KibbleTasty's Inventor, Wizard


Unseen Servant

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of string and a bit of wood)
  • Duration: 1 hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Classes: Bard, Warlock, Wizard


Spell Descriptions | U Spells

V Spells


Vampiric Smite

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, you siphon away some of the target's life force. The attack deals an extra 3d6 necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt.

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.

Classes: Blackguard, Blackguard, Paladin


Vampiric Touch

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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.

Classes: Blackguard, Warlock, Wizard


Vander's Librarian

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pen made of precious materials worth at least 100 gp)
  • Duration: 8 hours

You summon a minor spirit of knowledge. It manifests physically in an unoccupied space that you can see within range. The spirit appears celestial, fey, or fiendish (your choice). Its Intelligence is 10 + your spellcasting ability modifier and it can read, write, and speak all common languages and one exotic language, chosen by you when you cast this spell.

If you provide the spirit access to reference material and give it careful instructions on what you wish to learn, it is capable of performing one workweek of research effort in 8 hours (as per Xanathar's Guide to Everything, chapter 2, Research). You can also have the spirit perform the Help action while you research, in which case you may roll on the Research Outcomes table with advantage. Using this spell doesn't prevent you from having to spend additional money on materials and other expenses needed while research.

The spirit has an Armor Class of 10. If it is attacked or takes any damage, it vanishes and the spell ends.

Classes: Bard, Cleric, Wizard


Vanquil's Drifting Blizzard

5th-level 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 pale gray, snowy fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until a strong wind disperses the fog, thus 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 cold damage on a failed to save, or half as much damage on a successful one. In addition, a creature that fails its save has its move reduced by 5 feet until the end of its next turn.

The fog moves 10 feet away from you at the start of each of its 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. The vapors also freeze any open areas of liquid they come into contact with.

Classes: Druid, Sorcerer, Wizard


Veil of Undeath

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a black sapphire worth 1,000 gp)
  • Duration: 1 hour

You gain many of the traits common to undead creatures. You gain the following benefits for the duration:

  • Your body appears sick and ghastly, as though you were a walking corpse. Undead with an Intelligence score of 6 or lower won't attack you except in self defense or when ordered to, and you are detected as an undead by a paladin's Divine Sense feature.
  • You don't require air, food, drink, or sleep.
  • You are immune to necrotic damage. Whenever you are subjected to necrotic damage, you instead gain a number of temporary hit points equal to half the necrotic damage you would have taken.
  • You are immune to poison, disease, and exhaustion.

Classes: Cleric, Sorcerer, Warlock


Spell Descriptions | V Spells

Venom Bolt

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of six different poisons)
  • Duration: Instantaneous

You spit a gout of black, sizzling liquid from your mouth at a creature you can see within range. Make a ranged spell attack. On a hit, the creature takes 2d8 acid damage and 2d8 poison damage, and the creature must make a Constitution saving throw. On a failure, it takes an additional 1d8 poison damage and is poisoned for 1 minute.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, it takes an additional 1d8 acid damage for each slot level above 3rd.

Classes: Sorcerer, Warlock, Wizard


Venomous Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your attack deals an extra 1d6 poison damage. Additionally, the target must make a Constitution saving throw or be poisoned until the spell ends. As an action, the creature can make a Constitution check against your spell save DC to overcome the poison and end this spell.

Classes: Blackguard, Blackguard, Paladin


Vicious Mockery

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Classes: Bard


Vitriolic Sphere

4th-level 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.


Vortex Warp

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Classes: Artificer, Sorcerer, Wizard


Spell Descriptions | V Spells

W Spells


Wall of Bones

5th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a twig taken from a tree in a cemetery)
  • Duration: Concentration, up to 10 minutes

You create a wall of bones of all types. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick, or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. The skulls in the wall gnash their teeth and the hands grasp and claw at anyone who comes close.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed to save, the creature takes 5d6 slashing damage and is grappled (escape DC equal to your spell save DC). On a successful save, the creature takes half as much damage and isn't grappled.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 5d6 slashing damage on a failed save and is grappled, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Classes: Cleric, Warlock, Wizard


Wall of Fire

4th-level 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 thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. 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.

Classes: Druid, Sorcerer, Wizard


Wall of Force

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Classes: Wizard


Wall of Gloom

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of black wool)
  • Duration: Concentration, up to 10 minutes

A billowing wall of ominous shadow 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. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick, or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall doesn't block line of sight, but everything on one side is considered to be in dim light and lightly obscured to creatures on the other side. The wall also muffles sounds: a creature on one side of the wall has disadvantage on Wisdom (Perception) checks made to hear sounds coming from the other side.

When the wall appears, each creature in its area must make a Constitution saving throw. A creature that enters the wall's area or ends its turn in it must also make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is frightened for 1 minute. On a successful save, it takes half as much damage and isn't frightened. A frightened creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success.

In addition, the wall's area counts as difficult terrain for creatures that are not constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Classes: Wizard


Spell Descriptions | W Spells

Wall of Ice

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small piece of quartz)
  • Duration: Concentration, up to 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

Classes: Wizard


Wall of Light

5th-level 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 Pain

5th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a wall of negative energy on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each living creature within its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and has its speed halved until the end of their next turn. On a successful save, it takes half as much damage and does not have its speed halved.

A living creature makes the same save when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall is harmless.

An undead that passes through either side of the wall has its speed increased by 10 feet until the end of your next turn.

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.

Classes: Blackguard, Blackguard, Cleric, Sorcerer, Warlock, Wizard


Wall of Sand

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 10 minutes

You create a wall of swirling sand 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 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.


Spell Descriptions | W Spells

Wall of Stone

5th-level 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 one 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 rest 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.

Classes: Artificer, Druid, Sorcerer, Wizard


Wall of Thorns

6th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of thorns)
  • Duration: Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Classes: Druid


Wall of Water

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes

You create 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.


Warding Bond

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
  • Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Classes: Cleric


Spell Descriptions | W Spells

Warding Wind

2nd-level 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.

Warp

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You target an object, or section of a larger object, that weighs no more than 50 pounds and is made of nonmagical metal, stone, or plant material, and make a twisting motion with your hands. At the same time, the material itself is warped and twisted into uselessness.

If the object is protected by magic but not in itself magical (e.g., a nonmagical door on which arcane lock or glyph of warding has been cast) you must first make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a failure, the magical protection takes effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weight of the object that you can affect increases by 50 pounds for each slot level above 3rd.

Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard


Warp Sense

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a razorvine leaf)
  • Duration: Concentration, up to 1 minute

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.

If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.

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.

Classes: Sorcerer, Warlock, Wizard


Warp Sense

4th-level divination


  • Casting Time: 1 action
  • Range: Self (1000-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell allows you to sense the presence of and location to gates and portals to other planes of existence, teleportation circles, arcane gates, and similar portal.

Once such a portal is detected, you can spend an action concentrating on it and making a DC 15 Intelligence (Arcana) check to determine where the portal leads or if a key or sigil sequence is required to use the portal. If you are in within 30 feet of the portal or can see it in operation, you have advantage on the check.

Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard


Water Breathing

3rd-level transmutation (ritual)


  • 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.

Classes: Artificer, Druid, Ranger, Sorcerer, Wizard


Water Walk

3rd-level transmutation (ritual)


  • 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 you 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.

Classes: Artificer, Cleric, Druid, Ranger, Sorcerer


Spell Descriptions | W Spells

Watery Sphere

4th-level 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 at 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, and a Large or smaller creature can choose to fail it. 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 as many as 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, a cliff, or other drop-off, 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.


Weakening Aura

2nd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 1 minute

You create an aura of negative energy that weakens the life force of nearby creatures. Creatures within 15 feet of you can't regain hit points and have disadvantage on death saving throws, saving throws against exhaustion, and saving throws against effects that would reduce their hit point maximum.

On each of your turns before the spell ends, you can use your bonus action to temporarily disable the field until the start of your next turn.

Classes: Bard, Blackguard, Blackguard, Cleric


Weapon of the Earth

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a chunk of iron ore)
  • Duration: Instantaneous

You can transform a chunk of earth or stone into a magical melee weapon of a type in which you are proficient. The chunk of earth or stone must weigh at least as much as the weapon you wish to make. If a creature other than you attempts to use the weapon, it crumbles back into earth or stone and the spell ends. The weapon is considered magical.

At Higher Levels. When you cast this spell using a 3rd or 4th-level spell slot, the weapon gains a +1 bonus to hit and damage. When you cast it using a 5th or 6th-level spell slot, the weapon gains a +2 bonus. When you use a 7th-level or higher spell slot, the weapon gains a +3 bonus.

Classes: Druid


Weather Stasis

5th-level abjuration


  • Casting Time: 10 minutes
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

This spell maintains the weather conditions in a 100-foot cube, keeping them exactly as they were when you first cast the spell. Any change of weather or temperature (including changes caused by the control weather spell if cast outside the cube) doesn't affect the weather conditions on the interior of the cube. However, a creature that is within the spell's area can't cast control weather or use a similar magical effect while within it.

At Higher Levels. When you cast this spell using a 6th- level or higher spell slot, the duration increases by 8 hours for each slot level above 5th.

Classes: Druid, Wizard


Web

2nd-level 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.

Spell Descriptions | W Spells

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.

Classes: Artificer, Sorcerer, Wizard


Weird

9th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Classes: Wizard


Whirlwind

7th-level 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 that you can see on the ground within range. 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 × 10 feet away from it in a random direction.


Wind Walk

6th-level transmutation


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (fire and holy water)
  • Duration: 8 hours

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

Classes: Druid


Wind Wall

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a tiny fan and a feather of exotic origin)
  • Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Classes: Druid, Ranger


Spell Descriptions | W Spells

Wish

9th-level 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 companions 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.

Classes: Sorcerer, Wizard


The Power of Wish

While with most spells you can add them to your spells known or prepared as you level up with no issue, wish is unique. The reality bending power of the spell has caused it to become an extremely rare endeavour to discover this knowledge. Often the DM can require you to go on a quest to be able be able to learn this spell.

This requirement applies not only to wizards and sorcerers upon level up but also to the Bard's Magical Secrets class feature. However if a bard forgoes one of the spells it can learn as part of it's feature they can undergo any requirements to find the spell and learn it at a later time.


Witch Bolt

1st-level 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.

Classes: Sorcerer, Warlock, Wizard


Wither and Bloom

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a withered vine twisted into a loop)
  • Duration: Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

Spell Descriptions | W Spells

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 above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Classes: Druid, Sorcerer, Wizard


Wither Limb

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

Choose one creature that you can see within range to make a Constitution saving throw. On a failed save, you can choose to wither one of its limbs or appendages, preventing it from using it for the duration.

For example, if you wither a leg, the target can't use that leg and may fall prone for the duration, and withering a wing may cause it to fall if it is flying. If you wither an arm, the target drops any item it is holding with that arm, and until the spell ends, it can't use that arm to use or hold items, to make attacks, or to perform somatic components for spells.

The target can repeat the save at the end of each of its turns, ending the spell on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd.

Classes: Bard, Blackguard, Blackguard, Sorcerer, Warlock, Wizard


Withering Curse

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You unleash a curse on one creature you can see within range. The target must make a Charisma saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also becomes cursed for the duration of the spell or until a remove curse spell is cast on it.

While cursed, the target can't regain hit points, and it must repeat the saving throw at the end of each of its turns. It takes 1d6 necrotic damage on a failed save, and the curse ends on the target on a successful one.

If the target dies while cursed by this spell, it crumbles into a cloud of dust.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd.

Classes: Cleric, Sorcerer, Warlock, Wizard


Wood Shape

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature carpenter's adze)
  • Duration: Instantaneous

You touch a wood or grass object of Medium size or smaller or a section of wood or other plant material no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a log into a chair, a chest, or a bookcase, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a wood door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

You can't use this spell on a living plant.

Classes: Artificer, Cleric, Druid, Wizard


Word of Radiance

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a holy symbol)
  • Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Word of Recall

6th-level conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

Classes: Cleric


Spell Descriptions | W Spells

Wrath of Nature

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.


Wrathful Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Classes: Blackguard, Paladin


Wristpocket

2nd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.


Spell Descriptions | W Spells

Y Spells


Year Stealing

8th-level necromancy


  • Casting Time: 1 hour
  • Range: 1 mile
  • Components: V, S, M (a unicorn's horn worth wrapped in silver, worth at least 5,000 gp and a drop of blood, spittle, or other bodily fluid from your target)
  • Duration: Instantaneous

You target a creature whose blood, spittle, or other bodily fluid you possess and force that creature to make a Constitution saving throw. On a failure, the creature ages 2d6 years (or 4d6 years, if the creature has a lifespan of 400 or more years), and you stop aging for that period of time.

When you finish casting this spell, you must make a DC 15 Intelligence (Arcana) check. On a failure, the unicorn's horn crumbles into dust.

Classes: Sorcerer, Warlock, Wizard


Spell Descriptions | Y Spells

Z Spells


Zephyr Strike

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.


Zone of Truth

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Classes: Bard, Blackguard, Cleric, Paladin

Spell Descriptions | Z Spells
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Acid Splash cantrip Conjuration VS V, S Action 60 feet Instantaneous phb 211
Bear Hug cantrip Transmutation VSM × V, S, M (A bit of bear's fur) Action 5 feet Concentration, up to 1 minute TiCTS
Blade Ward cantrip Abjuration VS V, S Action Self 1 round phb 218
Bleeding Touch cantrip Necromancy VSM V, S, M Action 30 feet Instantaneous TiCTS
Booming Blade cantrip Evocation VM S, M (a melee weapon worth at least 1 sp) Action Self (5-foot radius) 1 round scag 142, tce 106
Buildmap cantrip Illusion SMgp S, M (a small icon or picture of a structure you own worth at least 50 gp) Action 10 feet Up to 1 minute FT&S
Chill Touch cantrip Necromancy VS V, S Action 120 feet 1 round phb 221
Control Flames cantrip Transmutation S S Action 60 feet Instantaneous or 1 hour (see below) ee 16, xge 152
Create Bonfire cantrip Conjuration VS × V, S Action 60 feet Concentration, up to 1 minute ee 16, xge 152
Dancing Lights cantrip Evocation VSM × V, S, M (a bit of phosphorus or wychwood, or a glowworm) Action 120 feet Concentration, up to 1 minute phb 230
Daydream cantrip Enchantment SM S, M (a pinch of sand) Action 90 feet 1 round TiCTS
Druidcraft cantrip Transmutation VS V, S Action 30 feet Instantaneous phb 236
Eldritch Blast cantrip Evocation VS V, S Action 120 feet Instantaneous phb 237
Encode Thoughts cantrip Enchantment S S Action Self 8 hours GGR
Fire Bolt cantrip Evocation VS V, S Action 120 feet Instantaneous phb 242
Flying Quills cantrip Conjuration VSM × V, S, M (a porcupine's quill) Action 30 feet Concentration, up to 1 minute TiCTS *
Friends cantrip Enchantment SM × S, M (a small amount of makeup applied to the face as this spell is cast) Action Self Concentration, up to 1 minute phb 244
Frostbite cantrip Evocation VS V, S Action 60 feet Instantaneous ee 18, xge 156
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Gemidan's Paralytic Missle cantrip Evocation VS V, S Action 60 feet Instantaneous TiCTS
Glamer cantrip Illusion VS V, S Action Touch 1 hour TiCTS
Grave Bolt cantrip Necromancy VS V, S Action 120 feet Instantaneous LM
Green-Flame Blade cantrip Evocation VM S, M (a melee weapon worth at least 1 sp) Action Self (5-foot radius) Instantaneous scag 143, tce 107
Guidance cantrip Divination VS × V, S Action Touch Concentration, up to 1 minute phb 248
Gust cantrip Transmutation VS V, S Action 30 feet Instantaneous ee 19, xge 157
Infestation cantrip Conjuration VSM V, S, M (a living flea) Action 30 feet Instantaneous xge 158
Light cantrip Evocation VM V, M (a firefly or phosphorescent moss) Action Touch 1 hour phb 255
Lightning Lure cantrip Evocation V V Action Self (15-foot radius) Instantaneous scag 143, tce 107
Mage Hand cantrip Conjuration VS V, S Action 30 feet 1 minute phb 256
Magic Stone cantrip Transmutation VS V, S Bonus Touch 1 minute ee 20, xge 160
Manipulate Corpse cantrip Necromancy VSM V, S, M (strings to control a marionette with) Action 60 feet Instantaneous LM
Mending cantrip Transmutation VSM V, S, M (two lodestones) 1 Min. Touch Instantaneous phb 259
Message cantrip Transmutation VSM V, S, M (a short piece of copper wire) Action 120 feet 1 round phb 259
Mimicry cantrip Illusion VS V, S Action Self Instantaneous TiCTS
Mind Sliver cantrip Enchantment V V Action 60 feet 1 round tce 108
Minor Illusion cantrip Illusion SM S, M (a bit of fleece) Action 30 feet 1 minute phb 260
Mold Earth cantrip Transmutation S S Action 30 feet Instantaneous or 1 hour (see below) ee 21, xge 162
Narin's Mask cantrip Illusion V × V Action Self Concentration, up to 10 minutes TiCTS
Nybor's Admonishment cantrip Enchantment V V Action 30 feet Instantaneous TiCTS
Poison Spray cantrip Conjuration VS V, S Action 10 feet Instantaneous phb 266
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Prestidigitation cantrip Transmutation VS V, S Action 10 feet Up to 1 hour phb 267
Primal Savagery cantrip Transmutation S S Action Self Instantaneous xge 163
Produce Flame cantrip Conjuration VS V, S Action Self 10 minutes phb 269
Ray of Frost cantrip Evocation VS V, S Action 60 feet Instantaneous phb 271
Resistance cantrip Abjuration VSM × V, S, M (a miniature cloak) Action Touch Concentration, up to 1 minute phb 272
Sacred Flame cantrip Evocation VS V, S Action 60 feet Instantaneous phb 272
Sapping Sting cantrip Necromancy VS V, S Action 30 feet Instantaneous EGW
Scatterspray cantrip Enchantment VSM V, S, M (a flint and steel, or a tinderbox) Action 30 feet Instantaneous TiCTS
Shape Water cantrip Transmutation S S Action 30 feet Instantaneous or 1 hour (see below) ee 21
Shillelagh cantrip Transmutation VSM V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Bonus Touch 1 minute phb 275
Shocking Grasp cantrip Evocation VS V, S Action Touch Instantaneous phb 275
Spare the Dying cantrip Necromancy VS V, S Action Touch Instantaneous phb 277
Sword Burst cantrip Conjuration V V Action Self (5-foot radius) Instantaneous scag 143, tce 115
Thaumaturgy cantrip Transmutation V V Action 30 feet Up to 1 minute phb 282
Thorn Whip cantrip Transmutation VSM V, S, M (the stem of a plant with thorns) Action 30 feet Instantaneous phb 282
Thunderclap cantrip Evocation S S Action 5 feet Instantaneous ee 22, xge 168
Toll the Dead cantrip Necromancy VS V, S Action 60 feet Instantaneous xge 169
True Strike cantrip Divination S × S Action 30 feet Concentration, up to 1 round phb 284
Vicious Mockery cantrip Enchantment V V Action 60 feet Instantaneous phb 285
Word of Radiance cantrip Evocation VM V, M (a holy symbol) Action 5 feet Instantaneous xge 171
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Absorb Elements 1st Abjuration S S Reaction Self 1 round ee 15, xge 150 *
Adhesion 1st Transmutation VSM V, S, M (a pinch of powdered horse hoof) Action Touch 1 hour TiCTS *
Alarm 1st Abjuration VSM yes V, S, M (a tiny bell and a piece of fine silver wire) 1 Min. 30 feet 8 hours phb 211
Animal Friendship 1st Enchantment VSM V, S, M (a morsel of food) Action 30 feet 24 hours phb 212 *
Animate Crawling Claw 1st Necromancy VSM yes V, S, M (a butcher's knife) 1 Min. 10 feet Instantaneous LM *
Armor of Agathys 1st Abjuration VSM V, S, M (a cup of water) Action Self 1 hour phb 215 *
Arms of Hadar 1st Conjuration VS V, S Action Self (10-foot radius) Instantaneous phb 215 *
Bane 1st Enchantment VSM × V, S, M (a drop of blood) Action 30 feet Concentration, up to 1 minute phb 216 *
Banish Dazzle 1st Abjuration VSM yes V, S, M (a shard of glass or clear stone) Action Self 1 hour TiCTS *
Basic Rite 1st Abjuration VSM yes V, S, M (Powdered gold of a value described below) 1 Hr. Touch Instantaneous (see text) CEM
Beast Bond 1st Divination VSM × V, S, M (a bit of fur wrapped in a cloth) Action Touch Concentration, up to 10 minutes ee 15, xge 150
Beastmask 1st Illusion VSM yes V, S, M (a miniature wooden mask carved to look like an animal's head) Action Self 8 hours TiCTS *
Beneficence 1st Transmutation V × V Action Self (30-foot radius) Concentration, up to 10 minutes TiCTS
Bladeleap 1st Transmutation VSM × V, S, M (A pinch of iron fillings) Action 60 feet Concentration, up to 1 minute TiCTS
Bless 1st Enchantment VSM × V, S, M (a sprinkling of holy water) Action 30 feet Concentration, up to 1 minute phb 219 *
Burning Hands 1st Evocation VS V, S Action Self (15-foot cone) Instantaneous phb 220 *
Catapult 1st Transmutation S S Action 60 feet Instantaneous ee 15, xge 150 *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Cause Fear 1st Necromancy V × V Action 60 feet Concentration, up to 1 minute xge 151 *
Ceremony 1st Abjuration VSMgp yes V, S, M (25 gp worth of powdered silver, which the spell consumes) 1 Hr. Touch Instantaneous xge 151
Chameleon 1st Illusion VSM V, S, M (a bit of a lizard's shed skin) Action Touch 1 minute TiCTS
Chaos Bolt 1st Evocation VS V, S Action 120 feet Instantaneous xge 151 *
Charm Person 1st Enchantment VS V, S Action 30 feet 1 hour phb 221 *
Chromatic Orb 1st Evocation VSMgp V, S, M (a diamond worth at least 50 gp) Action 90 feet Instantaneous phb 221 *
Cloud Stairway 1st Transmutation VS × V, S Action 30 feet Concentration, up to 10 minutes TiCTS *
Coalstone 1st Transmutation VSM V, S, M (A fire agate worth 10 GP) 1 Min. Touch 24 hours TiCTS
Color 1st Transmutation VSM yes V, S, M (a drop of dye) 1 Min. Touch Permanent TiCTS
Color Spray 1st Illusion VSM V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Action Self (15-foot cone) 1 round phb 222 *
Command 1st Enchantment V V Action 60 feet 1 round phb 223 *
Compelled Duel 1st Enchantment V × V Bonus 30 feet Concentration, up to 1 minute phb 224
Comprehend Languages 1st Divination VSM yes V, S, M (a pinch of soot and salt) Action Self 1 hour phb 224
Control Smoke and Vapor 1st Transmutation VSM × V, S, M (a small glass tube) Action 100 feet Concentration, up to 10 minutes TiCTS
Copy 1st Transmutation VSM V, S, M (a drop of ink) Action Touch Instantaneous TiCTS
Create or Destroy Water 1st Transmutation VSM V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Action 30 feet Instantaneous phb 229 *
Crier's Boon 1st Transmutation VSM × V, S, M (a piece of vellum, rolled into a cone) Action Touch Concentration, up to 10 minutes TiCTS
Cure Wounds 1st Evocation VS V, S Action Touch Instantaneous phb 230 *
Curse of Tongues 1st Transmutation VSM V, S, M (a piece of knotted string) Action 30 feet Instantaneous TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Detect Evil and Good 1st Divination VS × V, S Action Self Concentration, up to 10 minutes phb 231
Detect Magic 1st Divination VS yes × V, S Action Self Concentration, up to 10 minutes phb 231
Detect Metals and Minerals 1st Divination VSM × V, S, M (a small magnet) Action Self Concentration, up to 10 minutes TiCTS
Detect Poison and Disease 1st Divination VSM yes × V, S, M (a yew leaf) Action Self Concentration, up to 10 minutes phb 231
Disguise Self 1st Illusion VS V, S Action Self 1 hour phb 233
Dissonant Whispers 1st Enchantment V V Action 60 feet Instantaneous phb 234 *
Distort Value 1st Illusion V V 1 Min. Touch 8 hours AI *
Divine Favor 1st Evocation VS × V, S Bonus Self Concentration, up to 1 minute phb 234
Drawmij's Light Step 1st Transmutation VSM × V, S, M (a pit of cat fur and a duck's feather) Action Touch Concentration, up to 10 minutes TiCTS *
Earth Tremor 1st Evocation VS V, S Action 10 feet Instantaneous ee 17, xge 155 *
Ensnaring Strike 1st Conjuration V × V Bonus Self Concentration, up to 1 minute phb 237 *
Entangle 1st Conjuration VS × V, S Action 90 feet Concentration, up to 1 minute phb 238
Erase 1st Transmutation VS V, S Action 30 feet Instantaneous TiCTS *
Expeditious Retreat 1st Transmutation VS × V, S Bonus Self Concentration, up to 10 minutes phb 238
Faerie Fire 1st Evocation V × V Action 60 feet Concentration, up to 1 minute phb 239
False Life 1st Necromancy VSM V, S, M (a small amount of alcohol or distilled spirits) Action Self 1 hour phb 239 *
Feather Fall 1st Transmutation VM V, M (a small feather or a piece of down) Reaction 60 feet 1 minute phb 239
Find Familiar 1st Conjuration VSMgp yes V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) 1 Hr. 10 feet Instantaneous phb 240
Flesh Puppet 1st Necromancy VSM yes V, S, M (a piece of a corpse worth at least 1 sp) Action 10 feet 1 hour LM
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Float/Sink 1st Transmutation VSM V, S, M (a cork) Action 30 feet Special TiCTS
Fog Cloud 1st Conjuration VS × V, S Action 120 feet Concentration, up to 1 hour phb 243 *
Forge Fire 1st Transmutation VS yes × V, S 1 Min. 15 feet Concentration, up to 8 hours KT: KCG
Frost Fingers 1st Enchantment VS V, S Action Self (15-foot cone) Instantaneous IDRotF *
Frost Fingers [TiCTS] 1st Evocation VS V, S Action Self (15-foot cone) Instantaneous TiCTS *
Ghoul Light 1st Necromancy VSM V, S, M (a bit of rendered fat) Action Touch 8 hours LM *
Gift of Alacrity 1st Divination VS V, S 1 Min. Touch 8 hours EGW
Goodberry 1st Transmutation VSM V, S, M (a sprig of mistletoe) Action Touch Instantaneous phb 246
Grease 1st Conjuration VSM V, S, M (a bit of pork rind or butter) Action 60 feet 1 minute phb 246
Guiding Bolt 1st Evocation VS V, S Action 120 feet 1 round phb 248 *
Hail of Thorns 1st Conjuration V × V Bonus Self Concentration, up to 1 minute phb 249 *
Hamund's Harvesting Hands 1st Conjuration SM yes S, M (a sharp knife and a pair of gloves) 1 Min. 10 feet Special HHHVII *
Healing Word 1st Evocation V V Bonus 60 feet Instantaneous phb 250 *
Hellish Rebuke 1st Evocation VS V, S Reaction 60 feet Instantaneous phb 250 *
Heroism 1st Enchantment VS × V, S Action Touch Concentration, up to 1 minute phb 250 *
Hex 1st Enchantment VSM × V, S, M (the petrified eye of a newt) Bonus 90 feet Concentration, up to 1 hour phb 251 *
Hunter's Mark 1st Divination V × V Bonus 90 feet Concentration, up to 1 hour phb 251 *
Ice Knife 1st Conjuration SM S, M (a drop of water or piece of ice) Action 60 feet Instantaneous ee 19, xge 157 *
Identify 1st Divination VSMgp yes V, S, M (a pearl worth at least 100 gp and an owl feather) 1 Min. Touch Instantaneous phb 252
Identify Vitals 1st Enchantment VMgp yes × V, M (a small crystal lens set in a gold frame worth at least 50 gp) Action 60 feet Concentration, up to 1 minute HHHVII *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Illusory Script 1st Illusion SMgp yes S, M (a lead-based ink worth at least 10 gp, which the spell consumes) 1 Min. Touch 10 days phb 252
Inflict Wounds 1st Necromancy VS V, S Action Touch Instantaneous phb 253 *
Jim's Magic Missile 1st Evocation VSRgp V, S, R (1 gp) Action 120 feet Instantaneous AI *
Jump 1st Transmutation VSM V, S, M (a grasshopper's hind leg) Action Touch 1 minute phb 254
Katrine's Total Tent 1st Evocation VSM yes V, S, M (a piece of oilcloth and a pinch of dirt) Action 30 feet 8 hours TiCTS *
Last Image 1st Divination VS yes V, S Action Touch Instantaneous TiCTS
Longstrider 1st Transmutation VSM V, S, M (a pinch of dirt) Action Touch 1 hour phb 256 *
Mage Armor 1st Abjuration VSM V, S, M (a piece of cured leather) Action Touch 8 hours phb 256
Magic Missile 1st Evocation VS V, S Action 120 feet Instantaneous phb 257 *
Magic Motes 1st Abjuration VS V, S Action Self 1 hour TiCTS *
Magnify Gravity 1st Transmutation VS V, S Action 60 feet 1 round EGW *
Nystul's Radiant Baton 1st Abjuration VSM × V, S, M (a crystal prism worth 25 gp) Action Self Concentration, up to 1 minute TiCTS *
Patternweave 1st Divination VSM yes V, S, M (a small hand lens) Action Self 1 round TiCTS
Pilpin's Prompt 1st Evocation VSM yes V, S, M (a hair from an elephant) Action Self 30 days TiCTS
Preserve from Decay 1st Abjuration VSM yes V, S, M (a pinch of dust, a bit of resin, and a drop of drinking alcohol) 1 Min. Self Instantaneous or 4 weeks (see below) TiCTS *
Process Hide 1st Transmutation VSM yes × V, S, M (a hide which is consumed by the spell) 1 Min. Touch Concentration, up to 1 hour KT: KCG
Protection from Evil and Good 1st Abjuration VSM × V, S, M (holy water or powdered silver and iron, which the spell consumes) Action Touch Concentration, up to 10 minutes phb 270
Purify Food and Drink 1st Transmutation VS yes V, S Action 10 feet Instantaneous phb 270
Ray of Sickness 1st Necromancy VS V, S Action 60 feet Instantaneous phb 271 *
Sacrament 1st Abjuration VSM yes V, S, M (Rare herbs of a value described below) 1 Hr. Touch Instantaneous (see text) CEM
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Sacred Guardian 1st Divination VSM V, S, M (a rose petal) Action Touch 24 hours TiCTS *
Sanctuary 1st Abjuration VSM V, S, M (a small silver mirror) Bonus 30 feet 1 minute phb 272
Searing Smite 1st Evocation V × V Bonus Self Concentration, up to 1 minute phb 274 *
Shield 1st Abjuration VS V, S Reaction Self 1 round phb 275
Shield of Faith 1st Abjuration VSM × V, S, M (a small parchment with a bit of holy text written on it) Bonus 60 feet Concentration, up to 10 minutes phb 275
Sigil 1st Abjuration SMgp S, M (a key and 5 gp worth of silver filings, which is consumed by the spell) 1 Min. Touch 1 week TiCTS
Silent Image 1st Illusion VSM × V, S, M (a bit of fleece) Action 60 feet Concentration, up to 10 minutes phb 276
Silvery Barbs 1st Enchantment V V Reaction 60 feet Instantaneous SCC
Sleep 1st Enchantment VSM V, S, M (a pinch of fine sand, rose petals, or a cricket) Action 90 feet 1 minute phb 276 *
Snare 1st Abjuration SMgp S, M (25 feet of rope, which the spell consumes) 1 Min. Touch 8 hours xge 165
Sound Bubble 1st Abjuration VSM × V, S, M Action Self (5-foot radius) Concentration, up to 10 minutes TiCTS
Speak with Animals 1st Divination VS yes V, S Action Self 10 minutes phb 277
Tasha's Caustic Brew 1st Evocation VSM × V, S, M (a bit of rotten food) Action Self (30-foot line) Concentration, up to 1 minute tce 115 *
Tasha's Hideous Laughter 1st Enchantment VSM × V, S, M (tiny tarts and a feather that is waved in the air) Action 30 feet Concentration, up to 1 minute phb 280
Tenser's Floating Disk 1st Conjuration VSM yes V, S, M (a drop of mercury) Action 30 feet 1 hour phb 282
Thump 1st Enchantment VSM × V, S, M (Small item to whack someone with) Action 5 feet Concentration, up to 1 minute TiCTS
Thunderous Smite 1st Evocation V × V Bonus Self Concentration, up to 1 minute phb 282
Thunderwave 1st Evocation VS V, S Action Self (15-foot cube) Instantaneous phb 282 *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Trailfinder 1st Divination VS × V, S Action Self Concentration, up to 1 hour TiCTS
Unseen Servant 1st Conjuration VSM yes V, S, M (a piece of string and a bit of wood) Action 60 feet 1 hour phb 284
Venomous Smite 1st Evocation V × V Bonus Self Concentration, up to 1 minute LM
Weapon of the Earth 1st Transmutation VSM V, S, M (a chunk of iron ore) Action Touch Instantaneous TiCTS *
Witch Bolt 1st Evocation VSM × V, S, M (a twig from a tree that has been struck by lightning) Action 30 feet Concentration, up to 1 minute phb 289 *
Wrathful Smite 1st Evocation V × V Bonus Self Concentration, up to 1 minute phb 289
Zephyr Strike 1st Transmutation V × V Bonus Self Concentration, up to 1 minute xge 171
Aganazzar's Scorcher 2nd Evocation VSM V, S, M (a red dragon's scale) Action 30 feet Instantaneous ee 15, xge 150 *
Aid 2nd Abjuration VSM V, S, M (a tiny strip of white cloth) Action 30 feet 8 hours phb 211 *
Air Bubble 2nd Conjuration S S Action 60 feet 24 hours AAG *
Alpha's Heat Lighting 2nd Conjuration VSM V, S, M (a piece of loadstone) Action 90 feet Instantaneous TiCTS *
Alter Self 2nd Transmutation VS × V, S Action Self Concentration, up to 1 hour phb 211
Analyze Device 2nd Divination VS yes V, S Action Touch 10 minutes TiCTS
Animal Animosity 2nd Enchantment VS × V, S Action 30 feet Concentration, up to 8 hours TiCTS *
Animal Call 2nd Conjuration VS yes V, S Action Self (120-foot radius) 10 minutes TiCTS
Animal Messenger 2nd Enchantment VSM yes V, S, M (a morsel of food) Action 30 feet 24 hours phb 212 *
Animate Dead Beasts 2nd Necromancy VSM V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)) 1 Min. 10 feet Instantaneous TiCTS *
Animate Warrior 2nd Necromancy VSM V, S, M (a drop of your blood and two silver coins, which are consumed by the spell) Action 30 feet 1 minute TiCTS
Arcane Lock 2nd Abjuration VSMgp V, S, M (gold dust worth at least 25 gp, which the spell consumes) Action Touch Until dispelled phb 215
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Augury 2nd Divination VSMgp yes V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) 1 Min. Self Instantaneous phb 215
Barkskin 2nd Transmutation VSM × V, S, M (a handful of oak bark) Action Touch Concentration, up to 1 hour phb 217
Beast Sense 2nd Divination S yes × S Action Touch Concentration, up to 1 hour phb 217
Blindness/Deafness 2nd Necromancy V V Action 30 feet 1 minute phb 219 *
Bloodburn 2nd Transmutation VSM × V, S, M (a drop of blood and a pinch of sulfur) Action 60 feet Concentration, up to 1 minute TiCTS *
Blur 2nd Illusion V × V Action Self Concentration, up to 1 minute phb 219
Body Blades 2nd Transmutation VSM V, S, M (two sharp shards of metal or bone) Action Self 1 minute TiCTS
Bone Blade 2nd Necromancy VSM V, S, M (A sharp shard of bone) Action Self Instantaneous TiCTS
Borrowed Knowledge 2nd Divination VSM V, S, M (a book worth at least 25 gp) Action Self 1 hour SCC
Branding Smite 2nd Evocation V × V Bonus Self Concentration, up to 1 minute phb 219 *
Burrow 2nd Transmutation VSM V, S, M (a tuft of badger fur) Action Self 10 minutes TiCTS *
Caldur's Starry Sky 2nd Illusion VSM yes V, S, M (a silver mirror worth 25 gp) 1 Min. 30 feet 3 hours TiCTS
Calm Emotions 2nd Enchantment VS × V, S Action 60 feet Concentration, up to 1 minute phb 221
Candletrick 2nd Transmutation S S Action 10 feet 8 hours TiCTS
Castigate 2nd Enchantment VS V, S Action 60 feet Instantaneous TiCTS *
Change Material 2nd Transmutation VSM yes V, S, M (a common material used in the casting the spell, which is consumed by the spell, turning into the new material)) 2 Hr. Touch Instantaneous KT: KCG *
Cloud of Daggers 2nd Conjuration VSM × V, S, M (a sliver of glass) Action 60 feet Concentration, up to 1 minute phb 222 *
Cloudburst 2nd Transmutation × Action Self Concentration, up to 10 minutes TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Comfort 2nd Abjuration VS V, S Action Self (30-foot radius) 8 hours TiCTS
Conjure Tool 2nd Conjuration VS yes V, S 10 Min. 5 feet 4 hours KT: KCG
Continual Flame 2nd Evocation VSMgp V, S, M (ruby dust worth 50 gp, which the spell consumes) Action Touch Until dispelled phb 227
Cook 2nd Transmutation VS yes V, S Action 10 feet Instantaneous TiCTS *
Cordon of Arrows 2nd Transmutation VSM V, S, M (four or more arrows or bolts) Action 5 feet 8 hours phb 228 *
Crown of Madness 2nd Enchantment VS × V, S Action 120 feet Concentration, up to 1 minute phb 229
Dancing Shadows 2nd Illusion VS × V, S Action 60 feet Concentration, up to 1 minute TiCTS
Dardan's Dryness 2nd Abjuration VSM yes V, S, M (A beetle's carapace) Action 90 feet 1 hour TiCTS
Dark Fire 2nd Transmutation VSM yes V, S, M (a piece of charcoal) Action 10 feet 8 hours TiCTS
Darkness 2nd Evocation VM × V, M (bat fur and a drop of pitch or piece of coal) Action 60 feet Concentration, up to 10 minutes phb 230
Darkvision 2nd Transmutation VSM V, S, M (either a pinch of dried carrot or an agate) Action Touch 8 hours phb 230
Detect Curse 2nd Divination VS × V, S Action 30 feet Concentration, up to 1 round TiCTS
Detect Thoughts 2nd Divination VSM × V, S, M (a copper piece) Action Self Concentration, up to 1 minute phb 231
Dragon's Breath 2nd Transmutation VSM × V, S, M (a hot pepper) Bonus Touch Concentration, up to 1 minute xge 154 *
Drawmij's Steed 2nd Transmutation VSM V, S, M (a iron horseshoe) Action 30 feet 8 hours TiCTS *
Drawmij's Tool Box 2nd Evocation VSM × V, S, M (a miniature wooden tool box) Action 10 feet Concentration, up to 1 hour TiCTS
Dust Devil 2nd Conjuration VSM × V, S, M (a pinch of dust) Action 60 feet Concentration, up to 1 minute ee 17, xge 154 *
Earthbind 2nd Transmutation V × V Action 300 feet Concentration, up to 1 minute ee 17, xge 154
Enhance Ability 2nd Transmutation VSM × V, S, M (fur or a feather from a beast) Action Touch Concentration, up to 1 hour phb 237 *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Enlarge/Reduce 2nd Transmutation VSM × V, S, M (a pinch of powdered iron) Action 30 feet Concentration, up to 1 minute phb 237
Enthrall 2nd Enchantment VS V, S Action 60 feet 1 minute phb 238
Find Steed 2nd Conjuration VS V, S 10 Min. 30 feet Instantaneous phb 240
Find Traps 2nd Divination VS V, S Action 120 feet Instantaneous phb 241
Flame Blade 2nd Evocation VSM × V, S, M (leaf of sumac) Bonus Self Concentration, up to 10 minutes phb 242 *
Flaming Sphere 2nd Conjuration VSM × V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Action 60 feet Concentration, up to 1 minute phb 242 *
Flock of Familiars 2nd Conjuration VS × V, S 1 Min. Touch Concentration, up to 1 hour LLK *
Fool's Speech 2nd Illusion VSM V, S, M (a small whistle made of bone) Action Self 1 hour TiCTS
Fortune's Favor 2nd Divination VSM V, S, M (a white pearl worth at least 100 gp, which the spell consumes) 1 Min. 60 feet 1 hour EGW *
Frisky Chest 2nd Transmutation VSM V, S, M Action Touch Instantaneous TiCTS *
Garinthrall's Hideous Leech 2nd Necromancy VSM V, S, M Action 90 feet Special TiCTS *
Gentle Repose 2nd Necromancy VSM yes V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) Action Touch 10 days phb 245
Ghastly Stench 2nd Necromancy VS × V, S Action Self (15-foot radius) Concentration, up to 10 minutes LM *
Ghost Pipes 2nd Evocation VS yes V, S Action Touch Special TiCTS *
Gift of Gab 2nd Enchantment VSRgp V, S, R (2 gp) Reaction Self Instantaneous AI
Glitterdust 2nd Conjuration VSM V, S, M (a pinch of ground mica) Action Self (15-foot cone) Instantaneous TiCTS
Gravesight 2nd Divination S yes × S Action Touch Concentration, up to 1 hour LM
Gust of Wind 2nd Evocation VSM × V, S, M (a legume seed) Action Self (60-foot line) Concentration, up to 1 minute phb 248
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Hailstones 2nd Conjuration VSM × V, S, M (a handful of pebbles) Action 120 feet Concentration, up to 1 minute TiCTS *
Healing Spirit 2nd Conjuration VS × V, S Bonus 60 feet Concentration, up to 1 minute xge 157 *
Heat Metal 2nd Transmutation VSM × V, S, M (a piece of iron and a flame) Action 60 feet Concentration, up to 1 minute phb 250 *
Hibernation 2nd Enchantment VSM V, S, M (a bit of bear fur) Action Touch 4 weeks TiCTS
High Ceremony 2nd Abjuration VSM yes V, S, M (100 gp worth of powdered electrum or platinum) 1 Hr. Touch Instantaneous (see text) CEM
Hold Animal 2nd Enchantment VS × V, S Action 60 feet Concentration, up to 1 minute TiCTS *
Hold Person 2nd Enchantment VSM × V, S, M (a small, straight piece of iron) Action 60 feet Concentration, up to 1 minute phb 251 *
Hold Wave 2nd Evocation VS × V, S Action 60 feet Concentration, up to 1 hour TiCTS
Immovable Object 2nd Transmutation VSM V, S, M (gold dust worth at least 25 gp, which the spell consumes) Action Touch 1 hour EGW *
Impart Knowledge 2nd Divination S yes S Action Touch Instantaneous TiCTS
Intensify Sensation 2nd Enchantment VS × V, S Action Touch Concentration, up to 1 minute TiCTS *
Invisibility 2nd Illusion VSM × V, S, M (an eyelash encased in gum arabic) Action Touch Concentration, up to 1 hour phb 254 *
Invisible Object 2nd Illusion VS × V, S Action Touch Concentration, up to 10 minutes TiCTS *
Jim's Glowing Coin 2nd Enchantment SMgp S, M (a coin), R (2 gp) Action 60 feet 1 minute AI
Kinetic Jaunt 2nd Transmutation S × S Bonus Self Concentration, up to 1 minute SCC
Knock 2nd Transmutation V V Action 60 feet Instantaneous phb 254
Lesser Restoration 2nd Abjuration VS V, S Action Touch Instantaneous phb 255
Levitate 2nd Transmutation VSM × 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) Action 60 feet Concentration, up to 10 minutes phb 255
Locate Animals or Plants 2nd Divination VSM yes V, S, M (a bit of fur from a bloodhound) Action Self Instantaneous phb 256
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Locate Object 2nd Divination VSM × V, S, M (a forked twig) Action Self Concentration, up to 10 minutes phb 256
Magic Mouth 2nd Illusion VSMgp yes V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) 1 Min. 30 feet Until dispelled phb 257
Magic Weapon 2nd Transmutation VS × V, S Bonus Touch Concentration, up to 1 hour phb 257 *
Maximilian's Earthen Grasp 2nd Transmutation VSM × V, S, M (a miniature hand sculpted from clay) Action 30 feet Concentration, up to 1 minute ee 20, xge 161
Melf's Acid Arrow 2nd Evocation VSM V, S, M (powdered rhubarb leaf and an adder's stomach) Action 90 feet Instantaneous phb 259 *
Mind Spike 2nd Divination S × S Action 60 feet Concentration, up to 1 hour xge 162 *
Mirror Damage 2nd Abjuration Reaction Self Instantaneous TiCTS *
Mirror Image 2nd Illusion VS V, S Action Self 1 minute phb 260
Misty Step 2nd Conjuration V V Bonus Self Instantaneous phb 260
Moon Shield 2nd Abjuration VSM V, S, M (a piece of silver and a moonstone worth at least 10 gp) Action Self Instantaneous TiCTS
Moonbeam 2nd Evocation VSM × V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Action 120 feet Concentration, up to 1 minute phb 261 *
Mystic Rope 2nd Conjuration VSM × V, S, M (a bit of rope) Action 100 feet Concentration, up to 10 minutes TiCTS
Nathair's Mischief 2nd Illusion SM × S, M (a piece of crust from an apple pie) Action 60 feet Concentration, up to 1 minute FTD
Nystul's Magic Aura 2nd Illusion VSM V, S, M (a small square of silk) Action Touch 24 hours phb 263
Pass without Trace 2nd Abjuration VSM × V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Action Self Concentration, up to 1 hour phb 264
Petition 2nd Conjuration V V Action Self Instantaneous TiCTS
Phantasmal Force 2nd Illusion VSM × V, S, M (a bit of fleece) Action 60 feet Concentration, up to 1 minute phb 264
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Prayer of Healing 2nd Evocation V V 10 Min. 30 feet Instantaneous phb 267 *
Protection from Poison 2nd Abjuration VS V, S Action Touch 1 hour phb 270
Pyrotechnics 2nd Transmutation VS V, S Action 60 feet Instantaneous ee 21, xge 163
Ray of Enfeeblement 2nd Necromancy VS × V, S Action 60 feet Concentration, up to 1 minute phb 271
Rime's Binding Ice 2nd Evocation SM S, M (a vial of meltwater) Action Self (30-foot cone) Instantaneous FTD *
Rope Trick 2nd Transmutation VSM V, S, M (powdered corn extract and a twisted loop of parchment) Action Touch 1 hour phb 272
Sanh's Ray of Light 2nd Evocation VS V, S Action 120 feet Instantaneous TiCTS *
Scalding Spout 2nd Conjuration VSM V, S, M (an ounce of water) Action 60 feet Instantaneous TiCTS *
Scent Mask 2nd Abjuration VSM V, S, M (A scentless flower) Action Touch 1 hour TiCTS *
Scorching Ray 2nd Evocation VS V, S Action 120 feet Instantaneous phb 273 *
See Invisibility 2nd Divination VSM V, S, M (a pinch of talc and a small sprinkling of powdered silver) Action Self 1 hour phb 274
Shadow Blade 2nd Illusion VS × V, S Bonus Self Concentration, up to 1 minute xge 164 *
Sharptooth 2nd Transmutation × Bonus Touch Concentration, up to 1 hour TiCTS *
Shatter 2nd Evocation VSM V, S, M (a chip of mica) Action 60 feet Instantaneous phb 275 *
Silence 2nd Illusion VS yes × V, S Action 120 feet Concentration, up to 10 minutes phb 275
Skywrite 2nd Transmutation VS yes × V, S Action Sight Concentration, up to 1 hour ee 22, xge 165
Snilloc's Snowball Swarm 2nd Evocation VSM V, S, M (a piece of ice or a small white rock chip) Action 90 feet Instantaneous ee 22, xge 165 *
Spider Climb 2nd Transmutation VSM × V, S, M (a drop of bitumen and a spider) Action Touch Concentration, up to 1 hour phb 277
Spike Growth 2nd Transmutation VSM × V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Action 150 feet Concentration, up to 10 minutes phb 277
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Spiritual Weapon 2nd Evocation VS V, S Bonus 60 feet 1 minute phb 278 *
Spray of Cards 2nd Conjuration VSM V, S, M (a deck of cards) Action Self (15-foot cone) Instantaneous BMT *
Stormvoice 2nd Evocation VS V, S Action Self 1 round TiCTS
Strength of the Avenger 2nd Evocation VSM V, S, M (a vial of holy water, which you must consume while casting the spell) Action Self 1 minute TiCTS *
Suggestion 2nd Enchantment VM × V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Action 30 feet Concentration, up to 8 hours phb 279
Summon Beast 2nd Conjuration VSMgp × V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp) Action 90 feet Concentration, up to 1 hour tce 109 *
Tasha's Mind Whip 2nd Enchantment V V Action 90 feet 1 round tce 115 *
Thunderball 2nd Evocation VSM V, S, M (an amber rod) Action 60 feet Instantaneous TiCTS *
Transfusion 2nd Necromancy VS V, S Action Touch Instantaneous HHHVII *
Vortex Warp 2nd Conjuration VS V, S Action 90 feet Instantaneous SCC *
Warding Bond 2nd Abjuration VSMgp V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) Action Touch 1 hour phb 287
Warding Wind 2nd Evocation V × V Action Self Concentration, up to 10 minutes ee 23, xge 170
Warp Sense 2nd Divination VSM × V, S, M (a razorvine leaf) Action Self Concentration, up to 1 minute SatO
Weakening Aura 2nd Necromancy VS V, S Bonus Self (30-foot radius) 1 minute LM
Web 2nd Conjuration VSM × V, S, M (a bit of spiderweb) Action 60 feet Concentration, up to 1 hour phb 287
Wither and Bloom 2nd Necromancy VSM V, S, M (a withered vine twisted into a loop) Action 60 feet Instantaneous SCC *
Wither Limb 2nd Necromancy VS V, S Action 30 feet 1 minute LM *
Withering Curse 2nd Necromancy VS V, S Action 60 feet 1 minute LM *
Wristpocket 2nd Conjuration S yes × S Action Self Concentration, up to 1 hour EGW
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Zone of Truth 2nd Enchantment VS V, S Action 60 feet 10 minutes phb 289
Alpha's Chill of the Void 3rd Conjuration VSM V, S, M (a piece of ice) Action Self (100-foot line) Instantaneous TiCTS *
Alpha's Comet 3rd Conjuration VSM V, S, M (a ball of pitch mixed with sulfur and phosphorus) Action 180 feet Instantaneous TiCTS *
Alpha's Ice Bolt 3rd Abjuration VSM V, S, M (A clear gemstone) Action 100 feet Instantaneous TiCTS *
Analyze Dweomer 3rd Divination VSM yes V, S, M (a wand cut from a 100-year-old oak tree) Action Touch Instantaneous TiCTS
Animate Dead 3rd Necromancy VSM V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) 1 Min. 10 feet Instantaneous phb 212 *
Antagonize 3rd Enchantment VSM V, S, M (a playing card depicting a rogue) Action 30 feet Instantaneous BMT *
Ashardalon's Stride 3rd Transmutation VS × V, S Bonus Self Concentration, up to 1 minute FTD *
Aura of Vitality 3rd Evocation V × V Action Self (30-foot radius) Concentration, up to 1 minute phb 216
Ball Lightning 3rd Evocation VSM × V, S, M (a pinch of powdered blue dragon scale) Action 120 feet Concentration, up to 10 minutes TiCTS
Beacon of Hope 3rd Abjuration VS × V, S Action 30 feet Concentration, up to 1 minute phb 217
Bestow Curse 3rd Necromancy VS × V, S Action Touch Concentration, up to 1 minute phb 218 *
Bewilder 3rd Enchantment VSM × V, S, M (a preserved eye and a bit of wool) Action 120 feet Concentration, up to 1 minute TiCTS
Bigby's Useful Hand 3rd Evocation VSM × V, S, M (a child's glove) Action 60 feet Concentration, up to 10 minutes TiCTS
Bladebend 3rd Transmutation VS V, S Reaction 120 feet Instantaneous TiCTS
Blinding Smite 3rd Evocation V × V Bonus Self Concentration, up to 1 minute phb 219
Blink 3rd Transmutation VS V, S Action Self 1 minute phb 219
Bolt of Stone 3rd Conjuration VSM V, S, M (a polished piece of marble) Action 180 feet Instantaneous TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Bone Shape 3rd Transmutation VSM V, S, M (a drop of spittle or blood) Action Touch Instantaneous TiCTS
Call Lightning 3rd Conjuration VS × V, S Action 120 feet Concentration, up to 10 minutes phb 220 *
Call Society 3rd Evocation VSM yes V, S, M (a badge, letter of membership, or other identification token of your society) 1 Min. Self (5-mile radius) Instantaneous TiCTS *
Catnap 3rd Enchantment SM S, M (a pinch of sand) Action 30 feet 10 minutes xge 151 *
Clairvoyance 3rd Divination VSMgp × V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) 10 Min. 1 mile Concentration, up to 10 minutes phb 222
Cloak of Warding 3rd Abjuration VS V, S Reaction Self Special TiCTS *
Clutch of Orcus 3rd Necromancy VS × V, S Action 60 feet Concentration, up to 1 minute LM
Command Horde 3rd Necromancy VS × V, S Action 120 feet Concentration, up to 1 minute LM *
Conjure Animals 3rd Conjuration VS × V, S Action 60 feet Concentration, up to 1 hour phb 225 *
Conjure Barrage 3rd Conjuration VSM V, S, M (one piece of ammunition or a thrown weapon) Action Self (60-foot cone) Instantaneous phb 225
Counterspell 3rd Abjuration S S Reaction 60 feet Instantaneous phb 228 *
Create Food and Water 3rd Conjuration VS V, S Action 30 feet Instantaneous phb 229
Crusader's Mantle 3rd Evocation V × V Action Self (30-foot radius) Concentration, up to 1 minute phb 230
Daylight 3rd Evocation VS V, S Action 60 feet 1 hour phb 230
Detect the Living 3rd Divination VS × V, S Action Self Concentration, up to 10 minutes TiCTS
Diary 3rd Evocation VSM yes V, S, M (a vial of ink, which is consumed in the casting) Action Touch 8 hours TiCTS
Dimensional Toolbox 3rd Conjuration VSM yes V, S, M (a key worth 50 gp) 10 Min. 5 feet 4 hours KT: KCG *
Dispel Magic 3rd Abjuration VS V, S Action 120 feet Instantaneous phb 234 *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Dream Sight 3rd Divination SM S, M (a tick of incense worth at least 5 gp, which is burned while you cast the spell) Action Self 1 hour TiCTS
Elemental Weapon 3rd Transmutation VS × V, S Action Touch Concentration, up to 1 hour phb 237 *
Enemies Abound 3rd Enchantment VS × V, S Action 120 feet Concentration, up to 1 minute xge 155
Erupting Earth 3rd Transmutation VSM V, S, M (a piece of obsidian) Action 120 feet Instantaneous ee 17, xge 155 *
Exaltation 3rd Abjuration VSM × V, S, M (a flask of holy water and powdered sapphire worth 100 gp) Action Touch Concentration, up to 10 minutes TiCTS *
Fast Friends 3rd Enchantment V × V Action 30 feet Concentration, up to 1 hour AI *
Fear 3rd Illusion VSM × V, S, M (a white feather or the heart of a hen) Action Self (30-foot cone) Concentration, up to 1 minute phb 239
Feign Death 3rd Necromancy VSM yes V, S, M (a pinch of graveyard dirt) Action Touch 1 hour phb 240
Fireball 3rd Evocation VSM V, S, M (a tiny ball of bat guano and sulfur) Action 150 feet Instantaneous phb 241 *
Flame Arrows 3rd Transmutation VS × V, S Action Touch Concentration, up to 1 hour ee 18, xge 156 *
Flock of Birds 3rd Conjuration VSM × V, S, M (a handful of feathers) Action 180 feet Concentration, up to 10 minutes TiCTS
Fly 3rd Transmutation VSM × V, S, M (a wing feather from any bird) Action Touch Concentration, up to 10 minutes phb 243 *
Forceball 3rd Evocation VSM V, S, M (a hair from a giant) Action 150 feet Instantaneous TiCTS *
Forcelash 3rd Evocation VSM V, S, M (three drops of acid) Action 30 feet Instantaneous TiCTS *
Freedom of the Waves 3rd Conjuration VSM V, S, M (a strand of wet hair) Action 120 feet Instantaneous TDCSR
Galder's Tower 3rd Conjuration VSM V, S, M (a fragment of stone, wood, or other building material) 10 Min. 30 feet 24 hours LLK *
Gaseous Form 3rd Transmutation VSM × V, S, M (a bit of gauze and a wisp of smoke) Action Touch Concentration, up to 1 hour phb 244
Glassee 3rd Transmutation VSM V, S, M (a small piece of glass) Action Touch Instantaneous TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Glyph of Warding 3rd Abjuration VSMgp V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) 1 Hr. Touch Until dispelled or triggered phb 245 *
Grasping Hands of Horror 3rd Conjuration VS × V, S Action 60 feet Concentration, up to 1 minute TiCTS *
Grimly's Elasticity 3rd Transmutation M M (a lump of soft clay) Action Self 10 minutes TiCTS *
Haste 3rd Transmutation VSM × V, S, M (a shaving of licorice root) Action 30 feet Concentration, up to 1 minute phb 250
Hunger of Hadar 3rd Conjuration VSM × V, S, M (a pickled octopus tentacle) Action 150 feet Concentration, up to 1 minute phb 251
Hypnotic Pattern 3rd Illusion SM × S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) Action 120 feet Concentration, up to 1 minute phb 252
Ice Blade 3rd Evocation VSM × V, S, M (a shard of crystal, glass, or ice) Action Self Concentration, up to 10 minutes TiCTS *
Incite Greed 3rd Enchantment VSM × V, S, M (a gem worth at least 50 gp) Action 30 feet Concentration, up to 1 minute AI
Intellect Fortress 3rd Abjuration V × V Action 30 feet Concentration, up to 1 hour tce 107 *
Isolde's Answer 3rd Divination VSM V, S, M (a focus worth at least 100 gp, such as a crystal ball or a silver mirror) Action Self 1 round TiCTS
Kiss of the Vampire 3rd Enchantment VSM V, S, M (a black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face) Action 30 feet 1 minute LM *
Lance of Disruption 3rd Evocation VS V, S Action Self (60-foot line) Instantaneous TiCTS *
Lay Waste 3rd Necromancy VS × V, S Action Self Concentration, up to 10 minutes LM *
Leomund's Tiny Hut 3rd Evocation VSM yes V, S, M (a small crystal bead) 1 Min. Self (10-foot-radius hemisphere) 8 hours phb 255
Life Transference 3rd Necromancy VS V, S Action 30 feet Instantaneous xge 160 *
Lightning Arrow 3rd Transmutation VS × V, S Bonus Self Concentration, up to 1 minute phb 255 *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Lightning Bolt 3rd Evocation VSM V, S, M (a bit of fur and a rod of amber, crystal, or glass) Action Self (100-foot line) Instantaneous phb 255 *
Linked Glyphs 3rd Abjuration VSM V, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes) 1 Hr. Touch Until dispelled or triggered AitFR-AVT *
Magic Circle 3rd Abjuration VSMgp V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) 1 Min. 10 feet 1 hour phb 256 *
Major Image 3rd Illusion VSM × V, S, M (a bit of fleece) Action 120 feet Concentration, up to 10 minutes phb 258 *
Manyjaws 3rd Evocation VSM V, S, M (two incisors from any creature) Action 60 feet Instantaneous TiCTS *
Mass Healing Word 3rd Evocation V V Bonus 60 feet Instantaneous phb 258 *
Mass Jump 3rd Transmutation VSM V, S, M (a grasshopper's hind leg) Action Self (30-foot radius) 1 minute TiCTS
Meld into Stone 3rd Transmutation VS yes V, S Action Touch 8 hours phb 259
Melf's Minute Meteors 3rd Evocation VSM × V, S, M (niter, sulfur, and pine tar formed into a bead) Action Self Concentration, up to 10 minutes ee 20, xge 161 *
Metal to Rust 3rd Transmutation VSM V, S, M (A flask of seawater) Action 5 feet Instantaneous TiCTS
Motivational Speech 3rd Enchantment V V 1 Min. 60 feet 1 hour AI *
Mourning Mist 3rd Necromancy VSM V, S, M (a bottle of black ichor) Action 120 feet 1 round LM
Nondetection 3rd Abjuration VSMgp V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) Action Touch 8 hours phb 263
Phantom Steed 3rd Illusion VS yes V, S 1 Min. 30 feet 1 hour phb 265
Plant Growth 3rd Transmutation VS V, S Action 150 feet Instantaneous phb 266
Power Word Attention 3rd Evocation V V Action 60 feet Instantaneous TiCTS
Probing Arm 3rd Evocation VSM × V, S, M (two short sticks and two smooth wooden or glass balls) Action Self Concentration, up to 1 minute TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Protection from Energy 3rd Abjuration VS × V, S Action Touch Concentration, up to 1 hour phb 270
Protection from Life and Death 3rd Abjuration VS × V, S Action Touch Concentration, up to 1 hour LM
Pulse Wave 3rd Evocation VS V, S Action Self (30-foot cone) Instantaneous EGW *
Random Causality 3rd Transmutation VSM V, S, M (a bronze six-sided die) Reaction Self Instantaneous TiCTS
Recomposition 3rd Necromancy VSM yes V, S, M (A silver needle and thread, and a stick of incense) 1 Min. Touch Instantaneous HHHVII
Remove Curse 3rd Abjuration VS V, S Action Touch Instantaneous phb 271
Repair Item 3rd Illusion VSM V, S, M (a quartz crystal worth at least 10 gp, which the spell consumes) Action Touch 24 hours TiCTS
Revivify 3rd Necromancy VSMgp V, S, M (diamonds worth 300 gp, which the spell consumes) Action Touch Instantaneous phb 272
See Through Other Eyes 3rd Divination VS × V, S Action 300 feet Concentration, up to 10 minutes TiCTS
Sending 3rd Evocation VSM V, S, M (a short piece of fine copper wire) Action Unlimited 1 round phb 274
Shadow Play 3rd Divination VSM × V, S, M (a lit candle, which is consumed by the spell) Action 30 feet Concentration, up to 1 hour TiCTS *
Sleet Storm 3rd Conjuration VSM × V, S, M (a pinch of dust and a few drops of water) Action 150 feet Concentration, up to 1 minute phb 276
Slow 3rd Transmutation VSM × V, S, M (a drop of molasses) Action 120 feet Concentration, up to 1 minute phb 277
Speak with Dead 3rd Necromancy VSM V, S, M (burning incense) Action 10 feet 10 minutes phb 277
Speak with Plants 3rd Transmutation VS V, S Action Self (30-foot radius) 10 minutes phb 277
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Spectral Force 3rd Illusion VSM × V, S, M (a bit of fleece and 10 gp worth of crushed pyrite) Action 120 feet Concentration, up to 10 minutes TiCTS *
Spirit Guardians 3rd Conjuration VSM × V, S, M (a holy symbol) Action Self (15-foot radius) Concentration, up to 10 minutes phb 278 *
Spirit Shroud 3rd Necromancy VS × V, S Bonus Self Concentration, up to 1 minute tce 108 *
Spiritwatch 3rd Conjuration VSM V, S, M (a handful of cereal grains, a cup of wine, 25 gp worth of incense, which is burned when you cast the spell, and a token of the spirit you are going to summon) Action 30 feet 30 days TiCTS
Stinking Cloud 3rd Conjuration VSM × V, S, M (a rotten egg or several skunk cabbage leaves) Action 90 feet Concentration, up to 1 minute phb 278
Summon Fey 3rd Conjuration VSMgp × V, S, M (a gilded flower worth at least 300 gp) Action 90 feet Concentration, up to 1 hour tce 112 *
Summon Lesser Demons 3rd Conjuration VSM × V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Action 60 feet Concentration, up to 1 hour xge 167 *
Summon Shadowspawn 3rd Conjuration VSMgp × V, S, M (tears inside a gem worth at least 300 gp) Action 90 feet Concentration, up to 1 hour tce 113 *
Summon Undead 3rd Necromancy VSMgp × V, S, M (a gilded skull worth at least 300 gp) Action 90 feet Concentration, up to 1 hour tce 114 *
Talon's Skitmaster 3rd Illusion VS yes V, S Action Self (10-foot radius) Special TiCTS
Thunder Step 3rd Conjuration V V Action 90 feet Instantaneous xge 168 *
Tidal Wave 3rd Conjuration VSM V, S, M (a drop of water) Action 120 feet Instantaneous ee 22, xge 168
Time Snare 3rd Enchantment VS × V, S Action 180 feet Concentration, up to 1 minute TiCTS
Tiny Servant 3rd Transmutation VS V, S 1 Min. Touch 8 hours xge 168 *
Tongues 3rd Divination VM V, M (a small clay model of a ziggurat) Action Touch 1 hour phb 283
Transmute Pebble 3rd Transmutation VS V, S Action Touch Special TiCTS *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Transmute Water to Dust 3rd Transmutation VSM yes V, S, M (a pinch of ground seagull and a pinch of diamond dust worth 50 gp) Action 180 feet Instantaneous TiCTS
Unholy Crusade 3rd Necromancy V × V Action Self (30-foot radius) Concentration, up to 1 minute LM
Vampiric Smite 3rd Necromancy V × V Bonus Self Concentration, up to 1 minute LM *
Vampiric Touch 3rd Necromancy VS × V, S Action Self Concentration, up to 1 minute phb 285 *
Venom Bolt 3rd Evocation VSM V, S, M (a drop of six different poisons) Action 60 feet Instantaneous TiCTS *
Wall of Gloom 3rd Evocation VSM × V, S, M (a bit of black wool) Action 120 feet Concentration, up to 10 minutes TiCTS *
Wall of Sand 3rd Evocation VSM × V, S, M (a handful of sand) Action 90 feet Concentration, up to 10 minutes ee 23, xge 170
Wall of Water 3rd Evocation VSM × V, S, M (a drop of water) Action 60 feet Concentration, up to 10 minutes ee 23, xge 170
Warp 3rd Transmutation VS V, S Action 60 feet Instantaneous TiCTS *
Water Breathing 3rd Transmutation VSM yes V, S, M (a short reed or piece of straw) Action 30 feet 24 hours phb 287
Water Walk 3rd Transmutation VSM yes V, S, M (a piece of cork) Action 30 feet 1 hour phb 287
Wind Wall 3rd Evocation VSM × V, S, M (a tiny fan and a feather of exotic origin) Action 120 feet Concentration, up to 1 minute phb 288
Wood Shape 3rd Transmutation VSM V, S, M (a miniature carpenter's adze) Action Touch Instantaneous TiCTS
Alpha's Blue Blaze 4th Evocation VS V, S Action Self (60-foot cone) Instantaneous TiCTS *
Arcane Eye 4th Divination VSM × V, S, M (a bit of bat fur) Action 30 feet Concentration, up to 1 hour phb 214
Aura of Life 4th Abjuration V × V Action Self (30-foot radius) Concentration, up to 10 minutes phb 216
Aura of Purity 4th Abjuration V × V Action Self (30-foot radius) Concentration, up to 10 minutes phb 216
Azura's Soul Whip 4th Necromancy VSM × V, S, M (a length of braided tendon) Action 30 feet Concentration, up to 1 minute TiCTS *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Banishment 4th Abjuration VSM × V, S, M (an item distasteful to the target) Action 60 feet Concentration, up to 1 minute phb 217 *
Beckoning Mirage 4th Enchantment VSM V, S, M (several drops of water which areflicked into the air) Action 100 feet 1 hour TiCTS
Bigby's Force Sculpture 4th Evocation VSM × V, S, M (a lump of soft clay with 5 gp worth of diamond dust mixed in) Action 100 feet Concentration, up to 1 hour TiCTS *
Blight 4th Necromancy VS V, S Action 30 feet Instantaneous phb 219 *
Charm Monster 4th Enchantment VS V, S Action 30 feet 1 hour xge 151 *
Cloudscape 4th Transmutation VS V, S Action 500 feet 8 hours TiCTS
Cold Storage 4th Abjuration VSM × V, S, M (A small 3-inch by 3-inch wooden box lined with cork) Action 60 feet Concentration, up to 1 minute or Until concentration ends (see below) HHHVII *
Compulsion 4th Enchantment VS × V, S Action 30 feet Concentration, up to 1 minute phb 224
Confusion 4th Enchantment VSM × V, S, M (three nut shells) Action 90 feet Concentration, up to 1 minute phb 224 *
Conjure Minor Elementals 4th Conjuration VS × V, S 1 Min. 90 feet Concentration, up to 1 hour phb 226 *
Conjure Woodland Beings 4th Conjuration VSM × V, S, M (one holly berry per creature summoned) Action 60 feet Concentration, up to 1 hour phb 226 *
Consumptive Field 4th Necromancy V × V Action Self (15-foot radius) Concentration, up to 1 minute LM *
Control Water 4th Transmutation VSM × V, S, M (a drop of water and a pinch of dust) Action 300 feet Concentration, up to 10 minutes phb 227
Create Darkenbeast 4th Transmutation VSM V, S, M (dried wyvern's blood) 10 Min. 30 feet Permanent TiCTS *
Death Ward 4th Abjuration VS V, S Action Touch 8 hours phb 230
Dimension Door 4th Conjuration V V Action 500 feet Instantaneous phb 233
Dimensional Anchor 4th Abjuration VS V, S Action 100 feet Instantaneous TiCTS
Disfigure 4th Transmutation VS V, S Action Touch Permanent TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Divination 4th Divination VSMgp yes V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) Action Self Instantaneous phb 234
Dominate Beast 4th Enchantment VS × V, S Action 60 feet Concentration, up to 1 minute phb 234 *
Earthmaw 4th Transmutation VSM V, S, M (a tooth from a predatory animal) Action 150 feet Instantaneous TiCTS
Elemental Bane 4th Transmutation VS × V, S Action 90 feet Concentration, up to 1 minute ee 17, xge 155 *
Emotion 4th Enchantment VS × V, S Action 120 feet Concentration, up to 10 minutes TiCTS *
Energy Ebb 4th Necromancy VS × V, S Action 60 feet Concentration, up to 1 minute LM *
Evard's Black Tentacles 4th Conjuration VSM × V, S, M (a piece of tentacle from a giant octopus or a giant squid) Action 90 feet Concentration, up to 1 minute phb 238
Eyes of the Sun 4th Transmutation VS × V, S Action Self Concentration, up to 1 minute TiCTS
Fabricate 4th Transmutation VS V, S 10 Min. 120 feet Instantaneous phb 239
Find Greater Steed 4th Conjuration VS V, S 10 Min. 30 feet Instantaneous xge 156
Fire Shield 4th Evocation VSM V, S, M (a bit of phosphorus or a firefly) Action Self 10 minutes phb 242
Freedom of Movement 4th Abjuration VSM V, S, M (a leather strap, bound around the arm or a similar appendage) Action Touch 1 hour phb 244
Galder's Speedy Courier 4th Conjuration VSM V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) Action 10 feet 10 minutes LLK *
Gate Seal 4th Abjuration VSM V, S, M (a broken portal key, which the spell consumes) 1 Min. 60 feet 24 hours SatO *
Giant Insect 4th Transmutation VS × V, S Action 30 feet Concentration, up to 10 minutes phb 245
Glass Shape 4th Transmutation VSM V, S, M (a small crystal lens) Action Touch 1 round TiCTS
Grasping Vine 4th Conjuration VS × V, S Bonus 30 feet Concentration, up to 1 minute phb 246
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Gravity Sinkhole 4th Evocation VSM V, S, M (a black marble) Action 120 feet Instantaneous EGW *
Greater Invisibility 4th Illusion VS × V, S Action Touch Concentration, up to 1 minute phb 246
Guardian of Faith 4th Conjuration V V Action 30 feet 8 hours phb 246
Guardian of Nature 4th Transmutation V × V Bonus Self Concentration, up to 1 minute xge 157
Hallucinatory Terrain 4th Illusion VSM V, S, M (a stone, a twig, and a bit of green plant) 10 Min. 300 feet 24 hours phb 249
Hasten Growth 4th Transmutation VS V, S 10 Min. 10 feet Instantaneous TiCTS *
Hellish Hail 4th Evocation VSM V, S, M Action 300 feet Instantaneous TiCTS *
Homeway 4th Conjuration VSM V, S, M (two gold bracelets worth 250 gp each, which the spell consumes) 1 Hr. Touch Until dispelled FT&S
Hovering Skull 4th Necromancy VSM × V, S, M (a humanoid's tooth) Action 300 feet Concentration, up to 1 minute TiCTS *
Ice Storm 4th Evocation VSM V, S, M (a pinch of dust and a few drops of water) Action 300 feet Instantaneous phb 252 *
Infected Wounds 4th Necromancy VSM V, S, M (a bloodstone worth at least 50 gp) Action 90 feet Instantaneous TiCTS *
Leomund's Secret Chest 4th Conjuration VSMgp V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Action Touch Instantaneous phb 254
Lightning Shield 4th Evocation VSM V, S, M (a small piece of marble) Action Self 10 minutes TiCTS
Locate Creature 4th Divination VSM × V, S, M (a bit of fur from a bloodhound) Action Self Concentration, up to 1 hour phb 256
Magic Eye 4th Evocation VSM yes V, S, M (a dried eyeball and an eye agate worth 10gp, which the spell consumes) 1 Min. 30 feet Until dispelled TiCTS
Metal Shape 4th Transmutation VSM V, S, M (soft lead, which must be worked into roughly the desired shape of the stone object) Action Touch Instantaneous TiCTS
Mirage 4th Illusion V V Action 90 feet 1 hour TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Moon Rune 4th Illusion VSM V, S, M (a bar of mithral worth 50 gp) Action Touch Until dispelled TiCTS
Mordenkainen's Faithful Hound 4th Conjuration VSM V, S, M (a tiny silver whistle, a piece of bone, and a thread) Action 30 feet 8 hours phb 261
Mordenkainen's Private Sanctum 4th Abjuration VSM V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) 10 Min. 120 feet 24 hours phb 262 *
Motion 4th Evocation VS × V, S Action Touch Concentration, up to 1 hour TiCTS
Mystic Bolt 4th Enchantment VSM V, S, M (a glass bottle) Action 30 feet 1 minute TiCTS *
Oath 4th Enchantment V V 1 Min. 30 feet Special TiCTS
Otiluke's Resilient Sphere 4th Evocation VSM × V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) Action 30 feet Concentration, up to 1 minute phb 264
Otiluke's Steaming Sphere 4th Evocation VSM V, S, M (a drop of pure water, a pinch of dust, and a bit of sulfur) Action 100 feet Instantaneous TiCTS *
Phantasmal Killer 4th Illusion VS × V, S Action 120 feet Concentration, up to 1 minute phb 265 *
Polymorph 4th Transmutation VSM × V, S, M (a caterpillar cocoon) Action 60 feet Concentration, up to 1 hour phb 266
Putrefaction 4th Necromancy VSM V, S, M (a bit of rotten meat) Action 120 feet Instantaneous TiCTS
Raulothim's Psychic Lance 4th Enchantment V V Action 120 feet Instantaneous FTD *
Read Object 4th Divination S S Action Touch 1 round TiCTS
Remorse 4th Enchantment VSM V, S, M (a pearl worth at least 100 gp, which is given to the target) Action Touch Special TiCTS
Scapegoat 4th Enchantment VSM × V, S, M (a pinch of goat's hair and a stone) Action Touch Concentration, up to 1 minute TiCTS *
Shadow of Moil 4th Necromancy VSMgp × V, S, M (an undead eyeball encased in a gem worth at least 150 gp) Action Self Concentration, up to 1 minute xge 164
Shadowstrike 4th Evocation VS V, S Action Self Instantaneous TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Sickening Radiance 4th Evocation VS × V, S Action 120 feet Concentration, up to 10 minutes xge 164
Spirit of Death 4th Necromancy VSM × V, S, M (a gilded playing card worth at least 400 gp and depicting an avatar of death) Action 60 feet Concentration, up to 1 hour BMT *
Staggering Smite 4th Evocation V × V Bonus Self Concentration, up to 1 minute phb 278
Steal Skill 4th Conjuration VSM V, S, M (a token depicting the skill to be stolen, and a platinum piece, the latter of which is consumed by the spell) Action Touch Instantaneous TiCTS
Stone Shape 4th Transmutation VSM V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) Action Touch Instantaneous phb 278
Stonefall 4th Transmutation VSM V, S, M (a handful of stones or pebbles) Action 300 feet 1 round TiCTS
Stoneskin 4th Abjuration VSMgp × V, S, M (diamond dust worth 100 gp, which the spell consumes) Action Touch Concentration, up to 1 hour phb 278
Storm Sphere 4th Evocation VS × V, S Action 150 feet Concentration, up to 1 minute ee 22, xge 166 *
Summon Aberration 4th Conjuration VSMgp × V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp) Action 90 feet Concentration, up to 1 hour tce 109 *
Summon Construct 4th Conjuration VSMgp × V, S, M (an ornate stone and metal lockbox worth at least 400 gp) Action 90 feet Concentration, up to 1 hour tce 111 *
Summon Elemental 4th Conjuration VSMgp × V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp) Action 90 feet Concentration, up to 1 hour tce 111 *
Summon Greater Demon 4th Conjuration VSM × V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Action 60 feet Concentration, up to 1 hour xge 166 *
Teleport Tracer 4th Divination VS V, S Reaction 150 feet Instantaneous TiCTS
Tenebrous Phantasm 4th Illusion VSM × V, S, M (a pinch of powder or a small crystal) Action 60 feet Concentration, up to 10 minutes LM
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Tenser's Flaming Blade 4th Transmutation VSM V, S, M (special) Action 60 feet Instantaneous TiCTS
Tenser's Master of Arms 4th Transmutation VSM × V, S, M (a crane's wing feather) Action Touch Concentration, up to 10 minutes TiCTS
Tentacles 4th Transmutation VM V, M (a dried octopus tentacle) Action Self 10 minutes TiCTS
Unluck 4th Evocation VSM × V, S, M (a shard of broken mirror) Action 30 feet Concentration, up to 1 minute TiCTS
Vander's Librarian 4th Conjuration VSM V, S, M (a pen made of precious materials worth at least 100 gp) Action 60 feet 8 hours TiCTS
Vitriolic Sphere 4th Evocation VSM V, S, M (a drop of giant slug bile) Action 150 feet Instantaneous ee 23, xge 170 *
Wall of Fire 4th Evocation VSM × V, S, M (a small piece of phosphorus) Action 120 feet Concentration, up to 1 minute phb 285 *
Warp Sense [TiCTS] 4th Divination VS × V, S Action Self (1000-foot radius) Concentration, up to 1 minute TiCTS
Watery Sphere 4th Conjuration VSM × V, S, M (a droplet of water) Action 90 feet Concentration, up to 1 minute ee 23, xge 170
Acid Rain 5th Evocation VSM × V, S, M (a vial of acid) Action 60 feet Concentration, up to 1 minute TiCTS
Airball 5th Evocation VS × V, S Action 300 feet Concentration, up to 1 minute TiCTS *
Alpha's Aurora Borealis 5th Evocation VSM × V, S, M (a clear gemstone worth 100 gp and a glowworm) Action Self (10-foot radius) Concentration, up to 1 minute TiCTS
Animate Objects 5th Transmutation VS × V, S Action 120 feet Concentration, up to 1 minute phb 213 *
Antilife Shell 5th Abjuration VS × V, S Action Self (10-foot radius) Concentration, up to 1 hour phb 213
Avascular Mass 5th Necromancy VS × V, S Action 60 feet Concentration, up to 10 minutes LM
Awaken 5th Transmutation VSMgp V, S, M (an agate worth at least 1,000 gp, which the spell consumes) 8 Hr. Touch Instantaneous phb 216
Banishing Smite 5th Abjuration V × V Bonus Self Concentration, up to 1 minute phb 216
Barrier Reaver 5th Abjuration VSM V, S, M (a metal key) Action 120 feet Instantaneous TiCTS *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Basilisk Glare 5th Transmutation VSM × V, S, M (a stone chip) Action 60 feet Concentration, up to 1 minute TiCTS
Bigby's Hand 5th Evocation VSM × V, S, M (an eggshell and a snakeskin glove) Action 120 feet Concentration, up to 1 minute phb 218 *
Blessed Abundance 5th Conjuration VS V, S Action Touch Instantaneous TiCTS *
Bloodgloat 5th Necromancy VS × V, S Reaction Self (30-foot radius) Concentration, up to 1 minute TiCTS *
Circle of Power 5th Abjuration V × V Action Self (30-foot radius) Concentration, up to 10 minutes phb 221
Cloudkill 5th Conjuration VS × V, S Action 120 feet Concentration, up to 10 minutes phb 222 *
Code of Secrecy 5th Enchantment VSM V, S, M (an animal's tongue) Action Touch 30 days TiCTS
Commune 5th Divination VSM yes V, S, M (incense and a vial of holy or unholy water) 1 Min. Self 1 minute phb 223
Commune with Nature 5th Divination VS yes V, S 1 Min. Self Instantaneous phb 224
Cone of Cold 5th Evocation VSM V, S, M (a small crystal or glass cone) Action Self (60-foot cone) Instantaneous phb 224 *
Conjure Creature 5th Conjuration VSM V, S, M (the intact heart of the creature you wish to conjure, which the spell consumes) Action 30 feet Instantaneous HHHVII
Conjure Elemental 5th Conjuration VSM × V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) 1 Min. 90 feet Concentration, up to 1 hour phb 225 *
Conjure Volley 5th Conjuration VSM V, S, M (one piece of ammunition or one thrown weapon) Action 150 feet Instantaneous phb 226
Consume Knowledge 5th Divination VS V, S Action Touch Instantaneous TiCTS *
Contact Other Plane 5th Divination V yes V 1 Min. Self 1 minute phb 226
Contagion 5th Necromancy VS V, S Action Touch 7 days phb 227
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Control Winds 5th Transmutation VS × V, S Action 300 feet Concentration, up to 1 hour ee 16
Create Air 5th Conjuration VSM V, S, M (a glass bottle worth 100 gp and a drop of water) 1 Hr. Touch 30 days TiCTS
Create Spelljamming Helm 5th Transmutation VSM V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes) Action Touch Instantaneous AAG
Creation 5th Illusion VSM V, S, M (a tiny piece of matter of the same type of the item you plan to create) 1 Min. 30 feet Special phb 229 *
Danse Macabre 5th Necromancy VS × V, S Action 60 feet Concentration, up to 1 hour xge 153 *
Dawn 5th Evocation VSMgp × V, S, M (a sunburst pendant worth at least 100 gp) Action 60 feet Concentration, up to 1 minute xge 153
Deep Delve 5th Abjuration VSM × V, S, M (a conch shell) Action Self (15-foot cone) Concentration, up to 24 hours TiCTS
Defurbish/Refurbish 5th Transmutation SMgp S, M (an ornate silver hammer worth at least 500 gp) 24 Hr. Touch Instantaneous FT&S
Destructive Wave 5th Evocation V V Action Self (30-foot radius) Instantaneous phb 231
Dispel Evil and Good 5th Abjuration VSM × V, S, M (holy water or powdered silver and iron) Action Self Concentration, up to 1 minute phb 233
Distort Life 5th Transmutation VSMgp V, S, M (two strands of metal wire, one gold and one platinum worth 500 gp, twisted together into a double helix, which is consumed in the casting) 3 Hr. Touch Instantaneous TiCTS *
Dominate Person 5th Enchantment VS × V, S Action 60 feet Concentration, up to 1 minute phb 235 *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Dream 5th Illusion VSM V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) 1 Min. Special 8 hours phb 236
Drive Insensate 5th Necromancy VSM × V, S, M (A leather hood) Action 30 feet Concentration, up to 1 minute TiCTS *
Enervation 5th Necromancy VS × V, S Action 60 feet Concentration, up to 1 minute xge 155 *
Fantastic Machine 5th Illusion VS × V, S Action 300 feet Concentration, up to 10 minutes TiCTS *
Far Step 5th Conjuration V × V Bonus Self Concentration, up to 1 minute xge 155
Flame Strike 5th Evocation VSM V, S, M (pinch of sulfur) Action 60 feet Instantaneous phb 242 *
Force Shapechange 5th Abjuration VSM V, S, M (a live butterfly, released when you cast the spell) Action 300 feet Instantaneous TiCTS
Freedom of the Winds 5th Abjuration VSM × V, S, M (a scrap of sailcloth) Action Self Concentration, up to 10 minutes TDCSR
Geas 5th Enchantment V V 1 Min. 60 feet 30 days phb 244 *
Ghoul Gauntlet 5th Necromancy VS V, S Action Touch 1 minute LM
Godrage 5th Enchantment V V Action Self 1 minute TiCTS *
Graft 5th Necromancy VSM V, S, M (a potion of healing and 1,000 gp worth of powdered moonstone, which the spell consumes) 10 Min. Touch Permanent TiCTS
Greater Restoration 5th Abjuration VSMgp V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Action Touch Instantaneous phb 246
Hallow 5th Evocation VSMgp V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) 24 Hr. Touch Until dispelled phb 249
Hold Monster 5th Enchantment VSM × V, S, M (a small, straight piece of iron) Action 90 feet Concentration, up to 1 minute phb 251 *
Holy Weapon 5th Evocation VS × V, S Bonus Touch Concentration, up to 1 hour xge 157
Immolation 5th Evocation V × V Action 90 feet Concentration, up to 1 minute ee 19, xge 158
Infernal Calling 5th Conjuration VSMgp × V, S, M (a ruby worth at least 999 gp) 1 Min. 90 feet Concentration, up to 1 hour xge 158 *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Insect Plague 5th Conjuration VSM × V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) Action 300 feet Concentration, up to 10 minutes phb 254 *
Ironguard 5th Transmutation VSM V, S, M (a piece of quartz crystal worth 10 gp, which the spell consumes, and a piece of iron, which it doesn't) Action Touch Permanent TiCTS
Kaldane's Insomnia 5th Enchantment VSM V, S, M (a belladonna leaf) Action 120 feet 1 week TiCTS
Legend Lore 5th Divination VSMgp V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) 10 Min. Self Instantaneous phb 254
Lifesteal 5th Necromancy V × V Action Touch Concentration, up to 1 minute TiCTS *
Maelstrom 5th Evocation VSM × V, S, M (paper or leaf in the shape of a funnel) Action 120 feet Concentration, up to 1 minute ee 20, xge 160
Mass Cure Wounds 5th Evocation VS V, S Action 60 feet Instantaneous phb 258 *
Mislead 5th Illusion S × S Action Self Concentration, up to 1 hour phb 260
Modify Memory 5th Enchantment VS × V, S Action 30 feet Concentration, up to 1 minute phb 261 *
Moonfire 5th Conjuration VS V, S Action Self (60-foot line) Instantaneous TiCTS
Necrotic Cyst 5th Necromancy VS V, S Action Touch Instantaneous LM
Negative Energy Flood 5th Necromancy VM V, M (a broken bone and a square of black silk) Action 60 feet Instantaneous xge 163
Neverending Nightmares 5th Enchantment VSM V, S, M (a hair from an all-black horse) Action 30 feet 7 days TiCTS
Passwall 5th Transmutation VSM V, S, M (a pinch of sesame seeds) Action 30 feet 1 hour phb 264
Planar Binding 5th Abjuration VSMgp V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) 1 Hr. 60 feet 24 hours phb 265 *
Rain of Terror 5th Conjuration VS × V, S 10 Min. 1 mile Concentration, up to 3 hours TiCTS
Raise Dead 5th Necromancy VSMgp V, S, M (a diamond worth at least 500 gp, which the spell consumes) 1 Hr. Touch Instantaneous phb 270
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Rary's Telepathic Bond 5th Divination VSM yes V, S, M (pieces of eggshell from two different kinds of creatures) Action 30 feet 1 hour phb 270
Reincarnate 5th Transmutation VSMgp V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) 1 Hr. Touch Instantaneous phb 271
Sands of Time 5th Transmutation VSM V, S, M (a pinch of dust and a drop of oil) Action 30 feet Instantaneous TiCTS
Scrying 5th Divination VSMgp × V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) 10 Min. Self Concentration, up to 10 minutes phb 273
Sculpt Features 5th Transmutation VSM V, S, M (a few drops of doppelganger blood and powdered moonstone worth at least 1,000 gp, which is consumed by the spell) 1 Hr. Touch Permanent TiCTS
Seeming 5th Illusion VS V, S Action 30 feet 8 hours phb 274
Shandaril's Tracer 5th Divination VSM V, S, M Action Special 30 days TiCTS
Skill Empowerment 5th Transmutation VS × V, S Action Touch Concentration, up to 1 hour xge 165
Steel Wind Strike 5th Conjuration SMgp S, M (a melee weapon worth at least 1 sp) Action 30 feet Instantaneous xge 166
Storm Cone 5th Evocation VS × V, S Action Self (60-foot cone) Concentration, up to 1 minute TiCTS *
Summon Celestial 5th Conjuration VSMgp × V, S, M (a golden reliquary worth at least 500 gp) Action 90 feet Concentration, up to 1 hour tce 110 *
Summon Draconic Spirit 5th Conjuration VSM × V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp) Action 60 feet Concentration, up to 1 hour FTD *
Swift Quiver 5th Transmutation VSM × V, S, M (a quiver containing at least one piece of ammunition) Bonus Touch Concentration, up to 1 minute phb 279
Synaptic Static 5th Enchantment VS V, S Action 120 feet Instantaneous xge 167
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Telekinesis 5th Transmutation VS × V, S Action 60 feet Concentration, up to 10 minutes phb 280
Teleportation Circle 5th Conjuration VMgp V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) 1 Min. 10 feet 1 round phb 282
Temporal Shunt 5th Transmutation VS V, S Reaction 120 feet 1 round EGW *
Temporal Wall Wall 5th Abjuration VSM × V, S, M (a strand of phase spider webbing) Action 120 feet Concentration, up to 10 minutes TiCTS
Throbbing Bones 5th Necromancy VSM × V, S, M (a small bone that has been snapped in half) Action 30 feet Concentration, up to 10 minutes TiCTS
Transmute Rock 5th Transmutation VSM V, S, M (clay and water) Action 120 feet Until dispelled ee 22, xge 169
Tree Stride 5th Conjuration VS × V, S Action Self Concentration, up to 1 minute phb 283
Unburn 5th Transmutation VSM V, S, M (a drop of water) Action 30 feet Permanent TiCTS
Unseen Crafter 5th Conjuration VSM V, S, M (a bit of string and wood) 1 Min. 60 feet 8 hours KT: KCG *
Vanquil's Drifting Blizzard 5th Conjuration VS × V, S Action 120 feet Concentration, up to 10 minutes TiCTS
Wall of Bones 5th Conjuration VSM × V, S, M (a twig taken from a tree in a cemetery) Action 120 feet Concentration, up to 10 minutes TiCTS *
Wall of Force 5th Evocation VSM × V, S, M (a pinch of powder made by crushing a clear gemstone) Action 120 feet Concentration, up to 10 minutes phb 285
Wall of Light 5th Evocation VSM × V, S, M (a hand mirror) Action 120 feet Concentration, up to 10 minutes xge 170 *
Wall of Pain 5th Necromancy VS × V, S Action 120 feet Concentration, up to 1 minute LM *
Wall of Stone 5th Evocation VSM × V, S, M (a small block of granite) Action 120 feet Concentration, up to 10 minutes phb 287
Weather Stasis 5th Abjuration VS V, S 10 Min. 90 feet Instantaneous TiCTS *
Wrath of Nature 5th Evocation VS × V, S Action 120 feet Concentration, up to 1 minute xge 171
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Animate Dead Monster 6th Necromancy VSM V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) 1 Min. 10 feet Instantaneous TiCTS *
Animate Greater Undead 6th Necromancy VSM V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one black onyx stone worth 300 gp) 10 Min. 10 feet Instantaneous LM *
Animate Hut 6th Transmutation VSM V, S, M (a chicken foot, 500 gp of herbs which the spell consumes) 1 Hr. Touch Permanent FT&S *
Arcane Gate 6th Conjuration VS × V, S Action 500 feet Concentration, up to 10 minutes phb 214
Blade Barrier 6th Evocation VS × V, S Action 90 feet Concentration, up to 10 minutes phb 218
Bones of the Earth 6th Transmutation VS V, S Action 120 feet Instantaneous ee 15, xge 150 *
Call Spirit 6th Necromancy VSM V, S, M (burning incense and powdered silver worth at least 500 gp, which the spell consumes) 10 Min. Self Instantaneous TiCTS
Chain Lightning 6th Evocation VSM V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) Action 150 feet Instantaneous phb 221 *
Circle of Death 6th Necromancy VSMgp V, S, M (the powder of a crushed black pearl worth at least 500 gp) Action 150 feet Instantaneous phb 221 *
Communicate 6th Evocation VSM V, S, M (a mirror) Action Unlimited 1 hour TiCTS
Conjure Fey 6th Conjuration VS × V, S 1 Min. 90 feet Concentration, up to 1 hour phb 226 *
Contingency 6th Evocation VSMgp V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) 10 Min. Self 10 days phb 227
Crawling Darkness 6th Evocation VSM × V, S, M (a strand of spider silk and a pinch of soot) Action Self Concentration, up to 1 minute TiCTS *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Create Homunculus 6th Transmutation VSMgp V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) 1 Hr. Touch Instantaneous xge 152
Create Room 6th Conjuration VSM V, S, M (a stick of colored chalk, a small model of a house made of stained glass worth 100 gp, and a special component depending on the version of the spell) 1 Min. 30 feet 1 day TiCTS
Create Spring 6th Conjuration VSM V, S, M (a bit of a freshwater plant and a water opal worth at least 500 gp) 1 Min. Touch 24 hours TiCTS
Create Undead 6th Necromancy VSMgp V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) 1 Min. 10 feet Instantaneous phb 229 *
Darklight's Planar Weapon 6th Conjuration VSM × V, S, M (a melee weapon, which is consumed by the spell, and an ivory eight-sided die worth at least 10 gp) Action Touch Concentration, up to 10 minutes TiCTS *
Dimensional Workshop 6th Conjuration VS V, S 10 Min. 5 feet 4 hours KT: KCG *
Disintegrate 6th Transmutation VSM V, S, M (a lodestone and a pinch of dust) Action 60 feet Instantaneous phb 233 *
Drawmij's Instant Summons 6th Conjuration VSMgp yes V, S, M (a sapphire worth 1,000 gp) 1 Min. Touch Until dispelled phb 235
Druid Grove 6th Abjuration VSM V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon) 10 Min. Touch 24 hours xge 154
Eyebite 6th Necromancy VS × V, S Action Self Concentration, up to 1 minute phb 238
Fellblade 6th Necromancy VSM × V, S, M (a drop of your blood and a piece of cold iron) Action Self Concentration, up to 10 minutes TiCTS
Find the Path 6th Divination VSMgp × V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find) 1 Min. Self Concentration, up to 1 day phb 240
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Fireblast 6th Evocation VSM V, S, M Action 150 feet Instantaneous TiCTS *
Fizban's Platinum Shield 6th Abjuration VSM × V, S, M (a platinum-plated dragon scale, worth at least 500 gp) Bonus 60 feet Concentration, up to 1 minute FTD
Flesh to Stone 6th Transmutation VSM × V, S, M (a pinch of lime, water, and earth) Action 60 feet Concentration, up to 1 minute phb 243
Forbiddance 6th Abjuration VSMgp yes V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) 10 Min. Touch 1 day phb 243
Globe of Invulnerability 6th Abjuration VSM × V, S, M (a glass or crystal bead that shatters when the spell ends) Action Self (10-foot radius) Concentration, up to 1 minute phb 245 *
Gravity Fissure 6th Evocation VSM V, S, M (a fistful of iron filings) Action Self (100-foot line) Instantaneous EGW *
Guards and Wards 6th Abjuration VSMgp V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) 10 Min. Touch 24 hours phb 248
Harm 6th Necromancy VS V, S Action 60 feet Instantaneous phb 249
Heal 6th Evocation VS V, S Action 60 feet Instantaneous phb 250 *
Heroes' Feast 6th Conjuration VSMgp V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) 10 Min. 30 feet Instantaneous phb 250
Holy Crown 6th Evocation VSM × V, S, M (an opal worth at least 200 gp) Action Self Concentration, up to 10 minutes TiCTS *
Investiture of Flame 6th Transmutation VS × V, S Action Self Concentration, up to 10 minutes ee 19, xge 159
Investiture of Ice 6th Transmutation VS × V, S Action Self Concentration, up to 10 minutes ee 19, xge 159
Investiture of Stone 6th Transmutation VS × V, S Action Self Concentration, up to 10 minutes ee 19, xge 159
Investiture of Wind 6th Transmutation VS × V, S Action Self Concentration, up to 10 minutes ee 20, xge 160
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Ivy Siege 6th Transmutation VSM V, S, M (an ivy leaf) Action 300 feet 1 hour TiCTS
Magic Jar 6th Necromancy VSMgp V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) 1 Min. Self Until dispelled phb 257
Mass Suggestion 6th Enchantment VM V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Action 60 feet 24 hours phb 258 *
Mental Prison 6th Illusion S × S Action 60 feet Concentration, up to 1 minute xge 161
Move Earth 6th Transmutation VSM × V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Action 120 feet Concentration, up to 2 hours phb 263
Otiluke's Freezing Sphere 6th Evocation VSM V, S, M (a small crystal sphere) Action 300 feet Instantaneous phb 263 *
Otto's Irresistible Dance 6th Enchantment V × V Action 30 feet Concentration, up to 1 minute phb 264
Paradox 6th Transmutation Action Self Instantaneous TiCTS
Planar Ally 6th Conjuration VS V, S 10 Min. 60 feet Instantaneous phb 265
Power Word Silence 6th Enchantment V V Action 60 feet Instantaneous TiCTS
Primordial Ward 6th Abjuration VS × V, S Action Self Concentration, up to 1 minute ee 21, xge 163
Programmed Illusion 6th Illusion VSMgp V, S, M (a bit of fleece and jade dust worth at least 25 gp) Action 120 feet Until dispelled phb 269
Revive Undead 6th Necromancy VSM V, S, M (a black pearl worth at least 500 gp) 1 Min. Touch Instantaneous LM
Scatter 6th Conjuration V V Action 30 feet Instantaneous xge 164
Sheltered Vitality 6th Abjuration VSM V, S, M (a diamond worth at least 500 gp) Action Touch 1 hour LM
Soul Cage 6th Necromancy VSMgp V, S, M (a tiny silver cage worth 100 gp) Reaction 60 feet 8 hours xge 165
Soul Safe 6th Necromancy VSM V, S, M (A piece of jet worth 100 GP) 1 Min. 30 feet Up to 1 week TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Stormrage 6th Evocation VSM × V, S, M (a feather, a pinch of wood ash, and a piece of flint) Action Self Concentration, up to 1 minute TiCTS *
Summon Fiend 6th Conjuration VSMgp × V, S, M (humanoid blood inside a ruby vial worth at least 600 gp) Action 90 feet Concentration, up to 1 hour tce 112 *
Sunbeam 6th Evocation VSM × V, S, M (a magnifying glass) Action Self (60-foot line) Concentration, up to 1 minute phb 279
Tasha's Otherworldly Guise 6th Transmutation VSMgp × V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) Bonus Self Concentration, up to 1 minute tce 116
Tenser's Transformation 6th Transmutation VSM × V, S, M (a few hairs from a bull) Action Self Concentration, up to 10 minutes xge 168
There/Not There 6th Abjuration VSM V, S, M (a piece of cat fur sealed inside a box) Action 90 feet Instantaneous TiCTS
Thronwrack 6th Transmutation VS × V, S Action 30 feet Concentration, up to 1 minute TiCTS
Time Stasis 6th Abjuration VS V, S Action Touch 60 days TiCTS *
Transport via Plants 6th Conjuration VS V, S Action 10 feet 1 round phb 283
Treeform 6th Transmutation VSM V, S, M (a bit of tree root) Action 60 feet Special TiCTS
True Seeing 6th Divination VSMgp 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) Action Touch 1 hour phb 284
Unliving Identity 6th Necromancy VS V, S Action Touch 10 days TiCTS
Veil of Undeath 6th Necromancy VSM V, S, M (a black sapphire worth 1,000 gp) Action Self 1 hour LM
Wall of Ice 6th Evocation VSM × V, S, M (a small piece of quartz) Action 120 feet Concentration, up to 10 minutes phb 285 *
Wall of Thorns 6th Conjuration VSM × V, S, M (a handful of thorns) Action 120 feet Concentration, up to 10 minutes phb 287 *
Wind Walk 6th Transmutation VSM V, S, M (fire and holy water) 1 Min. 30 feet 8 hours phb 288
Word of Recall 6th Conjuration V V Action 5 feet Instantaneous phb 289
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Awaken Undead 7th Necromancy VSM V, S, M (a humanoid fingerbone) 1 Hr. 120 feet Instantaneous LM
Call Stronghold 7th Conjuration VSM V, S, M (a fully cleared area the size of the structure and a small, perfect model of the structure worth at least 1,000 gp, which the spell consumes) 1 Hr. 100 feet Instantaneous FT&S
Conjure Celestial 7th Conjuration VS × V, S 1 Min. 90 feet Concentration, up to 1 hour phb 225 *
Create Magen 7th Transmutation VSM V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed) 1 Hr. Touch Instantaneous IDRotF
Create Shade 7th Necromancy VSM V, S, M (1,000 gp worth of powdered onyx and diamond, and rare poisons taken from the Shadowfell worth 500 gp, both of which the spell consumes) 8 Hr. Touch Instantaneous TiCTS
Crown of Stars 7th Evocation VS V, S Action Self 1 hour xge 152 *
Crystalbrittle 7th Transmutation VS V, S Action Touch Special TiCTS
Delayed Blast Fireball 7th Evocation VSM × V, S, M (a tiny ball of bat guano and sulfur) Action 150 feet Concentration, up to 1 minute phb 230 *
Descent into Madness 7th Enchantment VSM V, S, M (a tesseract made of golden wire, worth at least 500 gp) Action 120 feet Instantaneous TiCTS
Dheryth's Energy Net 7th Evocation VS × V, S Action 60 feet Concentration, up to 1 minute TiCTS
Divine Word 7th Evocation V V Bonus 30 feet Instantaneous phb 234
Draconic Transformation 7th Transmutation VSM × V, S, M (a statuette of a dragon, worth at least 500 gp) Bonus Self Concentration, up to 1 minute FTD
Dream of the Blue Veil 7th Conjuration VSM V, S, M (a magic item or a willing creature from the destination world) 10 Min. 20 feet 6 hours tce 106
Eliminate Element 7th Transmutation VS V, S Action 120 feet Special TiCTS
Etherealness 7th Transmutation VS V, S Action Self Up to 8 hours phb 238 *
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Field of Ghouls 7th Necromancy V V Action Self (30-foot radius) Instantaneous LM
Finger of Death 7th Necromancy VS V, S Action 60 feet Instantaneous phb 241
Fire Storm 7th Evocation VS V, S Action 150 feet Instantaneous phb 242
Fog of Nightmares 7th Illusion VSM V, S, M (a length of phase spider silk) Action 300 feet 10 minutes TiCTS *
Forcecage 7th Evocation VSMgp V, S, M (ruby dust worth 1,500 gp) Action 100 feet 1 hour phb 243
Hovering Road 7th Conjuration VSM V, S, M (a chunk of black marble and a loop of gold wire) Action Self 1 hour TiCTS *
Lestat's Legion 7th Evocation VSM V, S, M (three pearls, each worth at least 100 gp, and three drops of your own blood; the pearls are consumed by the spell) Action 30 feet 1 hour TiCTS *
Mass Phantasmal Force 7th Illusion VSM × V, S, M (a handful of fleece) Action 90 feet Concentration, up to 1 hour TiCTS
Mirage Arcane 7th Illusion VS V, S 10 Min. Sight 10 days phb 260
Mordenkainen's Magnificent Mansion 7th Conjuration VSMgp V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) 1 Min. 300 feet 24 hours phb 261
Mordenkainen's Sword 7th Evocation VSMgp × V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) Action 60 feet Concentration, up to 1 minute phb 262
Negative Energy Burst 7th Necromancy VM V, M (a broken bone and a square of black silk) Action 120 feet Instantaneous LM
Orko's Elemental Triad 7th Evocation VSM V, S, M (a tiny golden pyramid) Action 300 feet Instantaneous TiCTS *
Plane Shift 7th Conjuration VSMgp V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) Action Touch Instantaneous phb 266
Power Word Pain 7th Enchantment V V Action 60 feet Instantaneous xge 163
Power Word Sleep 7th Enchantment V V Action 60 feet Instantaneous TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Prismatic Spray 7th Evocation VS V, S Action Self (60-foot cone) Instantaneous phb 267
Project Image 7th Illusion VSMgp × V, S, M (a small replica of you made from materials worth at least 5 gp) Action 500 miles Concentration, up to 1 day phb 270
Regenerate 7th Transmutation VSM V, S, M (a prayer wheel and holy water) 1 Min. Touch 1 hour phb 271
Resurrection 7th Necromancy VSMgp V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) 1 Hr. Touch Instantaneous phb 272
Revenance 7th Necromancy VSM V, S, M (100 gp worth of incense, which is burned when you cast the spell) 1 Min. Touch Instantaneous TiCTS
Reverse Gravity 7th Transmutation VSM × V, S, M (a lodestone and iron filings) Action 100 feet Concentration, up to 1 minute phb 272
Sequester 7th Transmutation VSMgp V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) Action Touch Until dispelled phb 274
Simulacrum 7th Illusion VSMgp V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, s 12 Hr. Touch Until dispelled phb 276
Soul Shift 7th Necromancy VSM V, S, M (a gem worth at least 500 gp, which is consumed by the spell) 1 Min. Self Permanent TiCTS
Sunstone 7th Evocation VSM V, S, M (a small stone) Action 300 feet Instantaneous TiCTS
Symbol 7th Abjuration VSMgp V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) 1 Min. Touch Until dispelled or triggered phb 280
Teleport 7th Conjuration V V Action 10 feet Instantaneous phb 281
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Temple of the Gods 7th Conjuration VSMgp V, S, M (a holy symbol worth at least 5 gp) 1 Hr. 120 feet 24 hours xge 167
Temporal Eye 7th Conjuration VSM V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water, and a veil made from the hair of a sphinx) 1 Hr. Self Instantaneous TiCTS
Tether Essence 7th Necromancy VSM × V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) Action 60 feet Concentration, up to 1 hour EGW
Whirlwind 7th Evocation VM × V, M (a piece of straw) Action 300 feet Concentration, up to 1 minute ee 24, xge 171
Abi-Dalzim's Horrid Wilting 8th Necromancy VSM V, S, M (a bit of sponge) Action 150 feet Instantaneous ee 15, xge 150
Airboat 8th Conjuration VS V, S Action Special 1 day TiCTS
Animal Shapes 8th Transmutation VS × V, S Action 30 feet Concentration, up to 24 hours phb 212
Antimagic Field 8th Abjuration VSM × V, S, M (a pinch of powdered iron or iron filings) Action Self (10-foot radius) Concentration, up to 1 hour phb 213
Antipathy/Sympathy 8th Enchantment VSM V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect) 1 Hr. 60 feet 10 days phb 214
Bite of the King 8th Necromancy V V Action Touch 1 minute LM
Bone of Dust 8th Transmutation VSM V, S, M (a miniature grinder) Action 30 feet Instantaneous TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Changestaff 8th Transmutation VSM V, S, M (a staff made from a lightning-struck tree) Action Touch 1 hour TiCTS
Clone 8th Necromancy VSMgp V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the cr 1 Hr. Touch Instantaneous phb 222
Control Weather 8th Transmutation VSM × V, S, M (burning incense and bits of earth and wood mixed in water) 10 Min. Self (5-mile radius) Concentration, up to 8 hours phb 228
Curse of Lycanthropy 8th Transmutation VSM V, S, M (a piece of skin from a lycanthrope) Action 150 feet Permanent TiCTS
Dark Star 8th Evocation VSM × V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes) Action 150 feet Concentration, up to 1 minute EGW
Deathshroud 8th Necromancy VSM × V, S, M (500 gp worth of crushed black opal and smoky quartz) Action Touch Concentration, up to 1 minute TiCTS
Demiplane 8th Conjuration S S Action 60 feet 1 hour phb 231
Dominate Monster 8th Enchantment VS × V, S Action 60 feet Concentration, up to 1 hour phb 235 *
Earthquake 8th Evocation VSM × V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) Action 500 feet Concentration, up to 1 minute phb 236
Feeblebody 8th Transmutation VSM V, S, M (a live mouse) Action 150 feet Instantaneous TiCTS
Feeblemind 8th Enchantment VSM V, S, M (a handful of clay, crystal, glass, or mineral spheres) Action 150 feet Instantaneous phb 239
Glibness 8th Transmutation V V Action Self 1 hour phb 245
Gunther's Kaleidoscopic Strike 8th Evocation × Action 90 feet Concentration, up to 10 minutes TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Holy Aura 8th Abjuration VSMgp × V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) Action Self Concentration, up to 1 minute phb 251
Illumination 8th Transmutation VM × V, M ((a vial of holy water, which the spell consumes)) Action Self Concentration, up to 1 minute TiCTS
Illusory Dragon 8th Illusion S × S Action 120 feet Concentration, up to 1 minute xge 157
Incendiary Cloud 8th Conjuration VS × V, S Action 150 feet Concentration, up to 1 minute phb 253
Land of Stability 8th Abjuration VSM V, S, M (A pinch of volcanic ash) 1 Min. Self (2640-foot radius) 1 week TiCTS
Lifeblend 8th Transmutation VSMgp V, S, M (two strands of metal wire, one gold and one platinum worth 500 gp, twisted together into a double helix, which is consumed in the casting) 10 Min. 30 feet Instantaneous TiCTS
Maddening Darkness 8th Evocation VM × V, M (a drop of pitch mixed with a drop of mercury) Action 150 feet Concentration, up to 10 minutes xge 160
Mass Flesh to Stone 8th Transmutation VSM V, S, M (an eye from a basilisk, medusa, orother creature with petrifaction powers) Action 90 feet Instantaneous TiCTS
Maze 8th Conjuration VS × V, S Action 60 feet Concentration, up to 10 minutes phb 258
Mighty Fortress 8th Conjuration VSMgp V, S, M (a diamond worth at least 500 gp, which the spell consumes) 1 Min. 1 mile Instantaneous xge 161
Mind Blank 8th Abjuration VS V, S Action Touch 24 hours phb 259
Planar Link 8th Conjuration VSM V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence, rare inks worth 100 gp and which are consumed in the casting, and an object originally from the plane to be contacted, which is also consumed 1 Min. Touch 10 days TiCTS
Power Word Blind 8th Enchantment V V Action 60 feet Instantaneous TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Power Word Stun 8th Enchantment V V Action 60 feet Instantaneous phb 267
Power Word Vaporize 8th Transmutation V V Action 30 feet Instantaneous TiCTS
Raise Land 8th Abjuration VSM V, S, M (an exotic feather and a diamond worth at least 2,500 gp, which the spell consumes) 24 Hr. Touch Until dispelled FT&S *
Reality Break 8th Conjuration VSM × V, S, M (a crystal prism) Action 60 feet Concentration, up to 1 minute EGW
Skip Day 8th Evocation VS V, S Action Self (10-foot radius) Instantaneous TiCTS
Soul Anchor 8th Enchantment VS V, S Action Touch Permanent TiCTS
Sunburst 8th Evocation VSM V, S, M (fire and a piece of sunstone) Action 150 feet Instantaneous phb 279
Telepathy 8th Evocation VSM V, S, M (a pair of linked silver rings) Action Unlimited 24 hours phb 281
Tsunami 8th Conjuration VS × V, S 1 Min. Sight Concentration, up to 6 rounds phb 284
Uncontrolled Weather 8th Conjuration VS V, S 10 Min. 5 miles 8 hours TiCTS
Year Stealing 8th Necromancy VSM V, S, M (a unicorn's horn worth wrapped in silver, worth at least 5,000 gp and a drop of blood, spittle, or other bodily fluid from your target) 1 Hr. 1 mile Instantaneous TiCTS
Absorption 9th Abjuration VSM V, S, M (an amulet worth at least 1,000 gp) Action Self 1 minute TiCTS
Astral Projection 9th Necromancy VSMgp V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) 1 Hr. 10 feet Special phb 215
Blade of Disaster 9th Conjuration VS × V, S Bonus 60 feet Concentration, up to 1 minute tce 106
Comet Strike 9th Conjuration VS V, S Action 500 feet 1 minute TiCTS
Earthwrack 9th Necromancy VS V, S 1 Min. Self (500-foot radius) 10 years TiCTS
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Estate Transference 9th Transmutation VSM V, S, M (a rare or legendary magic item used tocontrol or summon elementals) 3 Hr. Self (40-mile radius) Permanent TiCTS
Foresight 9th Divination VSM V, S, M (a hummingbird feather) 1 Min. Touch 8 hours phb 244
Gate 9th Conjuration VSMgp × V, S, M (a diamond worth at least 5,000 gp) Action 60 feet Concentration, up to 1 minute phb 244
Heart of Stone 9th Necromancy VSM V, S, M (a life-sized heart carved out of a black stone, worth at least 5,000 gp) 24 Hr. Self 1 year TiCTS
Holy Presence 9th Abjuration VSM × V, S, M (a holy symbol of your faith, which is consumed by the spell) Action Self (30-foot radius) Concentration, up to 1 minute TiCTS
Imprisonment 9th Abjuration VSMgp V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) 1 Min. 30 feet Until dispelled phb 252
Invulnerability 9th Abjuration VSMgp × V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes) Action Self Concentration, up to 10 minutes xge 160
Mass Heal 9th Evocation VS V, S Action 60 feet Instantaneous phb 258
Mass Polymorph 9th Transmutation VSM × V, S, M (a caterpillar cocoon) Action 120 feet Concentration, up to 1 hour xge 160
Meteor Swarm 9th Evocation VS V, S Action 1 mile Instantaneous phb 259
Mindkiller 9th Enchantment VSM V, S, M (an amethyst worth at least 500 gp,which the spell consumes) Action 30 feet Special TiCTS
Plague of Undead 9th Necromancy VSM V, S, M (one or more black sapphires whose total value equals or exceeds 10,000 gp) Action 60 feet Instantaneous LM
Power Word Heal 9th Evocation VS V, S Action Touch Instantaneous phb 266
Power Word Kill 9th Enchantment V V Action 60 feet Instantaneous phb 266
Prismatic Wall 9th Abjuration VS V, S Action 60 feet 10 minutes phb 267
Name Level School Components Ritual C. Components Full Time Range Duration Source AHL
Psychic Scream 9th Enchantment S S Action 90 feet Instantaneous xge 163
Ravenous Void 9th Evocation VSM × V, S, M (a small, nine-pointed star made of iron) Action 1000 feet Concentration, up to 1 minute EGW
Relevation 9th Divination VS V, S Action Self 1 hour TiCTS
Shapechange 9th Transmutation VSMgp × V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) Action Self Concentration, up to 1 hour phb 274
Storm of Vengeance 9th Conjuration VS × V, S Action Sight Concentration, up to 1 minute phb 279
Time Ravage 9th Necromancy VSM V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes) Action 90 feet Instantaneous EGW
Time Stop 9th Transmutation V V Action Self Instantaneous phb 283
True Polymorph 9th Transmutation VSM × V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Action 30 feet Concentration, up to 1 hour phb 283
True Resurrection 9th Necromancy VSMgp V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) 1 Hr. Touch Instantaneous phb 284
Unholy Union 9th Necromancy VSM V, S, M (a black onyx worth at least 5,000 gp, which the spell consumes) 1 Hr. Touch Instantaneous LM
Weird 9th Illusion VS × V, S Action 120 feet Concentration, up to 1 minute phb 288
Wish 9th Conjuration V V Action Self Instantaneous phb 288

DM Guide on Magic

Magic in Your World

In most D&D worlds, magic is natural but still wondrous and sometimes frightening. People everywhere know about magic, and most people see evidence of it at some point in their lives. It permeates the cosmos and moves through the ancient possessions of legendary heroes, the mysterious ruins of fallen empires, those touched by the gods, creatures born with supernatural power, and individuals who study the secrets of the multiverse. Histories and fireside tales are filled with the exploits of those who wield it.

What normal folk know of magic depends on where they live and whether they know characters who practice magic. Citizens of an isolated hamlet might not have seen true magic used for generations and speak in whispers of the strange powers of the old hermit living in the nearby woods. In the city of Waterdeep in the Forgotten Realms setting, the Watchful Order of Magists and Protectors is a guild of wizards. These arcanists wish to make wizardry more accessible so the order's members can profit from selling their services.

Some D&D settings have more magic in them than others. On Athas, the harsh world of the Dark Sun setting, arcane magic is a hated practice that can drain life from the world. Much of Athas's magic lies in the hands of evildoers. Conversely, in the world of Eberron, magic is as commonplace as any other commodity. Mercantile houses sell magic items and services to anyone who can afford them. People purchase tickets to ride airships and trains propelled by elemental magic.

Consider these questions when fitting magic into your world:

  • Is some magic common? Is some socially unacceptable? Which magic is rare?
  • How unusual are members of each spellcasting class? How common are those who can cast high-level spells?
  • How rare are magic items, magical locations, and creatures that have supernatural powers? At what power level do these things go from everyday to exotic?
  • How do authorities regulate and use magic? How do normal folks use magic and protect themselves from it?

The answers to some questions suggest the answers to others. For example, if spellcasters of low-level spells are common, as in Eberron, then authorities and common folk are more likely to have access to and use the results of such spells. Buying commonplace magic isn't only possible, but also less expensive. People are more likely to keep well-known magic in mind, and to protect against it, especially in risky situations.

Restrictions on Magic

Some civilized areas might restrict or prohibit the use of magic. Spellcasting might be forbidden without a license or official permission. In such a place, magic items and continual magical effects are rare, with protections against magic being the exception.

Some localities might prohibit specific spells. It could be a crime to cast any spells used to steal or swindle, such as those that bestow invisibility or produce illusions. Enchantments that charm or dominate others are readily outlawed, since they rob their subjects of free will. Destructive spells are likewise prohibited, for obvious reasons. A local ruler could have a phobia about a specific effect or spell (such as shapeshifting effects if he or she were afraid of being impersonated) and enact a law restricting that type of magic.

Schools of Magic

The rules of the game refer to the schools of magic (abjuration, illusion, necromancy, and so on), but it's up to you to determine what those schools signify in your world. Similarly, a few class options suggest the existence of magic-using organizations in the world—bardic colleges and druid circles-which are up to you to flesh out.

You could decide that no formal structures like these exist in your world. Wizards (and bards and druids) might be so rare that a player character learns from a single mentor and never meets another character of the same class, in which case wizards would learn their school specialization without any formal training.

However, if magic is more common, academies can be the embodiments of the schools of magic. These institutions have their own hierarchies, traditions, regulations, and procedures. For example, Materros the necromancer could be a brother of the necromantic Cabal of Thar-Zad. As a sign of his high standing within its hierarchy, he is allowed to wear the red and green robes of a master. Of course, when he wears these robes, his occupation is easily identified by those who know of the cabal. This recognition could be a boon or a nuisance, since the Cabal of Thar-Zad has a fearsome reputation.

If you go this route, you can treat schools of magic, bardic colleges, and druid circles as organizations, using the guidelines for organizations presented earlier in this chapter. A player character necromancer might cultivate renown within the Cabal of Thar-Zad, while a bard seeks increasing renown within the College of Mac-Fuirmidh.

Teleportation Circles

The presence of permanent teleportation circles in major cities helps cement their important place in the economy of a fantasy world. Spells such as plane shift, teleport, and teleportation circle connect with these circles, which are found in temples, academies, the headquarters of arcane organizations, and prominent civic locations. However, since every teleportation circle is a possible means of entry into a city, they're guarded by military and magical protection.

As you design a fantasy city, think about the teleportation circles it might contain and which ones adventurers are likely to know about. If the adventurers commonly return to their home base by means of a teleportation circle, use that circle as a hook for plot developments in your campaign. What do the adventurers do if they arrive in a teleportation circle and find all the familiar wards disabled and guards lying in pools of blood? What if their arrival interrupts an argument between two feuding priests at the temple? Adventure ensues!

Bringing Back the Dead

When a creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deity resides. If the creature didn't worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead means retrieving the soul from that plane and returning it to its body.

Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life.

A soul can't be returned to life if it doesn't wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and might refuse to return on that basis. For example, if the honorable knight Sturm Brightblade is slain and a high priestess of Takhisis (god of evil dragons) grabs his body, Sturm might not wish to be raised from the dead by her. Any attempts she makes to revive him automatically fail. If the evil cleric wants to revive Sturm to interrogate him, she needs to find some way to trick his soul, such as duping a good cleric into raising him and then capturing him once he is alive again.

Creating a Spell

When creating a new spell, use existing spells as guidelines. Here are some things to consider:

  • If a spell is so good that a caster would want to use it all the time, it might be too powerful for its level.
  • A long duration or large area can make up for a lesser effect, depending on the spell.
  • Avoid spells that have very limited use, such as one that works only against good dragons. Though such a spell could exist in the world, few characters will bother to learn or prepare it unless they know in advance that doing so will be worthwhile.
  • Make sure the spell fits with the identity of the class. Wizards and sorcerers don't typically have access to healing spells, for example, and adding a healing spell to the wizard class list would step on the cleric's turf.

Spell Damage

For any spell that deals damage, use the Spell Damage table to determine approximately how much damage is appropriate given the spell's level. The table assumes the spell deals half damage on a successful saving throw or a missed attack. If your spell doesn't deal damage on a successful save, you can increase the damage by 25 percent.

You can use different damage dice than the ones in the table, provided that the average result is about the same. Doing so can add a little variety to the spell. For example, you could change a cantrip's damage from 1d10 (average 5.5) to 2d4 (average 5), reducing the maximum damage and making an average result more likely.

Spell Damage
Spell Level One Target Multiple Targets
Cantrip 1d10 1d6
1st 2d10 2d6
2nd 3d10 4d6
3rd 5d10 6d6
4th 6d10 7d6
5th 8d10 8d6
6th 10d10 11d6
7th 11d10 12d6
8th 12d10 13d6
9th 15d10 14d6

Healing Spells

You can also use the Spell Damage table to determine how many hit points a healing spell restores. A cantrip shouldn't offer healing.

Credits & Changelog

Last updated on Aug 12, 2025

I put this chart together to have in one place all the spells that I allow in my Dierde Campaign Setting.

Version 1.0

  • Took data from 5E. Tools and replaced data here...

Version 0.2.0

  • Added spells from Xanathar's Guide to Everything
  • Removed most of the UA spells

Version 0.1.1

  • Added spells from the Unearthed Arcana: Starter Set minus Guiding Hand and Sense Emotion.

Version 0.1.0

  • Listed spells from Players Handbook, Elemental Evil Player's Companion, and Sword Coast Adventures Guide.
  • Added the Artificer Infusions from my Artificer Class
  • Added the demon conjuration spells from Unearthed Arcana: That Old Black Magic.
  • I have added the suggestion from WebDM on Sorcerers to combine the Wizards and Sorcerers spell list into just one Arcane Spell List .

listing of Sources from 5e.tools:

AAG Astral Adventurer's Guide
AI Acquisitions Incorporated
AITFR-AVT Adventures in the Forgotten Realms: A Verdant Tomb
BMT The Book of Many Things
CEM Wraith Wright's Comprehensive Equipment Manual
EE Elemental Evil Player's Guide
EGW Expolorer's Guide to Wildemount
FT&S Fortresses, Temples, & Strongholds
FTD Fizban's Treasury of Dragons
GGR Guildmaster's Guide to Ravnica
HHHVII Hamund's Harvesting Hnadbook, V. II
IDROTF Icewind Dale: Rime of the Frostmaiden
KT: KCG Kibbles Tasty: Kibbles' Crafting Guide
LLK Lost Laboratory of Kwalish
LM Libris Mortis
PHB Player's Handbook (2014)
SATO Sigil and the Outlands
SCAG Sword Coast Adventurer's Guide
SCC Strixhaven: A Curriculum of Chaos
TCE Tasha's Guide to Everything
TDCSR Tal'Dorei Campaign Setting Reborn
TICTS The (In)Complete Tome of Spells
XGE Xanathar's Guide to Everything
Credits, Changelog, and Sources
 

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