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Spellbookcompressed

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0% found this document useful (0 votes)
76 views48 pages

Spellbookcompressed

Uploaded by

thomasmcdonald
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Acid Splash Blade Ward Booming Blade Druidcraft Druidcraft Eldritch Blast

0 Conjuration
0 Abjuration
0 Evocation 0 Transmutation
0 Transmutation
0 Evocation
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:5 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:120 feet
Duration: InstantaneousComponents: V, S Duration: 1 round Components: V, S Duration: 1 round Components: V, M Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S
You hurl a bubble of acid. Choose one creature You extend your hand and trace a sigil of warding a weapon. Whispering to the spirits of nature, you create The effect must fit in a 5-foot cube. " You A beam of crackling energy streaks toward a
within range, or choose two creatures within in the air. Until the end of your next turn, you have As part of the action used to cast this spell, you one of the following effects within range: " You instantly light or snuff out a candle, a torch, or a creature within range. Make a ranged spell attack
range that are within 5 feet of each other. A resistance against bludgeoning, piercing, and must make a melee attack with a weapon create a tiny, harmless sensory effect that small campfire. against the target. On a hit, the target takes 1d10
target must succeed on a Dexterity saving throw slashing damage dealt by weapon attacks. against one creature within the spell’s range, predicts what the weather will be at your location force damage.
or take 1d6 acid damage. otherwise the spell fails. On a hit, the target for the next 24 hours. The effect might manifest
suffers the attack’s normal effects, and it as a golden orb for clear skies, a cloud for rain,
becomes sheathed in booming energy until the falling snowflakes for snow, and so on. This
start of your next turn. If the target willingly effect persists for 1 round. " You instantly make
moves be- fore then, it immediately takes 1d8 a flower blossom, a seed pod open, or a leaf bud
thunder damage, and the spell ends. This spell’s bloom. " You create an instantaneous, harmless At Higher Levels
damage increases when you reach higher levels. sensory effect, such as falling leaves, a puff of The spell creates more than one beam when you
wind, the sound of a small animal, or the faint reach higher levels: Two beams at 5th levelThree
At Higher Levels odor of skunk. beams at 11th levelFour beams at 17th level. You
This spells damage increases by 1d6 when you can direct the beams at the same target or at
reach 5th level (2d6), 11th level (3d6), and 17th different ones. Make a separate attack roll for
level (4d6). each beam.

Booming Blade Chill Touch Control Flames Fire Bolt Friends Frostbite
0 Evocation
0 Necromancy
0 Transmutation 0 Evocation
0 Enchantment (Concen.)
0 Evocation
Casting Time: 1 Action Range:5 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet
Duration: 1 round Components: V, M Duration: 1 round Components: V, S Duration: Instantaneous Components: S Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: S, M Duration: InstantaneousComponents: V, S
You create a ghostly, skeletal hand in the space or 1 hour You hurl a mote of fire at a creature or object For the duration, you have advantage on all You cause numbing frost to form on one creature
of a creature within range. Make a ranged spell You choose a nonmagical flame that you can see within range. Make a ranged spell attack against Charisma checks directed at one creature of that you can see within range. The target must
attack against the creature to assail it with the within range and that fits within a 5-foot cube. the target. On a hit, the target takes 1d10 fire your choice that isnt hostile toward you. When make a Constitution saving throw. On a failed
chill of the grave. On a hit, the target takes 1d8 You affect it in one of the following ways: - You damage. A flammable object hit by this spell the spell ends, the creature realizes that you save, the target takes 1d6 cold damage, and it
necrotic damage, and it cant regain hit points instantaneously expand the flame 5 feet in one ignites if it isnt being worn or carried. used magic to influence its mood and becomes has disadvantage on the next weapon attack roll
until the start of your next turn. Until then, the direction, provided that wood or other fuel is hostile toward you. A creature prone to violence it makes before the end of its next turn. The
hand clings to the target. If you hit an undead present in the new location. - You might attack you. Another creature might seek spells damage increases by 1d6 when you reach
target, it also has disadvantage on attack rolls instantaneously extinguish the flames within the retribution in other ways (at the DMs discretion), 5th level (2d6), 11th level (3d6), and 17th level
against you until the end of your next turn. cube. - You double or halve the area of bright depending on the nature of your interaction with (4d6).
light and dim light cast by the flame, change its it.
At Higher Levels color, or both. The change lasts for 1 hour. - You
At 5th level, the melee attack deals an extra 1d8 cause simple shapes such as the vague form
thunder damage to the target, and the damage At Higher Levels of a creature, an inanimate object, or a location At Higher Levels
the target takes for moving increases to 2d8. This spells damage increases by 1d8 when you to appear within the flames and animate as This spells damage increases by 1d10 when you
Both damage rolls increase by 1d8 at 11th level reach 5th level (2d8), 11th level (3d8), and 17th you like. reach 5th level (2d10), 11th level (3d10), and
and 17th level. level (4d8). 17th level (4d10).

Control Flames Create Bonfire Dancing Lights Green-Flame Blade Green-Flame Blade Guidance
0 Transmutation
0 Conjuration (Concen.)
0 Evocation (Concen.) 0 Evocation
0 Evocation
0 Divination (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:5 feet Casting Time: 1 Action Range:5 feet Casting Time: 1 Action Range:Touch
Duration: Instantaneous Components: S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S, M Duration: InstantaneousComponents: V, M Duration: InstantaneousComponents: V, M Duration: up to 1 min. Components: V, S
or 1 hour You create a bonfire on ground that you can see You create up to four torch-sized lights within a weapon. You touch one willing creature. Once before the
The shapes last for 1 hour. If you cast this spell within range. Until the spell ends, the magic range, making them appear as torches, lanterns, As part of the action used to cast this spell, you spell ends, the target can roll a d4 and add the
multiple times, you can have up to three non- bonfire fills a 5-foot cube. Any creature in the or glowing orbs that hover in the air for the must make a melee attack with a weapon number rolled to one ability check of its choice. It
instantaneous bonfires space when you cast the spell must duration. You can also combine the four lights against one creature within the spell’s range, can roll the die before or after making the ability
succeed on a Dexterity saving throw or take 1d8 into one glowing vaguely humanoid form of otherwise the spell fails. On a hit, the target check. The spell then ends.
fire damage. A creature must also make the Medium size. Whichever form you choose, each suffers the attack’s normal effects, and green fire
saving throw when it moves into the bonfires light sheds dim light in a 10-foot radius. As a leaps from the target to a different creature of
space for the first time on a turn or ends its turn bonus action on your turn, you can move the your choice that you can see within 5 feet of it.
there. The bonfire ignites flammable objects in lights up to 60 feet to a new spot within range. A The second creature takes fire damage equal to
its area that arent being worn or carried. The light must be within 20 feet of another light your spellcasting ability modifier. This spell’s
spells damage increases by 1d8 when you reach created by this spell, and a light winks out if it damage increases when you reach higher levels. At Higher Levels
5th level (2d8), 11th level (3d8), and 17th level exceeds the spells range. At 5th level, the melee attack deals an extra 1d8
(4d8). fire damage to the target, and the fire damage to
the second creature increases to 1d8 + your
spellcasting ability modifier. Both damage rolls
increase by 1d8 at 11th level and 17th level.
Gust Infestation Light Minor Illusion Mold earth Mold earth
0 Transmutation
0 Conjuration
0 Evocation
0 Illusion
0 Transmutation
0 Transmutation
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet
Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S, M Duration: 1 hour Components: V, M Duration: 1 min. Components: S, M Duration: Instantaneous Components: S Duration: Instantaneous Components: S
You seize the air and compel it to create one of You cause a cloud of mites, fleas, and other You touch one object that is no larger than 10 If you create an image of an object such as a or 1 hour or 1 hour
the following effects at a point you can see parasites to appear momentarily on one creature feet in any dimension. Until the spell ends, the chair, muddy footprints, or a small chest it must You choose a portion of dirt or stone that you Alternatively, you can cause the ground to
within range: " One Medium or smaller creature you can see within range. The target must object sheds bright light in a 20-foot radius and be no larger than a 5-foot cube. The image cant can see within range and that fits within a 5-foot become normal terrain if it is already difficult
that you choose must succeed on a Strength succeed on a Constitution saving throw, or it dim light for an additional 20 feet. The light can create sound, light, smell, or any other sensory cube. You manipulate it in one of the following terrain. This change lasts for 1 hour. If you cast
saving throw or be pushed up to 5 feet away takes 1d6 poison damage and moves 5 feet in a be colored as you like. Completely covering the effect. Physical interaction with the image ways: " If you target an area of loose earth, you this spell multiple times, you can have no more
from you. " You create a small blast of air random direction if it can move and its speed is object with something opaque blocks the light. reveals it to be an illusion, because things can can instantaneously excavate it, move it along than two of its non-instantaneous effects active
capable of moving one object that is neither held at least 5 feet. Roll a d4 for the direction: 1. , The spell ends if you cast it again or dismiss it pass through it. If a creature uses its action to the ground, and deposit it up to 5 feet away. This at a time, and you can dismiss such an effect as
nor carried and that weighs no more than 5 north; 2, south; 3, east; or 4, west. This as an action. If you target an object held or worn examine the sound or image, the creature can movement doesnt have enough force to cause an action.
pounds. The object is pushed up to 10 feet away movement doesnt provoke opportunity attacks, by a hostile creature, that creature must succeed determine that it is an illusion with a successful damage. " You cause shapes, colors, or both to
from you. It isnt pushed with enough force to and if the direction rolled is blocked, the target on a Dexterity saving throw to avoid the spell. Intelligence (Investigation) check against your appear on the dirt or stone, spelling out words,
cause damage. " You create a harmless sensory doesn’t move. The spells damage increases by spell save DC. If a creature discerns the illusion creating images, or shaping patterns. The
affect using air, such as causing leaves to rustle, 1d6 when you reach 5th level (2d6), 11th level for what it is, the illusion becomes faint to the changes last for 1 hour. " If the dirt or stone you
wind to slam shutters shut, or your clothing to (3d6), and 17th level (4d6). creature. target is on the ground, you cause it to become
ripple in a breeze. difficult terrain.

Lightning Lure Mage Hand Magic Stone Poison Spray Prestidigitation Prestidigitation
0 Evocation
0 Conjuration
0 Transmutation
0 Conjuration
0 Transmutation
0 Transmutation
Casting Time: 1 Action Range:15 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Bonus Range:Touch Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:10 feet
Duration: InstantaneousComponents: V Duration: 1 min. Components: V, S Action Duration: InstantaneousComponents: V, S Duration: Up to 1 hour Components: V, S Duration: Up to 1 hour Components: V, S
You create a lash of lightning energy that strikes A spectral, floating hand appears at a point you Duration: 1 min. Components: V, S You extend your hand toward a creature you can This spell is a minor magical trick that novice -You create a nonmagical trinket or an illusory
at one creature of your choice that you can see choose within range. The hand lasts for the You touch one to three pebbles and imbue them see within range and project a puff of noxious spellcasters use for practice. You create one of image that can fit in your hand and that lasts
within range. The target must succeed on a duration or until you dismiss it as an action. The with magic. You or someone else can make a gas from your palm. The creature must succeed the following magical effects within range: -You until the end of your next turn. If you cast this
Strength saving throw or be pulled up to 10 feet hand vanishes if it is ever more than 30 feet ranged spell attack with one of the pebbles by on a Constitution saving throw or take 1d12 create an instantaneous, harmless sensory spell multiple times, you can have up to three of
in a straight line toward you and then take 1d8 away from you or if you cast this spell again. You throwing it or hurling it with a sling. If thrown, a poison damage. effect, such as a shower of sparks, a puff of its non-instantaneous effects active at a time,
lightning damage if it is within 5 feet of you. can use your action to control the hand. You can pebble has a range of 60 feet. If someone else wind, faint musical notes, or an odd odor. -You and you can dismiss such an effect as an action.
use the hand to manipulate an object, open an attacks with a pebble, that attacker adds your instantaneously light or snuff out a candle, a
unlocked door or container, stow or retrieve an spellcasting ability modifier, not the attackers, to torch, or a small campfire. -You instantaneously
item from an open container, or pour the the attack roll. On a hit, the target takes clean or soil an object no larger than 1 cubic
contents out of a vial. You can move the hand up bludgeoning damage equal to 1d6 + your foot. -You chill, warm, or flavor up to 1 cubic foot
to 30 feet each time you use it. The hand cant spellcasting ability modifier. Whether the attack of nonliving material for 1 hour. -You make a
attack, activate magical items, or carry more hits or misses, the spell then ends on the stone. color, a small mark, or a symbol appear on an
At Higher Levels than 10 pounds. If you cast this spell again, the spell ends on any At Higher Levels object or a surface for 1 hour.
This spell’s damage increases by 1d8 when you pebbles still affected by your previous casting. This spells damage increases by 1d12 when you
reach 5th level (2d8), 11th level (3d8), and 17th reach 5th level (2d12), 11th level (3d12), 17th
level (4d8). level (4d12).

Mending Message Minor Illusion Primal Savagery Produce Flame Produce Flame
0 Transmutation
0 Transmutation
0 Illusion
0 Transmutation
0 Conjuration
0 Conjuration
Casting Time: 1 Minute Range:Touch Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: InstantaneousComponents: V, S, M Duration: 1 round Components: V, S, M Duration: 1 min. Components: S, M Duration: InstantaneousComponents: S Duration: 10 min.s Components: V, S Duration: 10 min.s Components: V, S
This spell repairs a single break or tear in an You point your finger toward a creature within a bit of fleece. You channel primal magic to cause your teeth or A flickering flame appears in your hand. The
object you touch, such as broken chain link, two range and whisper a message. The target (and You create a sound or an image of an object fingernails to sharpen, ready to deliver a flame remains there for the duration and harms
halves of a broken key, a torn cloack, or a leaking only the target) hears the message and can reply within range that lasts for the duration. The corrosive attack. Make a melee spell attack neither you nor your equipment. The flame sheds
wineskin. As long as the break or tear is no larger in a whisper that only you can hear. You can cast illusion also ends if you dismiss it as an action or against one creature within 5 feet of you. On a bright light in a 10-foot radius and dim light for
than 1 foot in any dimension, you mend it, this spell through solid objects if you are familiar cast this spell again. If you create a sound, its hit, the target takes 1d10 acid damage. After you an additional 10 feet. The spell ends if you
leaving no trace of the former damage. This spell with the target and know it is beyond the barrier. volume can range from a whisper to a scream. It make the attack, your teeth or fingernails return dismiss it as an action or if you cast it again. You
can physically repair a magic item or construct, Magical silence, 1 foot of stone, 1 inch of can be your voice, someone elses voice, a lions to normal. The spells damage increases by 1d10 can also attack with the flame, although doing so
but the spell cant restore magic to such an common metal, a thin sheet of lead, or 3 feet of roar, a beating of drums, or any other sound you when you reach 5th level (2d10), 11th level ends the spell. When you cast this spell, or as an
object. wood blocks the spell. The spell doesnt have to choose. The sound continues unabated (3d10), and 17th level (4d10). action on a later turn, you can hurl the flame at a
follow a straight line and can travel freely around throughout the duration, or you can make creature within 30 feet of you. Make a ranged
corners or through openings. discrete sounds at different times before the spell attack. On a hit, the target takes 1d8 fire
spell ends. damage.
At Higher Levels
This spells damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Ray of Frost Resistance Sacred Flame Thaumaturgy Thaumaturgy Thorn Whip
0 Evocation
0 Abjuration (Concen.)
0 Evocation
0 Transmutation
0 Transmutation
0 Transmutation
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet
Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: V, S, M Duration: InstantaneousComponents: V, S Duration: Up to 1 min. Components: V Duration: Up to 1 min. Components: V Duration: InstantaneousComponents: V, S, M
A frigid beam of blue-white light streaks toward a You touch one willing creature. Once before the Flame-like radiance descends on a creature that You manifest a minor wonder, a sign of * You alter the appearance of your eyes for 1 You create a long, vine-like whip covered in
creature within range. Make a ranged spell attack spell ends, the target can roll a d4 and add the you can see within range. The target must supernatural power, within range. You create one minute. If you cast this spell multiple times, you thorns that lashes out at your command toward
against the target. On a hit, it takes 1d8 cold number rolled to one saving throw of its choice. succeed on a Dexterity saving throw or take 1d8 of the following magical effects within range: * can have up to three of its 1-minute effects a creature in range. Make a melee spell attack
damage, and its speed is reduced by 10 feet until It can roll the die before or after the saving throw. radiant damage. The target gains no benefit from Your voice booms up to three times as loud as active at a time, and you can dismiss such an against the target. If the attack hits, the creature
the start of your next turn. The spell then ends. cover for this saving throw. normal for 1 minute. * You cause flames to effect as an action. takes 1d6 piercing damage, and if the creature is
flicker, brighten, dim, or change color for 1 Large or smaller, you pull the creature up to 10
minute. * You cause harmless tremors in the feet closer to you.
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
At Higher Levels At Higher Levels window to fly open or slam shut. At Higher Levels
The spells damage increases by 1d8 when you The spells damage increases by 1d8 when you This spells damage increases by 1d6 when you
reach 5th level (2d8), 11th level (3d8), and 17th reach 5th level (2d8), 11th level (3d8), and 17th reach 5th level (2d6), 11th level (3d6), and 17th
level (4d8). level (4d8). level (4d6).

Shape Water Shape Water Shillelagh Thunderclap Toll the Dead True Strike
0 Transmutation
0 Transmutation
0 Transmutation
0 Evocation
0 Necromancy
0 Divination (Concen.)
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Bonus Range:Touch Casting Time: 1 Action Range:5 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:30 feet
Duration: Instantaneous Components: S Duration: Instantaneous Components: S Action Duration: InstantaneousComponents: S Duration: InstantaneousComponents: V, S Duration: up to 1 round Components: S
or 1 hour or 1 hour Duration: 1 min. Components: V, S, M You create a burst of thunderous sound, which You point at one creature you can see within You extend your hand and point a finger at a
You choose an area of water that you can see The water unfreezes in 1 hour. If you cast this The wood of a club or quarterstaff you are can be heard 100 feet away. Each creature other range, and the sound of a dolorous bell fills the target in range. Your magic grants you a brief
within range and that fits within a 5-foot cube. spell multiple times, you can have no more than holding is imbued with natures power. For the than you within 5 feet of you must make a air around it for a moment. The target must insight into the target’s defenses. On your next
You manipulate it in one of the following ways: " two of its non-instantaneous effects active at a duration, you can use your spellcasting ability Constitution saving throw. On a failed save, the succeed on a Wisdom saving throw or take 1d8 turn, you gain advantage on your first attack roll
You instantaneously move or otherwise change time, and you can dismiss such an effect as an instead of Strength for the attack and damage creature takes 1d6 thunder damage. The spells necrotic damage. If the target is missing any of against the target, provided that this spell hasn’t
the flow of the water as you direct, up to 5 feet in action. rolls of melee attacks using that weapon, and the damage increases by 1d6 when you reach 5th its hit points, it instead takes 1d12 necrotic ended.
any direction. This movement doesnt have weapons damage die becomes a d8. The level (2d6), 11th level (3d6), and 17th level (4d6). damage. The spells damage increases by one
enough force to cause damage. " You cause the weapon also becomes magical, if it isnt already. die when you reach 5th level (2d8 or 2d12), 11th
water to form into simple shapes and animate at The spell ends if you cast it again or if you let go level (3d8 or 3d12), and 17th level (4d8 or 4d12).
your direction. This change lasts for 1 hour. " You of the weapon
change the waters 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 crea- tures in it.

Shocking Grasp Spare the Dying Sword Burst Vicious Mockery Word of Radiance Absorb Elements
0 Evocation
0 Necromancy
0 Conjuration
0 Enchantment
0 Evocation
1 Abjuration
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:5 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:5 feet Casting Time: Special Range:Self
Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V, M Duration: 1 round Components: S
Lightning springs from your hand to deliver a You touch a living creature that has 0 hit points. You create a momentary circle of spectral blades You unleash a string of insults laced with subtle You utter a divine word, and burning radiance 1 Reaction, which you take when you take acid,
shock to a creature you try to touch. Make a The creature becomes stable. This spell has no that sweep around you. Each creature within enchantments at a creature you can see within erupts from you. Each creature of your choice cold, fire, lightning, or thunder damage The spell
melee spell attack against the target. You have effect on undead or constructs. range, other than you, must succeed on a range. If the target can hear you (thought it need that you can see within range must succeed on a captures some of the incoming energy, lessening
advantage on the attack roll if the target is Dexterity saving throw or take 1d6 force damage. not understand you), it must succeed on a Constitution saving throw or take 1d6 radiant its effect on you and storing it for your next
wearing armor made of metal. On a hit, the target Wisdom saving throw or take 1d4 psychic damage. The spells damage increases by 1d6 melee attack. You have resistance to the
takes 1d8 lightning damage, and it cant take damage and have disadvantage on the next when you reach 5th level (2d6), 11th level (3d6), triggering damage type until the start of your
reactions until the start of its next turn. attack roll it makes before the end of its next and 17th level (4d6). next turn. Also, the first time you hit with a melee
turn. attack on your next turn, the target takes an extra
1d6 damage of the triggering type, and the spell
ends.

At Higher Levels At Higher Levels At Higher Levels At Higher Levels


The spells damage increases by 1d8 when you This spell’s damage increases by 1d6 when you This spells damage increases by 1d4 when you When you cast this spell using a spell slot of 2nd
reach 5th level (2d8), 11th level (3d8), and 17th reach 5th level (2d6), 11th level (3d6), and 17th reach 5th level (2d4), 11th level (3d4), and 17th level or higher, the extra damage increases by
level (4d8). level (4d6). level (4d4). 1d6 for each slot level above 1st.
Alarm Animal Friendship Armor of Agathys Catapult Cause Fear Ceremony
1 Abjuration (Ritual)
1 Enchantment
1 Abjuration
1 Transmutation
1 Necromancy (Concen.)
1 Abjuration (Ritual)
Casting Time: 1 Minute Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Hour Range:Touch
Duration: 8 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: S Duration: up to 1 min. Components: V Duration: InstantaneousComponents: V, S, M
You set an alarm against unwanted intrusion. This spell lets you convince a beast that you A protective magical force surrounds you, When you cast this spell using a spell slot of 2nd You awaken the sense of mortality in one 25 gp worth of powdered silver which the spell
Choose a door, a window, or an area within range mean it no harm. Choose a beast that you can manifesting as a spectral frost that covers you level or higher, the maximum weight of objects creature you can see within range. A construct or consumes.
that is no larger than a 20-foot cube. Until the see within range. It must see and hear you. If the and your gear. You gain 5 temporary hit points that you can target with this spell increases by 5 an undead is immune to this effect. The target You perform a special religious ceremony that is
spell ends, an alarm alerts you whenever a tiny or beasts Intelligence is 4 or higher, the spell fails. for the duration. If a creature hits you with a pounds, and the damage increases by 1d8, for must succeed on a Wisdom saving throw or infused with magic. When you cast the spell,
larger creature touches or enters the warded Otherwise, the beast must succeed on a Wisdom melee attack while you have these hit points, the each slot level above 1st. become frightened of you until the spell ends. choose one of the following rites, the target of
area. When you cast the spell, you can designate saving throw or be charmed by you for the spells creature takes 5 cold damage. The frightened target can repeat the saving which must be within 10 feet of you throughout
creatures that wont set off the alarm. You also duration. If you or one of your companions throw at the end of each of its turns, ending the the casting. Atonement. You touch one willing
choose whether the alarm is mental or audible. A harms the target, the spell ends. effect on itself on a success. creature whose alignment has changed, and you
mental alarm alerts you with a ping in your mind make a DC 20 Wisdom (Insight) check. On a
if you are within 1 mile of the warded area. This successful check, you restore the target to its
ping awakens you if you are sleeping. An audible At Higher Levels original alignment. Bless Water. You touch one
alarm produces the sound of a hand bell for 10 When you cast this spell using a spell slot of 2nd vial of water and cause it to become holy water.
seconds within 60 feet. At Higher Levels At Higher Levels level or higher, you can target one additional Coming of Age.
When you cast this spell using a spell slot of 2nd When you cast this spell using a spell slot of 2nd creature for each slot level above lst. The
level or higher, you can affect one additional level or higher, both the temporary hit points and creatures must be within 30 feet of each other
beast for each slot level above 1st. the cold damage increase by 5 for each slot when you target them.

Arms of Hadar Bane Beast Bond Ceremony Ceremony Chaos Bolt


1 Conjuration
1 Enchantment (Concen.)
1 Divination (Concen.)
1 Abjuration (Ritual)
1 Abjuration (Ritual)
1 Evocation
Casting Time: 1 Action Range:Self (10-foot Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Hour Range:Touch Casting Time: 1 Hour Range:Touch Casting Time: 1 Action Range:120 feet
radius) Duration: up to 1 min. Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S
Duration: InstantaneousComponents: V, S Up to three creatures of your choice that you can You establish a telepathic link with one beast you You touch one humanoid who is a young adult. You touch adult humanoids willing to be bonded You hurl an undulating, warbling mass of chaotic
You invoke the power of Hadar, the Dark Hunger. see within range must make Charisma saving touch that is friendly to you or charmed by you. For the next 24 hours, whenever the target together in marriage. For the next 7 days, each energy at one creature in range. Make a ranged
Tendrils of dark energy erupt from you and batter throws. Whenever a target that fails this saving The spell fails if the beasts Intelligence is 4 or makes an ability check, it can roll a d4 and add target gains a +2 bonus to AC while they are spell attack against the target. On a hit, the
all creatures within 10 feet of you. Each creature throw makes an attack roll or a saving throw higher. Until the spell ends, the link is active while the number rolled to the ability check. A creature within 30 feet of each other. A creature can target takes 2d8 + 1d6 damage. Choose one of
in that area must make a Strength saving throw. before the spell ends, the target must roll a d4 you and the beast are within line of sight of each can benefit from this rite only once. Dedication. benefit from this rite again only if widowed. the d8s. The number rolled on that die
On a failed save, a target takes 2d6 necrotic and subtract the number rolled from the attack other. Through the link, the beast can understand You touch one humanoid who wishes to be determines the attacks damage type, as shown
damage and cant take reactions until its next roll or saving throw. your telepathic messages to it, and it can dedicated to your gods service. For the next 24 below. d8 / Damage Type 1 / Acid 2 / Cold 3 /
turn. On a successful save, the creature takes telepathically communicate simple emotions and hours, whenever the target makes a saving Fire 4 / Force 5 / Lightning 6 / Poison 7 / Psychic
half damage, but suffers no other effect. concepts back to you. While the link is active, the throw, it can roll a d4 and add the number rolled 8 / Thunder If you roll the same number on both
beast gains advantage on attack rolls against to the save. A creature can benefit from this rite d8s, the chaotic energy leaps from the target to a
any creature within 5 feet of you that you can only once. Funeral Rite. You touch one corpse, different creature of your choice within 30 feet of
see. and for the next 7 days, the target cant become it.
At Higher Levels At Higher Levels undead by any means short of a wish spell.
When you cast this spell using a spell slot of 2nd When you cast this spell using a spelslot of 2nd Wedding.
level or higher, the damage increases by 1d6 for level or higher, you can target one aditional
each slot level above 1st. creature for each slot level above 1st.

Bless Burning Hands Catapult Chaos Bolt Charm Person Chromatic Orb
1 Enchantment (Concen.)
1 Evocation
1 Transmutation
1 Evocation
1 Enchantment
1 Evocation
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self (15-foot Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:90 feet
Duration: up to 1 min. Components: V, S, M cone) Duration: InstantaneousComponents: S Duration: InstantaneousComponents: V, S Duration: 1 hour Components: V, S Duration: InstantaneousComponents: V, S, M
You bless up to three creatures of your choice Duration: InstantaneousComponents: V, S Choose one object weighing 1 to 5 pounds within Make a new attack roll against the new target, You attempt to charm a humanoid you can see You hurl a 4-inch-diameter sphere of energy at a
within range. Whenever a target makes an attack As you hold your hands with thumbs touching range that isnt being worn or carried. The object and make a new damage roll, which could cause within range. It must make a Wisdom saving creature that you can see within range. You
roll or a saving throw before the spell ends, the and fingers spread, a thin sheet of flames shoots flies in a straight line up to 90 feet in a direction the chaotic energy to leap again. A creature can throw, and does so with advantage if you or your choose acid, cold, fire, lightning, poison, or
target can roll a d4 and add the number rolled to forth from your outstretched fingertips. Each you choose before falling to the ground, stopping be targeted only once by each casting of this companions are fighting it. If it fails the saving thunder for the type of orb you create, and then
the attack roll or saving throw. creature in a 15-foot cone must make a Dexterity early if it impacts against a solid surface. If the spell. throw, it is charmed by you until the spell ends or make a ranged spell attack against the target. If
saving throw. A creature takes 3d6 fire damage object would strike a creature, that creature must until you or your companions do anything the attack hits, the creature takes 3d8 damage of
on a failed save, or half as much damage on a make a Dexterity saving throw. On a failed save, harmful to it. The charmed creature regards you the type you chose.
successful one. The fire ignites any flammable the object strikes the target and stops moving. In as a friendly acquaintance. When the spell ends,
objects in the area that arent being worn or either case, both the object and the creature or the creature knows it was charmed by you.
carried. solid surface take 3d8 bludgeoning damage. At
Higher Levels. At Higher Levels
At Higher Levels When you cast this spell using a spell slot of 2nd
At Higher Levels At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can target one additional At Higher Levels
When you cast this spell using a spell slot of 2nd When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra creature for each slot level above 1st. The When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional level or higher, the damage increases by 1d6 for damage of the type rolled for each slot level creatures must be within 30 feet of each other level or higher, the damage increases by 1d8 for
creature for each slot level above 1st. each slot level above 1st. above 1st. when you target them. each slot level above 1st.
Color Spray Color Spray Command Cure Wounds Detect Evil and Good Detect Magic
1 Illusion
1 Illusion
1 Enchantment
1 Evocation
1 Divination (Concen.)
1 Divination (Ritual) (Concen.)
Casting Time: 1 Action Range:Self (15-foot Casting Time: 1 Action Range:Self (15-foot Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
cone) cone) Duration: 1 round Components: V Duration: InstantaneousComponents: V, S Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S
Duration: 1 round Components: V, S, M Duration: 1 round Components: V, S, M You speak a one-word command to a creature A creature you touch regains a number of hit For the duration, you know if there is an For the duration, you sense the presence of
A dazzling array of flashing, colored light springs A creatures hit points must be equal to or less you can see within range. The target must points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic
from your hand. Roll 6d10, the total is how many than the remaining total for the creature to be succeed on a Wisdom saving throw or follow the modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where in this way, you can use your action to see a faint
hit points of creatures this spell can effect. affected. command on its next turn. The spell has no constructs. the creature is located. Similarly, you know if aura around any visible creature or object in the
Creatures in a 15-foot cone originating from you effect if the target is undead, if it doesnt there is a place or object within 30 feet of you area that bears magic, and you learn its school
are affected in ascending order of their current understand your language, or if your command is that has been magically consecrated or of magic, if any. The spell can penetrate most
hit points (ignoring unconscious creatures and directly harmful to it. Some typical commands desecrated. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch
creatures that cant see). Starting with the and their effects follow. You might issue a barriers, but it is blocked by 1 foot of stone, 1 of common metal, a thin sheet of lead, or 3 feet
creature that has the lowest current hit points, command other than one described here. If you inch of common metal, a thin sheet of lead, or 3 of wood or dirt.
each creature affected by this spell is blinded do so, the DM determines how the target feet of wood or dirt.
until the spell ends. Subtract each creatures hit behaves. If the target cant follow your
points from the total before moving on to the command, the spell ends.
creature with the next lowest hit points. At Higher Levels At Higher Levels
When you cast this spell using a spell slot of 2nd When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d10 for each level or higher, the healing increases by 1d8 for
slot level above 1st. each slot level above 1st.

Command Command Compelled Duel Detect Poison and Disguise Self Disguise Self
1 Enchantment
1 Enchantment
1 Enchantment (Concen.) 1 Disease 1 Illusion
1 Illusion
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Bonus Range:30 feet Divination (Ritual) (Concen.) Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: 1 round Components: V Duration: 1 round Components: V Action Casting Time: 1 Action Range:Self Duration: 1 hour Components: V, S Duration: 1 hour Components: V, S
ApproachThe target moves toward you by the Duration: up to 1 min. Components: V Duration: up to 10 min.s Components: V, S, M You make yourself including your clothing, For example, if you use this spell to add a hat to
shortest and most direct route, ending its turn if You attempt to compel a creature into a duel. For the duration, you can sense the presence and armor, weapons, and other belongings on your your outfit, objects pass through the hat, and
it moves within 5 feet of you. DropThe target One creature that you can see within range must location of poisons, poisonous creatures, and person look different until the spell ends or anyone who touches it would feel nothing or
drops whatever it is holding and then ends its make a Wisdom saving throw. On a failed save, diseases within 30 feet of you. You also identify until you use your action to dismiss it. You can would feel your head and hair. If you use this
turn. FleeThe target spends its turn moving away the creature is drawn to you, compelled by your the kind of poison, poisonous creature, or seem 1 foot shorter or taller and can appear thin, spell to appear thinner than you are, the hand of
from you by the fastest available means. divine demand. For the duration, it has disease in each case. The spell can penetrate fat, or in between. You cant change your body som eone who reaches out to touch you would
GrovelThe target falls prone and then ends its disadvantage on attack rolls against creatures most barriers, but is blocked by 1 foot of stone, 1 type, so you must adopt a form that has the bump into you while it was seemingly still in
turn. HaltThe target doesnt move and takes no other than you, and must make a Wisdom saving inch of common metal, a thin sheet of lead, or 3 same basic arrangement of limbs. Otherwise, the midair. To discern that you are disguised, a
actions. A flying creature stays aloft, provided throw each time it attempts to move to a space feet of wood or dirt. extent of the illusion is up to you. The changes creature can use its action to inspect your
that it is able to do so. If it must move to stay that is more than 30 feet away from you; if it wrought by this spell fail to hold up to physical appearance and must succeed on an Intelligence
aloft, it flies the minimum distance needed to At Higher Levels succeeds on this saving throw, this spell doesnt inspection. (Investigation) check against your spell save DC.
remain in the air. When you cast this spell using a spell slot of 2nd restrict the targets movement for that turn.
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

Compelled Duel Comprehend Languages Create or Destroy Water Dissonant Whispers Dissonant Whispers Divine Favor
1 Enchantment (Concen.)
1 Divination (Ritual)
1 Transmutation
1 Enchantment
1 Enchantment
1 Evocation (Concen.)
Casting Time: 1 Bonus Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Bonus Range:Self
Action Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Action
Duration: up to 1 min. Components: V For the duration, you understand the literal You either create or destroy water. Create Water You whisper a discordant melody that only one Duration: up to 1 min. Components: V, S
The spell ends if you attack any other creature, if meaning of any spoken language that you hear. You create up to 10 gallons of clean water within creature of your choice within range can hear, Your prayer empowers you with divine radiance.
you cast a spell that targets a hostile creature You also understand any spoken language that range in an open container. Alternatively, the wracking it with terrible pain. The target must Until the spell ends, your weapon attacks deal
other than the target, if a creature friendly to you you hear. You also understand any written water falls as rain in a 30-foot cube within range, make a Wisdom saving throw. On a failed save, it and extra 1d4 radiant damage on a hit.
damages the target or casts a harmful spell on it, language that you see, but you must be touching extinguishing exposed flames in the area. takes 3d6 psychic damage and must
or if you end your turn more than 30 feet away the surface of which the words are written. It Destroy Water You destroy up to 10 gallons of immediately use its reaction , if available, to
from the target. takes about 1 minute to read one page of text. water in an open container within range. move as far as its speed allows away from you.
This spell doesnt decode secret messages in a Alternatively, you destroy fog in a 30-foot cube The creature doesnt move into obviously
text or glyph, such as an arcane sigil, that isnt within range. dangerous ground, such as a fire or a pit. On a
part of a written language. successful save, the target takes half as much
At Higher Levels damage and doesnt have to move away. A
When you cast this spell using a spell slot of 2nd deafened creature automatically succeeds on
level or higher, you create or destroy 10 the save. At Higher Levels
additional gallons of water, or the size of the When you cast this spell using a spell slot of 2nd
cube increases by 5 feet, for each slot level level or higher, the damage increases by 1d6 for
above 1st. each slot level above 1st
Earth Tremor Ensnaring Strike Ensnaring Strike Find Familiar Find Familiar Find Familiar
1 Evocation
1 Conjuration (Concen.)
1 Conjuration (Concen.)
1 Conjuration (Ritual)
1 Conjuration (Ritual)
1 Conjuration (Ritual)
Casting Time: 1 Action Range:Self (10-foot Casting Time: 1 Bonus Range:Self Casting Time: 1 Bonus Range:Self Casting Time: 1 Hour Range:10 feet Casting Time: 1 Hour Range:10 feet Casting Time: 1 Hour Range:10 feet
radius) Action Action Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M
Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: V Duration: up to 1 min. Components: V Your familiar acts independently of you, but it Additionally, as an action, you can see through If you cast this spell while you already have a
You cause a tremor in the ground in a 10-foot The next time you hit a creature with a weapon On a success, the target is freed. always obeys your commands. In combat, it rolls your familiars eyes and hear what it hears until familiar, you instead cause it to adopt a new
radius. Each creature other than you in that area attack before this spell ends, a writhing mass of its own initiative and acts on its own turn. A the start of your next turn, gaining the benefits of form. Choose one of the forms from the above
must make a Dexterity saving throw. On a failed thorny vines appears at the point of impact, and familiar cant attack, but it can take other actions any special senses that the familiar has. During list. Your familiar transforms into the chosen
save, a creature takes 1d6 bludgeoning damage the target must succeed on a Strength saving as normal. When the familiar drops to 0 hit this time, you are deaf and blind with regard to creature. Finally, when you cast a spell with a
and is knocked prone. If the ground in that area throw or be restrained by the magical vines until points, it disappears, leaving behind no physical your own senses. As an action, you can range of touch, your familiar can deliver the spell
is loose earth or stone, it becomes difficult the spell ends. A Large or larger creature has form. It reappears after you cast this spell again. temporarily dismiss your familiar. It disappears as if it had cast the spell. Your familiar must be
terrain until cleared. At Higher Levels. When you advantage on this saving throw. If the target While your familiar is within 100 feet of you, you into a pocket dimension where it awaits you within 100 feet of you, and it must use its
cast this spell using a spell slot of 2nd level or succeeds on the save, the vines shrivel away. can communicate with it telepathically. summons. Alternatively, you can dismiss it reaction to deliver the spell when you cast it. If
higher, the damage increases by 1d6 for each While restrained by this spell, the target takes forever. As an action while it is temporarily the spell requires an attack roll, you use your
slot level above 1st. 1d6 piercing damage at the start of each of its dismissed, you can cause it to reappear in any attack modifier for the roll.
turns. A creature restrained by the vines or one unoccupied space within 30 feet of you. You
that can touch the creature can use its action to At Higher Levels cant have more than one familiar at a time.
make a Strength check against your spell save If you cast this spell using a spell slot of 2nd
DC. level or higher, the damage increases by 1d6 for
each slot level above 1st.

Entangle Expeditious Retreat Faerie Fire Fog Cloud Goodberry Grease


1 Conjuration (Concen.)
1 Transmutation (Concen.)
1 Evocation (Concen.)
1 Conjuration (Concen.)
1 Transmutation
1 Conjuration
Casting Time: 1 Action Range:90 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:60 feet
Duration: up to 1 min. Components: V, S Action Duration: up to 1 min. Components: V Duration: up to 1 hour Components: V, S Duration: InstantaneousComponents: V, S, M Duration: 1 min. Components: V, S, M
Grasping weeds and vines sprout from the Duration: up to 10 min.s Components: V, S Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog Up to ten berries appear in your hand and are Slick grease covers the ground in a 10-foot
ground in a 20-foot square starting from a point This spell allows you to move at an incredible outlined in blue, green, or violet light (your centered on a point within range. The sphere infused with magic for the duration. A creature square centered on a point within range and
within range. For the duration, these plants turn pace. When you cast this spell, and then as a choice). Any creature in the area when the spell spreads around corners, and its area is heavily can use its action to eat one berry. Eating a berry turns it into difficult terrain for the duration.
the ground in the area into difficult terrain. A bonus action on each of your turns until the spell is cast is also outlined in light if it fails a obscured, It lasts for the duration or until a wind restores 1 hit point, and the berry provides When the grease appears, each creature
creature in the area when you cast the spell must ends, you can take the Dash action. Dexterity saving throw. For the duration, objects of moderate or greater speed (at least 10 miles enough nourishment to sustain a creature for standing in its area must succeed on a Dexterity
succeed on a Strength saving throw or be and affected creatures shed dim light in a 10- per hour) disperses it. one day. The berries lose their potency if they saving throw or fall prone. A creature that enters
restrained by the entangling plants until the spell foot radius. Any attack roll against an affected have not been consumed within 24 hours of the the area or ends its turn there must also succeed
ends. A creature restrained by the plants can use creature or object has advantage if the attacker casting of this spell. on a Dexterity saving throw or fall prone.
its action to make a Strength check against your can see it, and the affected creature or object
spell save DC. On a success, it frees itself. When cant benefit from being invisible.
the spell ends, the conjured plants wilt away.

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.

False Life Feather Fall Find Familiar Guiding Bolt Hail of Thorns Healing Word
1 Necromancy
1 Transmutation
1 Conjuration (Ritual)
1 Evocation
1 Conjuration (Concen.)
1 Evocation
Casting Time: 1 Action Range:Self Casting Time: Special Range:60 feet Casting Time: 1 Hour Range:10 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Bonus Range:60 feet
Duration: 1 hour Components: V, S, M Duration: 1 min. Components: V, M Duration: InstantaneousComponents: V, S, M Duration: 1 round Components: V, S Action Action
Bolstering yourself with a necromantic facsimile Reaction: When you or a creature within 60 feet 10 gp worth of charcoal incense, and herbs that A flash of light streaks toward a creature of your Duration: up to 1 min. Components: V Duration: InstantaneousComponents: V
of life, you gain 1d4 + 4 temporary hit points for of you falls Choose up to five falling creatures must be consumed by fire in a brass brazier. choice within range. Make a ranged spell attack The next time you hit a creature with a ranged A creature of your choice that you can see within
the duration. within range. A falling creatures rate of descent You gain the service of a familiar, a spirit that against the target. On a hit, the target takes 4d6 weapon attack before the spell ends, this spell range regains hit points equal to 1d4 + your
slows to 60 feet per round until the spell ends. If takes an animal form you choose: bat, cat, crab, radiant damage, and the next attack roll made creates a rain of thorns that sprouts from your spellcasting ability modifier. This spell has no
the creature lands before the spell ends, it takes frog (toad), hawk. lizard, octopus, owl, poisonous against this target before the end of your next ranged weapon or ammunition. In addition to the effect on undead or constructs.
no falling damage and can land on its feet, and snake, fish (quipper), rat, raven, sea horse, spider, turn has advantage, thanks to the mystical dim normal effect of the attack, the target of the
the spell ends for that creature. or weasel. Appearing in an unoccupied space light glittering on the target until then. attack and each creature within 5 feet of it must
within range, the familiar has the statistics of the make a Dexterity saving throw. A creature takes
chosen form, though it is a celestial, fey or fiend 1d10 piercing damage on a failed save, or half as
(your choice) instead of a beast. much damage on a successful one.

At Higher Levels
At Higher Levels At Higher Levels If you cast this spell using a spell slot of 2nd At Higher Levels
When you cast this spell using a spell slot of 2nd When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for When you cast this spell using a spell slot of 2nd
level or higher, you gain 5 additional temporary level or higher, the damage increases by 1d6 for each slot level above 1st (to a maximum of level or higher, the healing increases by 1d4 for
hit points for each slot level above 1st. each slot level above 1st. 6d10). each slot level above 1st.
Hellish Rebuke Heroism Hex Illusory Script Inflict Wounds Jump
1 Evocation
1 Enchantment (Concen.)
1 Enchantment (Concen.)
1 Illusion (Ritual)
1 Necromancy
1 Transmutation
Casting Time: Special Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Bonus Range:90 feet Casting Time: 1 Minute Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch
Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: V, S Action Duration: 10 days Components: S, M a Duration: InstantaneousComponents: V, S Duration: 1 min. Components: V, S, M
Reaction: you are being damaged by a creature A willing creature you touch is imbued with Duration: up to 1 hour Components: V, S, M lead-based ink worth at Make a melee spell attack against a creature you You touch a creature. The creatures jump
the petrified eye of a newt. least 10 gp, which the
within 60 feet of you that you can see. You point bravery. Until the spell ends, the creature is can reach. On a hit, the target takes 3d10 distance is tripled until the spell ends.
spell consumes
your finger, and the creature that damaged you is immune to being frightened and gains temporary You place a curse on a creature that you can see necrotic damage.
Alternatively, you can cause the writing to appear
momentarily surrounded by hellish flames. The hit points equal to your spellcasting ability within range. Until the spell ends, you deal an
to be an entirely different message, written in a
creature must make a Dexterity saving throw. It modifier at the start of each of its turns. When extra 1d6 necrotic damage to the target
different hand and language, though the
takes 2d10 fire damage on a failed save, or half the spell ends, the target loses any remaining whenever you hit it with an attack. Also, choose
language must be one you know. Should the
as much damage on a successful one. temporary hit points from this spell. one ability when you cast the spell. The target
spell be dispelled, the original script and the
has disadvantage on ability checks made with
illusion both disappear. A creature with truesight
the chosen ability. If the target drops to 0 hit
can read the hidden message.
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
At Higher Levels At Higher Levels the target ends this spell early. At Higher Levels
When you cast this spell using a spell slot of 2nd When you cast this spell using a spell slot of 2nd When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d10 for level or higher, you can target one additional level or higher, the damage increases by 1d10 for
each slot level above 1st. creature for each slot level above 1st. each slot level above 1st.

Hex Hunter’s Mark Hunter’s Mark Longstrider Mage Armor Magic Missile
1 Enchantment (Concen.)
1 Divination (Concen.)
1 Divination (Concen.)
1 Transmutation
1 Abjuration
1 Evocation
Casting Time: 1 Bonus Range:90 feet Casting Time: 1 Bonus Range:90 feet Casting Time: 1 Bonus Range:90 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:120 feet
Action Action Action Duration: 1 hour Components: V, S, M Duration: 8 hours Components: V, S, M Duration: InstantaneousComponents: V, S
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V Duration: up to 1 hour Components: V You touch a creature. The targets speed You touch a willing creature who isnt wearing You create three glowing darts of magical force.
You choose a creature you can see within range increases by 10 feet until the spell ends. armor, and a protective magical force surrounds Each dart hits a creature of your choice that you
and mystically mark it as your quarry. Until the it until the spell ends. The targets base AC can see within range. A dart deals 1d4 + 1 force
spell ends, you deal an extra 1d6 damage to the becomes 13 + its Dexterity modifier. The spell damage to its target. The darts all strike
target whenever you hit it with a weapon attack, ends it if the target dons armor or if you dismiss simultaneously and you can direct them to hit
and you have advantage on any Wisdom the spell as an action. one creature or several.
(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
At Higher Levels action on a subsequent turn of yours to mark a At Higher Levels
When you cast this spell using a spell slot of 3rd new creature. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration or 4th level, you can maintain your concentration
on the spell for up to 8 hours.When you use a on the spell for up to 8 hours.When you use a At Higher Levels At Higher Levels
spell slot of 5th level or higher, you can maintain spell slot of 5th level or higher, you can maintain When you cast this spell using a spell slot of 2nd When you cast this spell using a spell slot of 2nd
your concentration on the spell for up to 24 your concentration on the spell for up to 24 level or higher, you can target one additional level or higher, the spell creates one more dart
hours. hours. creature for each slot level above 1st. for each slot level above 1st.

Ice Knife Identify Illusory Script Protection from Evil and Purify Food and Drink Ray of Sickness
1 Conjuration
1 Divination (Ritual)
1 Illusion (Ritual) 1 Good 1 Transmutation (Ritual)
1 Necromancy
Casting Time: 1 Action Range:60 feet Casting Time: 1 Minute Range:Touch Casting Time: 1 Minute Range:Touch Abjuration (Concen.) Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:60 feet
Duration: InstantaneousComponents: S, M Duration: InstantaneousComponents: V, S, M Duration: 10 days Components: S, M a Casting Time: 1 Action Range:Touch Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S
(a drop of water or piece of ice) You create a You choose one object that you must touch lead-based ink worth at Duration: up to 10 min.s Components: V, S, M All nonmagical food and drink within a 5-foot- A ray of sickening greenish energy lashes out
least 10 gp, which the
shard of ice and fling it at one creature within throughout the casting of the spell. If it is a Until the spell ends, one willing creature you radius sphere centered on a point of your choice toward a creature within range. Make a ranged
spell consumes
range. Make a ranged spell attack against the magic item or some other magic-imbued object, touch is protected against certain types of within range is purified and rendered free of spell attack against the target. On a hit, the
a lead-based ink worth at least 10 gpwhich the
target. On a hit, the target takes 1d10 piercing you learn its properties and how to use them, creatures: aberrations, celestials, elementals, fey, poison and disease. target takes 2d8 poison damage and must make
spell consumes.
damage. Hit or miss, the shard then explodes. whether it requires attunement to use, and how fiends, and undead. The protection grants a Constitution saving throw. On a failed save, it is
You write on parchment, paper, or some other
The target and each creature within 5 feet of the many charges it has, if any. You learn whether several benefits. Creatures of those types have also poisoned until the end of your next turn.
suitable writing material and imbue it with a
point where the ice exploded must succeed on a any spells are affecting the item and what they disadvantage on attack rolls against the target.
potent illusion that lasts for the duration. To you
Dexterity saving throw or take 2d6 cold damage. are. If the item was created by a spell, you learn The target also cant be charmed, frightened, or
and any creatures you designate when you cast
At Higher Levels. When you cast this spell using which spell created it. If you instead touch a possessed by them. If the target is already
the spell, the writing appears normal, written in
a spell slot of 2nd level or higher, the cold creature throughout the casting, you learn what charmed, frightened, or possessed by such a
your hand, and conveys whatever meaning you
damage increases by 1d6 for each slot level spells, if any, are currently affecting it. creature, the target has advantage on any new
intended when you wrote the text. To all others,
above 1st. saving throw against the relevant effect.
the writing appears as if it were written in an
At Higher Levels
unknown or magical script that is unintelligible.
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.
Sanctuary Searing Smite Searing Smite Snare Snare Speak with Animals
1 Abjuration
1 Evocation (Concen.)
1 Evocation (Concen.)
1 Abjuration
1 Abjuration
1 Divination (Ritual)
Casting Time: 1 Bonus Range:30 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Bonus Range:Self Casting Time: 1 Minute Range:Touch Casting Time: 1 Minute Range:Touch Casting Time: 1 Action Range:Self
Action Action Action Duration: 8 hours Components: S, M 25 Duration: 8 hours Components: S, M 25 Duration: 10 min.s Components: V, S
Duration: 1 min. Components: V, S, M Duration: up to 1 min. Components: V Duration: up to 1 min. Components: V feet of rope, which the feet of rope, which the You gain the ability to comprehend and verbally
You ward a creature within range against attack. The next time you hit a creature with a melee spell consumes spell consumes
communicate with beasts for the duration. The
Until the spell ends, any creature who targets the weapon attack during the spells duration, your 25 feet of ropewhich the spell consumes. That creature must succeed on a Dexterity
knowledge and awareness of many beasts is
warded creature with an attack or a harmful spell weapon flares with white-hot intensitity, and the As you cast this spell, you use the rope to create saving throw or be magically hoisted into the air,
limited by their intelligence, but at minimum,
must first make a Wisdom saving throw. On a attack deals an extra 1d6 fire damage to the a circle with a 5-foot radius on the ground or the leaving it hanging upside down 3 feet above the
beasts can give you information about nearby
failed save, the creature must choose a new target and causes the target to ignite in flames. floor. When you finish casting, the rope ground or the floor. The creature is restrained
locations and monsters, including whatever they
target or lose the attack or spell. This spell At the start of each of its turns until the spell disappears and the circle becomes a magic trap. there until the spell ends. A restrained creature
can perceive or have perceived within the past
doesnt protect the warded creature from area ends, the target must make a Constitution saving This trap is nearly invisible, requiring a can make a Dexterity saving throw at the end of
day. You might be able to persuade a beast to
effects, such as the explosion of a fireball. If the throw. On a failed save, it takes 1d6 fire damage. successful Intelligence (Investigation) check each of its turns, ending the effect on itself on a
perform a small favor for you, at the DMs
warded creature makes an attack or casts a spell On a successful save, the spells ends. If the against your spell save DC to be discerned. The success. Alternatively, the creature or someone
discretion.
that affects an enemy creature, this spell ends. target or a creature within 5 feet of it uses an trap triggers when a Small, Medium, or Large else who can reach it can use an action to make
action to put out the flames, or if some other creature moves onto the ground or the floor in an Intelligence (Arcana) check against your spell
effect douses the flames (such as the target At Higher Levels the spells radius. save DC. On a success, the restrained effect
being submerged in water), the spell ends. When you cast this spell using a spell slot of 2nd ends. After the trap is triggered, the spell ends
level or higher, the initial extra damage dealt by when no creature is restrained by it.
the attack increases by 1d6 for each slot

Shield Shield of Faith Silent Image Tasha’s Hideous Tenser’s Floating Disk Tenser’s Floating Disk
1 Abjuration
1 Abjuration (Concen.)
1 Illusion (Concen.) 1 Laughter 1 Conjuration (Ritual)
1 Conjuration (Ritual)
Casting Time: Special Range:Self Casting Time: 1 Bonus Range:60 feet Casting Time: 1 Action Range:60 feet Enchantment (Concen.) Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet
Duration: 1 round Components: V, S Action Duration: up to 10 min.s Components: V, S, M Casting Time: 1 Action Range:30 feet Duration: 1 hour Components: V, S, M Duration: 1 hour Components: V, S, M
Reaction trigger: You are hit by an attack or Duration: up to 10 min.s Components: V, S, M a bit of fleece. Duration: up to 1 min. Components: V, S, M a drop of mercury. It can more across uneven terrain, up or down
targeted by the magic missile spell An invisible A shimmering field appears and surrounds a You create the image of an object, a creature, or A creature of your choice that you can see within This spell creates a circular, horizontal plane of stairs, slopes and the like, but it cant cross an
barrier of magical force appears and protects creature of your choice within range, granting it a some other visible phenomenon that is no larger range perceives everything as hilariously funny force, 3 feet in diameter and 1 inch thick, that elevation change of 10 feet or more. For
you. Until the start of your next turn, you have a +2 bonus to AC for the duration. than a 15-foot cube. The image appears at a spot and falls into fits of laughter if this spell affects floats 3 feet above the ground in an unoccupied example, the disk cant move across a 10-foot-
+5 bonus to AC, including against the triggering within range and lasts for the duration. The it. The target must succeed on a Wisdom saving space of your choice that you can see within deep pit, nor could it leave such a pit if it was
attack, and you take no damage from magic image is purely visual; it isnt accompanied by throw or fall prone, becoming incapacitated and range. The disk remains for the duration, and can created at the bottom. If you move more than
missile. sound, smell, or other sensory effects. You can unable to stand up for the duration. A creature hold up to 500 pounds. If more weight is placed 100 feet from the disk (typically because it cant
use your action to cause the image to move to with an Intelligence score of 4 or less isnt on it, the spell ends, and everything on the disk move around an obstacle to follow you), the spell
any spot within range. As the image changes affected. At the end of each of its turns, and falls to the ground. The disk is immobile while ends.
location, you can alter its appearance so that its each time it takes damage, the target can make you are within 20 feet of it. If you move more
movements appear natural for the image. For another Wisdom saving throw. The target has than 20 feet away from it, the disk follows you so
example, if you create an image of a creature advantage on the saving throw ifits triggered by that it remains within 20 feet of you.
and move it, you can alter the image so that it damage. On a success, the spell ends.
appears to be walking.

Silent Image Sleep Sleep Thunderous Smite Thunderwave Thunderwave


1 Illusion (Concen.)
1 Enchantment
1 Enchantment
1 Evocation (Concen.)
1 Evocation
1 Evocation
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:Self (15-foot Casting Time: 1 Action Range:Self (15-foot
Duration: up to 10 min.s Components: V, S, M Duration: 1 min. Components: V, S, M Duration: 1 min. Components: V, S, M Action cube) cube)
Physical interaction with the image reveals it to a pinch of fine sand rose petals, or a cricket. Subtract each creatures hit points from the total Duration: up to 1 min. Components: V Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S
be an illusion, because things can pass through This spell sends creatures into a magical before moving on to the creature with the next The first time you hit with a melee weapon attack A wave of thunderous force sweeps out from
it. A creature that uses its action to examine the slumber. Roll 5d8, the total is how many hit lowest hit points. A creatures hit points must be during this spell’s duration, your weapon rings you. Each creature in a 15-foot cube originating
image can determine that it is an illusion with a points of creatures this spell can affect. equal to or less than the remaining total for that with thunder that is audible within 300 feet of from you must make a Constitution saving throw.
successful Intelligence (Investigation) check Creatures within 20 feet of a point you choose creature to be affected. Undead and creatures you, and the attack deals an extra 2d6 thunder On a failed save, a creature takes 2d8 thunder
against your spell save DC. If a creature discerns within range are affected in ascending order of immune to being charmed arent affected by this damage to the target. Additionally, if the target is damage and is pushed 10 feet away from you.
the illusion for what it is, the creature can see their current hit points (ignoring unconscious spell. a creature, it must succeed on a Strength saving On a successful save, the creature takes half as
through the image. creatures). Starting with the creature that has the throw or be pushed 10 feet away from you and much damage and isnt pushed. In addition,
lowest current hit points, each creature affected knocked prone. unsecured objects that are completely within the
by this spell falls unconscious until the spell area of effect are automatically pushed 10 feet
ends, the sleeper takes damage, or someone away from you by the spells effect, and the spell
uses an action to shake or slap the sleeper emits a thunderous boom audible out to 300
awake. At Higher Levels feet. At Higher Levels
When you cast this spell using a spell slot of 2nd When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level or higher, the damage increases by 1d8 for
level above 1st. each slot level above 1st.
Unseen Servant Unseen Servant Witch Bolt Alter Self Alter Self Animal Messenger
1 Conjuration (Ritual)
1 Conjuration (Ritual)
1 Evocation (Concen.)
2 Transmutation (Concen.)
2 Transmutation (Concen.)
2 Enchantment (Ritual)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:30 feet
Duration: 1 hour Components: V, S, M Duration: 1 hour Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S Duration: 24 hours Components: V, S, M
a piece of string and a bit of wood. The servant can perform simple tasks that a a twig from a tree that has been struck by You decide what you look like, including your You grow claws, fangs, spines,horns, or a a morsel of food.
This spell creates an invisible, mindless, human servant could do, such as fetching things, lightning. height, weight, facial features, sound of your different natural weapon of your choice. Your By means of this spell, you use an animal to
shapeless force that performs simple tasks at cleaning, mending, folding clothes, lighting fires, A beam of crackling, blue energy lances out voice, hair length, coloration, and distinguishing unarmed strikes deal 1d6 bludgeoning, piercing, deliver a message. Choose a Tiny beast you can
your command until the spell ends. The servant serving food, and pouring wine. Once you give toward a creature within range, forming a characteristics, if any. You can make yourself or slashing damage, as appropriate to the natural see within range, such as a squirrel, a blue ray, or
springs into existence in an unoccupied space the command, the servant performs the task to sustained arc of lightning between you and the appear as a member of another race, though weapon you chose, and you are proficient with a bat. You specify a location, which you must
on the ground within range. It has AC 10, 1 hit the best of its ability until it completes the task, target. Make a ranged spell attack against that none of your statistics change. You also dont your unarmed strikes. Finally, the natural weapon have visited, and a recipient who matches a
point, and a Strength of 2, and it cant attack. If it then waits for your next command. If you creature. On a hit, the target takes 1d12 lightning appear as a creature of a different size than you, is magic and you have a +1 bonus to the attack general description, such as a man or woman
drops to 0 hit points, the spell ends. Once on command the servant to perform a task that damage, and on each of your turns for the and your basic shape stays the same; if you’re and damage rolls you make using it. dressed in the uniform of the town guard or a
each of your turns as a bonus action, you can would move it more than 60 feet away from you, duration, you can use your action to deal 1d12 bipedal, you cant use this spell to become red-haired dwarf wearing a pointed hat. You also
mentally command the servant to move up to 15 the spell ends. lightning damage to the target automatically. The quadrupedal, for instance. At any time for the speak a message of up to twenty-five words. The
feet and inteact with an object. spell ends if you use your action to do anything duration of the spell, you can use your action to target beast travels for the duration of the spell
else. change your appearance in this way again. towards the specified location, covering about 50
Natural Weapons. miles per 24 hours for a flying messenger or 25
miles for other animals.

Witch Bolt Wrathful Smite Zephyr Strike Animal Messenger Arcane Lock Augury
1 Evocation (Concen.)
1 Evocation (Concen.)
1 Transmutation (Concen.)
2 Enchantment (Ritual)
2 Abjuration
2 Divination (Ritual)
Casting Time: 1 Action Range:30 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Minute Range:Self
Duration: up to 1 min. Components: V, S, M Action Action Duration: 24 hours Components: V, S, M Duration: Until dispelledComponents: V, S, M Duration: InstantaneousComponents: V, S, M
The spell also ends if the target is ever outside Duration: up to 1 min. Components: V Duration: up to 1 min. Components: V When the messenger arrives, it delivers your You touch a closed door, window, gate, chest, or specially marked sticks bones, or similar tokens
the spells range or if it has total cover from you. The next time you hit with a melee weapon You move like the wind. Until the spell ends, your message to the creature that you described, other entryway, and it becomes locked for the worth at least 25 gp.
attack during this spells duration, your attack movement doesnt provoke opportunity attacks. replicating the sound of your voice. The duration. You and the creatures you designate By casting gem-inlaid sticks, rolling dragon
deals an extra 1d6 psychic damage. Additionally, Once before the spell ends, you can give yourself messenger speaks only to a creature matching when you cast this spell can open the object bones, laying out ornate cards, or employing
if the target is a creature, it must make a Wisdom advantage on one weapon attack roll on your the description you gave. If the messenger normally. You can also set a password that, when some other divining tool, you receive an omen
saving throw or be frightened of you until the turn. That attack deals an extra 1d8 force doesnt reach its destination before the spell spoken within 5 feet of the object, suppresses from an otherworldly entity about the results of a
spell ends. As an action, the creature can make a damage on a hit. Whether you hit or miss, your ends, the message is lost, and the beast makes it this spell for 1 minute. Otherwise, it is specific course of action that you plan to take
Wisdom check against your spell save DC to walking speed increases by 30 feet until the end way back to where you cast this spell. impassable until it is broken or the spell is within the next 30 minutes.
steel its resolve and end this spell. of that turn. 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
At Higher Levels At Higher Levels or pick any locks on it increases by 10.
When you cast this spell using a spell slot of 2nd If you cast this spell using a spell slot of 3rd level
level or higher, the initial damage increases by or higher, the duration of the spell increases by
1d12 for each slot level above 1st. 48 hours for each slot level above 2nd.

Aganazzar’s Scorcher Aid Alter Self Augury Barkskin Beast Sense


2 Evocation
2 Abjuration
2 Transmutation (Concen.)
2 Divination (Ritual)
2 Transmutation (Concen.)
2 Divination (Ritual) (Concen.)
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Minute Range:Self Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch
Duration: InstantaneousComponents: V, S, M Duration: 8 hours Components: V, S, M Duration: up to 1 hour Components: V, S Duration: InstantaneousComponents: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: S
A line of roaring flame 30 feet long and 5 feet Your spell bolsters your allies with toughness You assume a different form. When you cast the The DM chooses from the following possible You touch a willing creature. Until the spellends, You touch a willing beast. For the duration of the
wide emanates from you in a direction you and resolve. Choose up to three creatures within spell, choose one of the following options, the omens: " Weal, for good results " Woe, for bad the targets skin has a rough, bark-like spell, you can use your action to see through the
choose. Each creature in the line must make a range. Each targets hit point maximum and effects of which last for the duration of the spell. results " Weal and woe, for both good and bad appearance, and the targets AC cant be less beast’s eyes and hear what it hears, and continue
Dexterity saving throw. A creature takes 3d8 fire current hit points increase by 5 for the duration. While the spell lasts, you can end one option as results " Nothing, for results that arent especially than 16, regardless of what kind of armor it is to do so until you use your action to return to
damage on a failed save, or half as much an action to gain the benefits of a different one. good or bad The spell doesnt take into account wearing. your normal senses.
damage on a successful one. Aquatic Adaptation. You adapt your body to an any possible circumstances that might change
aquatic environment, sprouting gills, and growing the outcome, such as the casting of additional
webbing between your fingers. You can breathe spells or the loss or gain of a companion. If you
underwater and gain a swimming speed equal to cast the spell two or more times before
your walking speed. Change Appearance. You completing your next long rest, there is a
transform your appearance. cumulative 25 percent chance for each casting
after the first that you get a random reading. The
At Higher Levels At Higher Levels DM makes this roll in secret.
When you cast this spell using a spell slot of 3rd When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for level or higher, a targets hit points increase by an
each slot level above 2nd. additional 5 for each slot level above 2nd.
Blindness/Deafness Blur Branding Smite Crown of Madness Crown of Madness Darkness
2 Necromancy
2 Illusion (Concen.)
2 Evocation (Concen.)
2 Enchantment (Concen.)
2 Enchantment (Concen.)
2 Evocation (Concen.)
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:60 feet
Duration: 1 min. Components: V Duration: up to 1 min. Components: V Action Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 10 min.s Components: V, M
You can blind or deafen a foe. Choose one Your body becomes blurred, shifting and Duration: up to 1 min. Components: V One humanoid of your choice that you can see On your subsequent turns, you must use your bat fur and a drop of pitch or piece of coal.
creature that you can see within range to make a wavering to all who can see you. For the The next time you hit a creature with a weapon within range must succeed on a Wisdom saving action to maintain control over the target, or the Magical darkness spreads from a point you
Constitution saving throw. If it fails, the target is duration, any creature has disadvantage on attack before this spell ends, the weapon glemas throw or become charmed by you for the spell ends. Also, the target can make a Wisdom choose within range to fill a 15-foot radius
either blinded or deafened (your choice) for the attack rolls against you. An attacker is immune with astral radiance as you strike. The attack duration. While the target is charmed in this way, saving throw at the end of each of its turns. On a sphere for the duration. The darkness spreads
duration. At the end of each of its turns, the to this effect if it doesnt rely on sight, as with deals an extra 2d6 radiant damage to the target, a twisted crown of jagged iron appears on its success, the spell ends. around corners. A creature with darkvision cant
target can make a Constitution saving throw. On blindsight, or can see through illusions, as with which becomes visible if it is invisible, and the head, and a madness glows in its eyes. The see through this darkness, and nonmagical light
a success, the spell ends. truesight. target sheds dim light in a 5-foot radius and cant charmed target must use its action before cant illuminate it. If the point you choose is on
become invisible until the spell ends. moving on each of its turns to make a melee an object you are holding or one that isnt being
attack against a creature other than itself that worn or carried, the darkness emanates from the
you mentally choose. The target can act normally object and moves with it. Completely covering
on its turn if you choose no creature or if none the source of the darkness with an opaque
are within its reach. object, such as a bowl or a helm, blocks the
At Higher Levels At Higher Levels darkness.
When you cast this spell using a spell slot of 3rd When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional level or higher, the extra damage increases by
creature for each slot level above 2nd. 1d6 for each slot level above 2nd.

Calm Emotions Calm Emotions Cloud of Daggers Darkness Darkvision Detect Thoughts
2 Enchantment (Concen.)
2 Enchantment (Concen.)
2 Conjuration (Concen.)
2 Evocation (Concen.)
2 Transmutation
2 Divination (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Self
Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S, M Duration: up to 10 min.s Components: V, M Duration: 8 hours Components: V, S, M Duration: up to 1 min. Components: V, S, M
You attempt to suppress strong emotions in a This indifference ends if the target is attacked or You fill the air with spinning daggers in a cube 5 If any of this spells area overlaps with an area of You touch a willing creature to grant it the ability a copper piece.
group of people. Each humanoid in a 20-foot- harmed by a spell or if it witnesses any of its feet on each side, centered on a point you light created by a spell of 2nd level or lower, the to see in the dark. For the duration, that creature For the duration, you can read the thoughts of
radius sphere centered on a point you choose friends being harmed. When the spell ends, the choose within range. A creature takes 4d4 spell that created the light is dispelled. has darkvision out to a range of 60 feet. certain creatures. When you cast the spell and as
within range must make a Charisma saving creature becomes hostile again, unless the DM slashing damage when it enters the spells area your action on each turn until the spell ends, you
throw; a creature can choose to fail this saving rules otherwise. for the first time on a turn or starts its turn there. can focus your mind on any one creature that
throw if it wishes. If a creature fails its saving you can see within 30 feet of you. If the creature
throw, choose one of the following two effects. you choose has an Intelligence of 3 or lower or
You can suppress any effect causing a target to doesnt speak any language, the creature is
be charmed or frightened. When this spell ends, unaffected. You initially learn the surface
any suppressed effect resumes, provided that its thoughts of the creaturewhat is most on its
duration has not expired in the meantime. mind in that moment. As an action, you can
Alternatively, you can make a target indifferent either shift your attention to another creatures
about creatures of your choice that it is hostile At Higher Levels thoughts or attempt to probe deeper into the
toward. When you cast this spell using a spell slot of 3rd same creatures mind.
level or higher, the damage increases by 2d4 for
each slot level above 2nd.

Continual Flame Cordon of Arrows Cordon of Arrows Detect Thoughts Detect Thoughts Detect Thoughts
2 Evocation
2 Transmutation
2 Transmutation
2 Divination (Concen.)
2 Divination (Concen.)
2 Divination (Concen.)
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:5 feet Casting Time: 1 Action Range:5 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: Until dispelledComponents: V, S, M Duration: 8 hours Components: V, S, M Duration: 8 hours Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M
A flame, equivalent in brightness to a torch, four or more arrows or bolts. When you cast this spell, you can designate any If you probe deeper, the target must make a W Questions verbally directed at the target creature Once you detect the presence of a creature in
springs forth from an object that you touch. The You plant four pieces of nonmagical ammunition creatures you choose, and the spell ignores isdom saving throw. If it fails, you gain insight naturally shape the course of its thoughts, so this way, you can read its thoughts for the rest of
effect looks like a regular flame, but it creates no arrows or crossbow bolts in the ground them. into its reasoning (if any), its emotional state, this spell is particularly effective as part of an the duration as described above, even if you cant
heat and doesnt use oxygen. A continual flame within range and lay magic upon them to protect and something that loom s large in its mind interrogation. You can also use this spell to see it, but it must still be within range.
can be covered or hidden but not smothered or an area. Until the spell ends, whenever a creature (such as something it worries over, loves, or detect the presence of thinking creatures you
quenched. other than you comes within 30 feet of the hates). If it succeeds, the spell ends. Either way, cant see. When you cast the spell or as your
ammunition for the first time on a turn or ends the target knows that you are probing into its action during the duration, you can search for
its turn there, one piece of ammunition flies up to mind, and unless you shift your attention to thoughts within 30 feet of you. The spell can
strike it. The creature must succeed on a another creatures thoughts, the creature can use penetrate barriers, but 2 feet of rock, 2 inches of
Dexterity saving throw or take 1d6 piercing its action on its turn to make an Intelligence any metal other than lead, or a thin sheet of lead
damage. The piece of ammunition is then check contested by your Intelligence check; if it blocks you. You cant detect a creature with an
destroyed. The spell ends when no ammunition At Higher Levels succeeds, the spell ends. Intelligence of 3 or lower or one that doesnt
remains. When you cast this spell using a spell slot of 3rd speak any language.
level or higher, the amount of ammunition that
can be affected increases by two for each slot
level above 2nd.
Dragon’ Breath Dust Devil Dust Devil Enthrall Find Steed Find Steed
2 Transmutation (Concen.)
2 Conjuration (Concen.)
2 Conjuration (Concen.)
2 Enchantment
2 Conjuration
2 Conjuration
Casting Time: 1 Bonus Range:Touch Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 10 Range:30 feet Casting Time: 10 Range:30 feet
Action Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: 1 min. Components: V, S Minutes Minutes
Duration: up to 1 min. Components: V, S, M (a pinch of dust) Choose an unoccupied 5-foot If the dust devil moves over sand, dust, loose You weave a distracting string of words, causing Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S
You touch one willing creature and imbue it with cube of air that you can see within range. An dirt, or small gravel, it sucks up the material and creatures of your choice that you can see within You summon a spirit that assumes the form of Additionally, if your steed has an Intelligence of 5
the power to spew magical energy from its elemental force that resembles a dust devil forms a 10-foot-radius cloud of debris around range and that can hear you to make a Wisdom an unusually intelligent, strong, and loyal steed, or less, its Intelligence becomes 6, and it gains
mouth, provided it has one. Choose acid, cold, appears in the cube and lasts for the spells itself that lasts until the start of your next turn. saving throw. Any creature that can’t be charmed creating a long-lasting bond with it. Appearing in the ability to understand one language of your
fire, lightning, or poison. Until the spell ends, the duration. Any creature that ends its turn within 5 The cloud heavily obscures its area. At Higher succeeds on this saving throw automatically, and an unoccupied space within range, the steed choice that you speak. Your steed serves you as
creature can use an action to exhale energy of feet of the dust devil must make a Strength Levels. When you cast this spell using a spell if you or your companions are fighting a creature, takes on a form that you choose, such as a a mount, both in combat and out, and you have
the chosen type in a 15-foot cone. Each creature saving throw. On a failed save, the creature takes slot of 3rd level or higher, the damage increases it has advantage on the save. On a failed save, warhorse, a pony, a camel, an elk, or a mastiff. an instinctive bond with it that allows you to fight
in that area must make a Dexterity saving throw, 1d8 bludgeoning damage and is pushed 10 feet by 1d8 for each slot level above 2nd. the target has disadvantage on Wisdom (Your DM might allow other animals to be as a seamless unit. While mounted on your
taking 3d6 damage of the chosen type on a away. On a successful save, the creature takes (Perception) checks made to perceive any summoned as steeds. ) The steed has the steed, you can make any spell you cast that
failed save, or half as much damage on a half as much damage and isnt pushed. As a creature other than you until the spell ends or statistics of the chosen form, though it is a targets only you also target your steed. When the
successful one. bonus action, you can move the dust devil up to until the target can no longer hear you. The spell celestial, fey, or fiend (your choice) instead of its steed drops to 0 hit points, it disappears, leaving
30 feet in any direction. ends if you are incapacitated or can no longer normal type. behind no physical form. You can also dismiss
At Higher Levels speak. your steed at any time as an action, causing it to
When you cast this spell using a spell slot of 3rd disappear.
level or higher, the damage increases by 1d6 for
each slot level above 2nd.

Earthbind Enhance Ability Enhance Ability Find Steed Find Traps Find Traps
2 Transmutation (Concen.)
2 Transmutation (Concen.)
2 Transmutation (Concen.)
2 Conjuration
2 Divination
2 Divination
Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 10 Range:30 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet
Duration: up to 1 min. Components: V Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Minutes Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S
Choose one creature you can see within range. fur or a feather from a beast. The target has advantage on Charisma checks. - Duration: InstantaneousComponents: V, S You sense the presence of any trap within range You dont learn the location of each trap, but you
Yellow strips of magical energy loop around the You touch a creature and bestow upon it a Foxs Cunning. The target thas advantage on In either case, casting this spell again summons that is within line of sight. A trap, for the purpose do learn the general nature of the danger posed
creature. The target must succeed on a Strength magical enhancement. Choose one of the Intelligence checks. - Owls Wisdom. The target the same steed, restored to its hit point of this spell, includes anything that would inflict by a trap you sense.
saving throw or its flying speed (if any) is following effects: the target gains the effect until has advantage on Wisdom checks. maximum. While your steed is within 1 mile of a sudden or unexpected effect you consider
reduced to 0 feet for the spells duration. An the spell ends. - Bears Endurance. The target has you, you can communicate with it telepathically. harmful or undesirable, which was specifically
airborne creature affected by this spell descends advantage on Constitution checks. It also gains You cant have more than one steed bonded by intended as such by its creator. Thus, the spell
at 60 feet per round until it reaches the ground or 2d6 temporary hit points, which are lost when the this spell at a time. As an action, you can release would sense an area affected by the alarm spell,
the spell ends. spell ends. - Bulls Strength. The target has the steed from its bond at any time, causing it to a glyph of warding, or a mechanical pit trap, but it
advantage on Strength checks, and his or her disappear. would not reveal a natural weakness in the floor,
carrying capacity doubles. - Cats Grace. The an unstable ceiling, or a hidden sinkhole. This
target has advantage on Dexterity checks. It also spell merely reveals that a trap is present.
doesnt take damage from falling 20 feet or less
if it isnt incapacitated. - Eagles Splendor. At Higher Levels
When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional
creature for each slot level above 2nd.

Enlarge/Reduce Enlarge/Reduce Enlarge/Reduce Flame Blade Flaming Sphere Flaming Sphere


2 Transmutation (Concen.)
2 Transmutation (Concen.)
2 Transmutation (Concen.)
2 Evocation (Concen.)
2 Conjuration (Concen.)
2 Conjuration (Concen.)
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Action Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M
a pinch of powdered iron. This growth increases its size by one category This reduction decreases its size by one Duration: up to 10 min.s Components: V, S, M a bit of tallow a pinch of brimstone, and a If you ram the sphere into a creature, that
You cause a creature or an object you can see from Medium to Large, for example. If there isnt category from Medium to Small, for example. You evoke a fiery blade in your free hand. The dusting of powdered iron. creature must make the saving throw against the
within range to grow larger or smaller for the enough room for the target to double its size, the Until the spell ends, the target also has blade is similar in size and shape to a scimitar, A 5-foot-diameter sphere of fire appears in an spheres damage, and the sphere stops moving
duration. Choose either a creature or an object creature or object attains the maximum possible disadvantage on Strength checks and Strength and it lasts for the duration. If you let go of the unoccupied space of your choice within range this turn. When you move the sphere, you can
that is neither worn nor carried. If the target is size in the space available. Until the spell ends, saving throws. The targets weapons also shrink blade, it disappears, but you can evoke the blade and lasts for the duration. Any creature that ends direct it over barriers up to 5 feet tall and jump it
unwilling, it can make a Constitution saving the target also has advantage on Strength to match its new size. While these weapons are again as a bonus action. You can use your action its turn within 5 feet of the sphere must make a across pits up to 10 feet wide. The sphere ignites
throw. On a success, the spell has no effect. If checks and Strength saving throws. The targets reduced, the targets attacks with them deal 1d4 to make a melee spell attack with the fiery blade. Dexterity saving throw. The creature takes 2d6 flammable objects not being worn or carried, and
the target is a creature, everything it is wearing weapons also grow to match its new size. While less damage (this cant reduce the damage On a hit, the target takes 3d6 fire damage. The fire damage on a failed save, or half as much it sheds bright light in a 20-foot radius and dim
and carrying changes size with it. Any item these weapons are enlarged, the targets attack below 1). flaming blade sheds bright light in a 10-foot damage on a successful one. As a bonus action, light for an additional 20 feet.
dropped by an affected creature returns to with them deal 1d4 extra damage. Reduce The radius and dim light for an additional 10 feet. you can move the sphere up to 30 feet.
normal size at once. Enlarge The targets size targets size is halved in all dimensions, and its
doubles in all dimensions, and its weight is weight is reduced to one-eighth of normal.
multiplied by eight. At Higher Levels At Higher Levels
When you cast this spell using a spell slot of 4th When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for level or higher, the damage increases by 1d6 for
every two slot levels above 2nd. each slot level above 2nd.
Gentle Repose Gust of Wind Gust of Wind Knock Knock Lesser Restoration
2 Necromancy (Ritual)
2 Evocation (Concen.)
2 Evocation (Concen.)
2 Transmutation
2 Transmutation
2 Abjuration
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Self (60-foot Casting Time: 1 Action Range:Self (60-foot Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Touch
Duration: 10 days Components: V, S, M line) line) Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V, S
You touch a corpse or other remains. For the Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Choose an object that you can see within range. When you cast the spell, a loud knock, audible You touch a creature and can end either one
duration, the target is protected from decay and a legume seed. It causes protected flames, such as those of The object can be a door, a box, a chest, a set of from as far away as 300 feet, emanates from the disease or one condition afflicting it. The
cant become undead. The spell also effectively A line of strong wind 60 feet long and 10 feet lanterns, to dance wildly and has a 50 percent manacles, a padlock, or another object that target object. condition can be blinded, deafened, paralyzed, or
extends the time limit on raising the target from wide blasts from you in a direction you choose chance to extinguish them. As a bonus action on contains a mundane or magical means that poisoned.
the dead, since days spent under the influence of for the spells duration. Each creature that starts each of your turns before the spell ends, you can prevents access. A target that is held shut by a
this spell dont count against the time limit of its turn in the line must succeed on a Strength change the direction in which the line blasts from mundane lock or that is stuck or barred becomes
spells such as raise dead. saving throw or be pushed 15 feet away from you you. unlocked, unstuck, or unbarred. If the object has
in a direction following the line. Any creature in multiple locks, only one of them is unlocked. If
the line must spend 2 feet of movement for every you choose a target that is held shut with arcane
1 foot it moves when moving closer to you. The lock, that spell is suppressed for 10 minutes,
gust disperses gas or vapor, and it extinguishes during which time the target can be opened and
candles, torches, and similar unprotected flames shut normally.
in the area.

Healing Spirit Healing Spirit Heat Metal Levitate Levitate Locate Animals or Plants
2 Conjuration (Concen.)
2 Conjuration (Concen.)
2 Transmutation (Concen.)
2 Transmutation (Concen.)
2 Transmutation (Concen.)
2 Divination (Ritual)
Casting Time: 1 Bonus Range:60 feet Casting Time: 1 Bonus Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self
Action Action Duration: up to 1 min. Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: InstantaneousComponents: V, S, M
Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S a piece of iron and a flame. either a small leather loop or a piece of golden The target can move only by pushing or pulling Describe or name a specific kind of beast or
You call forth a nature spirit to soothe the Choose a manufactured metal object, such as a wire bent into a cup shape with a long shank on against a fixed object or surface within reach plant. Concentrating on the voice of nature in
wounded. The intangible spirit appears in a metal weapon or a suit of heavy or medium one end. (such as a wall or a ceiling), which allows it to your surroundings, you learn the direction and
space that is a 5-foot cube you can see within metal armor, that you can see within range. You One creature or object of your choice that you move as if it were climbing. You can change the distance to the closest creature or plant of that
range. The spirit looks like a transparent beast or cause the object to glow red-hot. Any creature in can see within range rises vertically, up to 20 targets altitude by up to 20 feet in either kind within 5 miles, if any are present.
fey (your choice). Until the spell ends, whenever physical contact with the object takes 2d8 fire feet, and remains suspended there for the direction on your turn. If you are the target, you
you or a creature you can see moves into the damage when you cast the spell. Until the spell duration. The spell can levitate a target that can move up or down as part of your move.
spirits space for the first time on a turn or starts ends, you can use a bonus action on each of weighs up to 500 pounds. An unwilling creature Otherwise, you can use your action to move the
its turn there, you can cause the spirit to restore your subsequent turns to cause this damage that succeeds on a Constitution saving throw is target, which must remain within the spells
ld6 hit points to that creature (no action again. If a creature is holding or wearing the unaffected. range. When the spell ends, the target floats
required). The spirit cant heal constructs or object and takes the damage from it, the gently to the ground if it is still aloft.
undead. As a bonus action on your turn, you can creature must succeed on a Constitution saving
move the Spirit up to 30 feet to a space you can At Higher Levels throw or drop the object if it can.
see. When you cast this spell using a spell slot of 3rd
level or higher, the healing increases 1d6 for
each slot level above 2nd.

Heat Metal Hold Person Invisibility Locate Object Magic Mouth Magic Mouth
2 Transmutation (Concen.)
2 Enchantment (Concen.)
2 Illusion (Concen.)
2 Divination (Concen.)
2 Illusion (Ritual)
2 Illusion (Ritual)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Self Casting Time: 1 Minute Range:30 feet Casting Time: 1 Minute Range:30 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
If it doesnt drop the object, it has disadvantage Choose a humanoid that you can see within A creature you touch becomes invisible until the Describe or name an object that is familiar to a small bit of honeycomb and jade dust worth at When that circumstance occurs, a magical
on attack rolls and ability checks until the start range. The target must succeed on a Wisdom spell ends. Anything the target is wearing or you. You sense the direction to the objects least 10 gp which the spell consumes. mouth appears on the object and recites the
of your next turn. saving throw or be paralyzed for the duration. At carrying is invisible as long as it is on the targets location, as long as that object is within 1,000 You implant a message within an object in range, message in your voice and at the same volume
the end of each of its turns, the target can make person. The spell ends for a target that attacks feet of you. If the object is in motion, you know a message that is uttered when a trigger you spoke. If the object you chose has a mouth
another Wisdom saving throw. On a success, the or casts a spell. the direction of its movement. The spell can condition is met. Choose an object that you can or something that looks like a mouth (for
spell ends on the target. locate a specific object known to you, as long as see and that isnt being worn or carried by example, the mouth of a statue), the magical
you have seen it up close within 30 feet at another creature. Then speak the message, mouth appears there so that words appear to
least once. Alternatively, the spell can locate the which must be 25 words or less, though it can be come from the objects mouth. When you cast
nearest object of a particular kind, such as a delivered over as long as 10 minutes. Finally, this spell, you can have the spell end after it
certain kind of apparel, jewelry, furniture, tool, or determine the circumstance that will trigger the delivers its message, or it can remain and
At Higher Levels weapon. This spell cant locate an object if any spell to deliver your message. repeats its message whenever the trigger
When you cast this spell using a spell slot of 3rd thickness of lead, even a thin sheet, blocks a occurs.
At Higher Levels level or higher, you can target one additional At Higher Levels direct path between you and the object.
When you cast this spell using a spell slot of 3rd humanoid for each slot level above 2nd. The When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for humanoids must be within 30 feet of each other level or higher, you can target one additional
each slot level above 2nd. when you target them. creature for each slot level above 2nd.
Magic Mouth Magic Weapon Maximilian’s Earthen Moonbeam Moonbeam Nystul’s Magic Aura
2 Illusion (Ritual)
2 Transmutation (Concen.) 2 Grasp 2 Evocation (Concen.)
2 Evocation (Concen.)
2 Illusion
Casting Time: 1 Minute Range:30 feet Casting Time: 1 Bonus Range:Touch Transmutation (Concen.) Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Touch
Duration: Until dispelledComponents: V, S, M Action Casting Time: 1 Action Range:30 feet Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: 24 hours Components: V, S, M
The triggering circumstance can be as general or Duration: up to 1 hour Components: V, S Duration: up to 1 min. Components: V, S, M several seeds of any moonseed plant and a A shapechanger makes its saving throw with a small square of silk.
as detailed as you like, though it must be based You touch a nonmagical weapon. Until the spell a miniature hand sculpted from clay. piece of opalescent feldspar. disadvantage. If it fails, it also instantly reverts to You place an illusion on a creature or an object
on visual or audible conditions that occur within ends, that weapon becomes a magic weapon You choose a 5-foot-square unoccupied space A silvery beam of pale light shines down in a 5- its original form and cant assume a different you touch so that divination spells reveal false
30 feet of the object. For example, you could with a +1 bonus to attack rolls and damage rolls. on the ground that you can see within range. A footradius, 40-foot-high cylinder centered on a form until it leaves the spells light. On each of information about it. The target can be a willing
instruct the mouth to speak when any creature Medium hand made from compacted soil rises point within range. Until the spell ends, dim light your turns after you cast this spell, you can use creature or an object that isnt being carried or
moves within 30 feet of the object or when a there and reaches for one creature you can see fills the cylinder. When a creature enters the an action to move the beam 60 feet in any worn by another creature. When you cast the
silver bell rings within 30 feet of it. within 5 feet of it. The target must make a spells area for the first time on a turn or starts direction. spell, choose one or both of the following
Strength saving throw. On a failed save, the its turn there, it is engulfed in ghostly flames that effects. The effect lasts for the duration. If you
target takes 2d6 bludgeoning damage and is cause searing pain, and it must make a cast this spell on the same creature or object
restrained for the spells duration. As an action, Constitution saving throw. It takes 2d10 radiant every day for 30 days, placing the same effect on
you can cause the hand to crush the restrained damage on a failed save, or half as much it each time, the illusion lasts until it is dispelled.
At Higher Levels target, who must make a Strength saving throw. damage on a successful one.
When you cast this spell using a spell slot of 4th It takes 2d6 bludgeoning damage on a failed At Higher Levels
level or higher, the bonus increases to +2.When save, or half as much damage on a successful When you cast this spell using aspell slot of 3rd
you use a spell slot of 6th level or higher, the one. level or higher, the damage increases by 1d1O for
bonus increases to +3. each slot level above 2nd.

Maximilian’s Earthen Melf’s Acid Arrow Mind Spike Nystul’s Magic Aura Nystul’s Magic Aura Pass Without Trace
2 Grasp 2 Evocation
2 Divination (Concen.)
2 Illusion
2 Illusion
2 Abjuration (Concen.)
Transmutation (Concen.) Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Self
Casting Time: 1 Action Range:30 feet Duration: InstantaneousComponents: V, S, M Duration: up to 1 hour Components: S Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: up to 1 hour Components: V, S, M
Duration: up to 1 min. Components: V, S, M A shimmering green arrow streaks toward a You reach into the mind of one creature you can False Aura You change the way the target You choose a creature type and other spells and A veil of shadows and silence radiates from you,
To break out, the restrained target can make a target within range and bursts in a spray of acid. see within range. The target must make a appears to spells and magical effects, such as magical effects treat the target as if it were a masking you and your companions from
Strength check against your spell save DC. On a Make a ranged spell attack against the target. On Wisdom saving throw, taking 3d8 psychic detect magic, that detect magical auras. You can creature of that type or of that alignment. detection. For the duration, each creature you
success, the target escapes and is no longer a hit, the target takes 4d4 acid damage damage on a failed save, or half as much make a nonmagical object appear magical, a choose within 30 feet of you (including you) has
restrained by the hand. As an action, you can immediately and 2d4 acid damage at the end of damage on a successful one. On a failed save, magical object appear nonmagical, or change a +10 bonus to Dexterity (Stealth) checks and
cause the hand to reach for a different creature its next turn. On a miss, the arrow splashes the you also always know the target’s location until the objects magical aura so that it appears to cant be tracked except by magical means. A
or to move to a different unoccupied space target with acid for half as much of the initial the spell ends, but only while the two of you are belong to a specific school of magic that you creature that receives this bonus leaves behind
within range. The hand releases a restrained damage and no damage at the end of its next on the same plane of existence. While you have choose. When you use this effect on an object, no tracks or other traces of its passage.
target if you do either. turn. this knowledge, the target cant become hidden you can make the false magic apparent to any
from you, and if its invisible, it gains no benefit creature that handles the item. Mask You change
from that condition against you. the way the target appears to spells and magical
effects that detect creature types, such as a
At Higher Levels At Higher Levels paladins Divine Sense or the trigger of a sym bol
When you cast this spell using a spell slot of 3rd When you cast this spell using a spell slot of 3rd spell.
level or higher, the damage (both initial and later) level or higher, the damage increases by 1d8 for
increases by 1d4 for each slot level above 2nd. each slot level above 2nd.

Mirror Image Mirror Image Misty Step Phantasmal Force Phantasmal Force Phantasmal Force
2 Illusion
2 Illusion
2 Conjuration
2 Illusion (Concen.)
2 Illusion (Concen.)
2 Illusion (Concen.)
Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Duration: 1 min. Components: V, S Duration: 1 min. Components: V, S Action Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M
Three illusory duplicates of yourself appear in A duplicates AC equals 10 + your Dexterity Duration: InstantaneousComponents: V a bit of fleece. The target can use its action to examine the If the target survives the fall, it still believes that
your space. Until the spell ends, the duplicates modifier. If an attack hits a duplicate, the Briefly surrounded by silvery mist, you teleport up You craft an illusion that takes root in the mind phantasm with an Intelligence (Investigation) the bridge exists and comes up with some other
move with you and mimic your actions, shifting duplicate is destroyed. A duplicate can be to 30 feet to an unoccupied space that you can of a creature that you can see within range. The check against your spell save DC. If the check explanation for its fallit was pushed, it slipped, or
position so its impossible to track which image destroyed only by an attack that hits it. It ignores see. target must make an Intelligence saving throw. succeeds, the target realizes that the phantasm a strong wind might have knocked it off. An
is real. You can use your action to dismiss the all other damage and effects. The spell ends On a failed save, you create a phantasmal object, is an illusion, and the spell ends. While a target is affected target is so convinced of the
illusory duplicates. Each time a creature targets when all three duplicates are destroyed. A creature, or other visible phenomenon of your affected by the spell, the target treats the phantasms reality that it can even take damage
you with an attack during the spells duration, roll creature is unaffected by this spell if it cant see, choice that is no larger than a 10-foot cube and phantasm as if it were real. The target from the illusion. A phantasm created to appear
a d20 to determine whether the attack instead if it relies on senses other than sight, such as that is perceivable only to the target for the rationalizes any illogical outcomes from as a creature can attack the target. Similarly, a
targets one of your duplicates. If you have three blindsight, or if it can perceive illusions as false, duration. This spell has no effect on undead or interacting with the phantasm. For example, a phantasm created to appear as fire, a pool of
duplicates, you must roll a 6 or higher to change as with truesight. constructs. The phantasm includes sound, target attempting to walk across a phantasmal acid, or lava can burn the target.
the attacks target to a duplicate. With two temperature, and other stimuli, also evident only bridge that spans a chasm falls once it steps
duplicates, you must roll an 8 or higher. With one to the creature. onto the bridge.
duplicate, you must roll an 11 or higher.
Phantasmal Force Prayer of Healing Protection from Poison Shadow Blade Shadow Blade Shatter
2 Illusion (Concen.)
2 Evocation
2 Abjuration
2 Illusion (Concen.)
2 Illusion (Concen.)
2 Evocation
Casting Time: 1 Action Range:60 feet Casting Time: 10 Range:30 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Bonus Range:Self Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:60 feet
Duration: up to 1 min. Components: V, S, M Minutes Duration: 1 hour Components: V, S Action Action Duration: InstantaneousComponents: V, S, M
Each round on your turn, the phantasm can deal Duration: InstantaneousComponents: V You touch a creature. If it is poisoned, you Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S a chip of mica.
1d6 psychic damage to the target if it is in the Up to six creatures of your choice that you can neutralize the poison. If more than one poison You weave together threads of shadow to create A sudden loud ringing noise, painfully intense,
phantasms area or within 5 feet of the see within range each regain hit points equal to afflicts the target, you neutralize one poison that a sword of solidified gloom in your hand. This erupts from a point of your choice within range.
phantasm, provided that the illusion is of a 2d8 + your spellcasting ability modifier. This you know is present, or you neutralize one at magic sword lasts until the spell ends. It counts Each creature in a 10-foot-radius sphere
creature or hazard that could logically deal spell has no effect on undead or constructs. random. For the duration, the target has as a simple melee weapon with which you are centered on that point must make a Constitution
damage, such as by attacking. The target advantage on saving throws against being proficient. It deals 2d8 psychic damage on a hit saving throw. A creature takes 3d8 thunder
perceives the damage as a type appropriate to poisoned, and it has resistance to poison and has the finesse, light, and thrown properties damage on a failed save, or half as much
the illusion. damage. (range 20/60). In addition, when you use the damage on a successful one. A creature made of
sword to attack a target that is in dim light or inorganic material such as stone, crystal, or
darkness, you make the attack roll with At Higher Levels metal has disadvantage on this saving throw. A
advantage. If you drop the weapon or throw it, it When you cast this spell using a 3rd- or 4th-level nonmagical object that isnt being worn or
dissipates at the end of the turn. Thereafter, spell slot, the damage increases to 3d8. When carried also takes the damage if its in the spells
At Higher Levels while the spell persists, you can use a bonus you cast it using a 5th- or 6th-level spell slot, the area.
When you cast this spell using a spell slot of 3rd action to cause the sword to reappear in your damage increases to 4d8. When you cast it using
level or higher, the healing increases by 1d8 for hand. a spell slot of 7th level or higher, the damage
each slot level above 2nd. increases to 5d8.

Pyrotechnics Ray of Enfeeblement Rope Trick Shatter Silence Skywrite


2 Transmutation
2 Necromancy (Concen.)
2 Transmutation
2 Evocation
2 Illusion (Ritual) (Concen.) 2 Transmutation (Ritual)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:120 feet
(Concen.)
Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: V, S Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: up to 10 min.s Components: V, S Casting Time: 1 Action Range:Sight
Choose an area of nonmagical flame that you A black beam of enervating energy springs from powdered corn extract and a twisted loop of For the duration, no sound can be created within Duration: up to 1 hour Components: V, S
can see and that fits within a 5-foot cube within your finger toward a creature within range. Make parchment. or pass through a 20-foot-radius sphere centered You cause up to ten words to form in a part of
range. You can extinguish the fire in that area, a ranged spell attack against the target. On a hit, You touch a length of rope that is up to 60 feet on a point you choose within range. Any creature the sky you can see. The words appear to be
and you create either fireworks or smoke when the target deals only half damage with weapon long. One end of the rope then rises into the air or object entirely inside the sphere is immune to made of cloud and remain in place for the spells
you do so. Fireworks. The target explodes with a attacks that use Strength until the spell ends. At until the whole rope hangs perpendicular to the thunder damage, and creatures are deafened duration. The words dissipate when the spell
dazzling display of colors. Each creature within the end of each of the targets turns, it can make ground. At the upper end of the rope, an invisible while entirely inside it. Casting a spell that ends. A strong wind can disperse the clouds and
10 feet of the target must succeed on a a Constitution saving throw against the spell. On entrance opens to an extradimensional space includes a verbal component is impossible there. end the spell early.
Constitution saving throw or become blinded a success, the spell ends. that lasts until the spell ends. The
until the end of your next turn. Smoke. Thick extradimensional space can be reached by
black smoke spreads out from the target in a 20- climbing to the top of the rope. The space can
foot radius, moving around corners. The area of hold as many as eight Medium or smaller
the smoke is heavily obscured. The smoke creatures. The rope can be pulled into the space,
persists for 1 minute or until a strong wind making the rope disappear from view outside the At Higher Levels
disperses it. space. 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.

Rope Trick Scorching Ray See invisibility Snilloc’s Snowball Swarm Spider Climb Spike Growth
2 Transmutation
2 Evocation
2 Divination
2 Evocation
2 Transmutation (Concen.)
2 Transmutation (Concen.)
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:150 feet
Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 10 min.s Components: V, S, M
Attacks and spells cant cross through the You create three rays of fire and hurl them at For the duration, you see invisible creatures and (a piece of ice or a small white rock chip) A flurry Until the spell ends, one willing creature you The ground in a 20-foot radius centered on a
entrance into or out of the extradimensional targets within range. You can hurl them at one objects as if they were visible, and you can see of magic snowballs erupts from a point you touch gains the ability to move up, down, and point within range twists and sprouts hard spikes
space, but those inside can see out of it as if target or several. Make a ranged spell attack for into the Ethereal Plane. Ethereal creatures and choose within range. Each creature in a 5-foot- across vertical surfaces and upside down along and thorns. The area becomes difficult terrain for
through a 3-foot-by-5-foot window centered on each ray. On a hit, the target takes 2d6 fire objects appear ghostly and translucent. radius sphere centered on that point must make ceilings, while leaving its hands free. The target the duration. When a creature moves into or
the rope. Anything inside the extradimensional damage. a Dexterity saving throw. A creature takes 3d6 also gains a climbing speed equal to its walking within the area, it takes 2d4 piercing damage for
space drops out when the spell ends. cold damage on a failed save, or half as much speed. every 5 feet it travels. The transformation of the
damage on a successful one. At Higher Levels. ground is camouflaged to look natural. Any
When you cast this spell using a spell slot of 3rd creature that cant see the area at the time the
level or higher, the damage increases by 1d6 for spell is case must make a Wisdom (Perception)
each slot level above 2nd. check against your spell save DC to recognize
the terrain as hazardous before entering it.

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.
Spiritual Weapon Spiritual Weapon Suggestion Zone of Truth Zone of Truth Animate Dead
2 Evocation
2 Evocation
2 Enchantment (Concen.)
2 Enchantment
2 Enchantment
3 Necromancy
Casting Time: 1 Bonus Range:60 feet Casting Time: 1 Bonus Range:60 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Minute Range:10 feet
Action Action Duration: up to 8 hours Components: V, M Duration: 10 min.s Components: V, S Duration: 10 min.s Components: V, S Duration: InstantaneousComponents: V, S, M
Duration: 1 min. Components: V, S Duration: 1 min. Components: V, S a snake’s tongue and either a bit of honeycomb You create a magical zone that guards against Such creatures can be evasive in its answers as a drop of blood a piece of flesh, and a pinch of
You create a floating, spectral weapon within Cuthbert is known for his mace and Thor for his or a drop of sweet oil. deception in a 15-foot-radius sphere centered on long as it remains within the boundaries of the bone dust.
range that lasts for the duration or until you cast hammer) make this spells effect resemble that You suggest a course of activity (limited to a a point of your choice within range. Until the truth. This spell creates an undead servant. Choose a
this spell again. When you cast the spell, you can weapon. sentence or two) and magically influence a spell ends, a creature that enters the spells area pile of bones or a corpse of a Medium or Small
make a melee spell attack against a creature creature you can see within range that can hear for the first time on a turn or starts its turn there humanoid within range. Your spell imbues the
within 5 feet of the weapon. On a hit, the target and understand you. Creatures that cant be must make a Charisma saving throw. On a failed target with a foul mimicry of life, raising it as an
takes force damage equal to 1d8 + your charmed are immune to this effect. The save, a creature cant speak a deliberate lie while undead creature. The target becomes a skeleton
spellcasting ability modifier. As a bonus action suggestion must be worded in such a manner as in the radius. You know whether each creature if you chose bones or a zombie if you chose a
on your turn, you can move the weapon up to 20 to make the course of action sound reasonable. succeeds or fails on its saving throw. An affected corpse (the DM has the creatures game
feet and repeat the attack against a creature Asking the creature to stab itself, throw itself creature is aware of the spell and can thus avoid statistics).
within 5 feet of it. The weapon can take whatever onto a spear, immolate itself, or do some other answering questions to which it would normally
form you choose. Clerics of deities who are obviously harmful act ends the spell. respond with a lie.
associated with a particular weapon (as St. 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 the 2nd.

Suggestion Suggestion Warding Bond Animate Dead Animate Dead Aura of Vitality
2 Enchantment (Concen.)
2 Enchantment (Concen.)
2 Abjuration
3 Necromancy
3 Necromancy
3 Evocation (Concen.)
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Minute Range:10 feet Casting Time: 1 Minute Range:10 feet Casting Time: 1 Action Range:Self (30-foot
Duration: up to 8 hours Components: V, M Duration: up to 8 hours Components: V, M Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M radius)
The target must make a Wisdom saving throw. If you or any of your companions damage the This spell wards a willing creature you touch and On each of your turns, you can use a bonus The creature is under your control for 24 hours, Duration: up to 1 min. Components: V
On a failed save, it purses the course of action target, the spell ends. creates a mystic connection between you and action to mentally command any creature you after which it stops obeying any command Healing energy radiates from you in an aura with
you described to the best of its ability. The the target until the spell ends. While the target is made with this spell if the creature is within 60 youve given it. To maintain the control of the a 30-foot radius. Until the spell ends, the aura
suggested course of action can continue for the within 60 feet of you, it gains a +1 bonus to AC feet of you (if you control multiple creatures, you creature for another 24 hours, you must cast this moves with you, centered on you. You can use a
entire duration. If the suggested activity can be and saving throws, and it has resistance to all can command any or all of them at the same spell on the creature again before the current 24- bonus action to cause one creature in the aura
completed in a shorter time, the spell ends when damage. Also, each time it takes damage, you time, issuing the same command to each one). hour period ends. This use of the spell reasserts (including you) to regain 2d6 hit points.
the subject finishes what it was asked to do. You take the same amount of damage. The spell You decide what action the creature will take and your control over up to four creatures you have
can also specify conditions that will trigger a ends if you drop to 0 hit points or if you and the where it will move during its next turn, or you can animated with this spell, rather than animating a
special activity during the duration. For example, target become separated by more than 60 feet. It issue a general command, such as to guard a new one.
you might suggest that a knight give her also ends if the spell is cast again on either of particular chamber or corridor. If you issue no
warhorse to the first beggar she meets. If the the connected creatures. You can also dismiss commands, the creature only defends itself At Higher Levels
condition isnt met before the spell expires, the the spell as an action. against hostile creatures. Once given an order, When you cast this spell using a spell slot of 4th
activity isnt preformed. the creature continues to follow it until its task is level or higher, you animate or reassert control
complete. 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.

Warding Wind Web Web Beacon of Hope Bestow Curse Bestow Curse
2 Evocation (Concen.)
2 Conjuration (Concen.)
2 Conjuration (Concen.)
3 Abjuration (Concen.)
3 Necromancy (Concen.)
3 Necromancy (Concen.)
Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch
Duration: up to 10 min.s Components: V Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S
A strong wind (20 miles per hour) blows around a bit of spiderweb. Each creature that starts its turn in the webs or This spell bestows hope and vitality. Choose any You touch a creature, and that creature must When you cast this spell, choose the nature of
you in a 10-foot radius and moves with you, You conjure a mass of thick, sticky webbing at a that enters them during its turn must make a number of creatures within range. For the succeed on a Wisdom saving throw or become the curse from the following options:
remaining centered on you. The wind lasts for point of your choice within range. The webs fill a Dexterity saving throw. On a failed save, the duration, each target has advantage on Wisdom cursed for the duration of the spell.
the spells duration. The wind has the following 20-foot cube from that point for the duration. The creature is restrained as long as it remains in the saving throws and death saving throws, and
effects: " It deafens you and other creatures in its webs are difficult terrain and lightly obscure their webs or until it breaks free. A creature restrained regains the maximum number of hit points
area. " It extinguishes unprotected flames in its area. If the webs arent anchored between two by the webs can use its action to make a possible from any healing.
area that are torch-sized or smaller. " The area is solid masses (such as walls or trees) or layered Strength check against your spell save DC. If it At Higher Levels
difficult terrain for creatures other than you. " across a floor, wall, or ceiling, the conjured web succeeds, it is no longer restrained. The webs If you cast this spell using a spell slot of 4th level
The attack rolls of ranged weapon attacks have collapses on itself, and the spell ends at the start are flammable. Any 5-foot cube of webs exposed or higher, the duration is concentration, up to 10
disadvantage if they pass in or out of the wind. " of your next turn. Webs layered over a flat to fire burns away in 1 round, dealing 2d4 fire minutes. If you use a spell slot of 5th level or
It hedges out vapor, gas, and fog that can be surface have a depth of 5 feet. damage to any creature that starts its turn in the higher, the duration is 8 hours. If you use a spell
dispersed by strong wind. fire. 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 doesnt
require concentration.
Blinding Smite Blink Blink Conjure Animals Conjure Animals Conjure Animals
3 Evocation (Concen.)
3 Transmutation
3 Transmutation
3 Conjuration (Concen.)
3 Conjuration (Concen.)
3 Conjuration (Concen.)
Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Action Duration: 1 min. Components: V, S Duration: 1 min. Components: V, S Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S
Duration: up to 1 min. Components: V Roll a d20 at the end of each of your turns for the You can dismiss this spell as an action. While on You summon fey spirits that take the form of They obey any verbal commands that you issue
The next time you hit a creature with a melee duration of the spell. On a roll of 11 or higher, you the Ethereal Plane, you can see and hear the beasts and appear in unoccupied spaces that to them (no action required by you). If you dont
weapon attack during this spells duration, you vanish from your current plane of existence and plane you originated from, which is cast in you can see within range. Choose one of the issue any commands to them, they defend
weapon flares with a bright light, and the attack appear in the Etheral Plane (the spell fails and shades of gray, and you cant see anything more following options for what appears: " One beast themselves from hostile creatures, but otherwise
deals an extra 3d8 radiant damage to the target. the casting is wasted if you were already on that than 60 feet away. You can only affect and be of challenge rating 2 or lower " Two beasts of take no actions. The DM has the creatures
Additionally, the target must succeed on a plane). At the start of you next turn, and when affected by other reatures on the Ethereal Plane. challenge rating 1 or lower " Four beasts of statistics.
Constitution saving throw or be blinded until the the spell ends if you are on the Etheral Plane, you Creature that arent there cant perceive you or challenge rating 1/2 or lower " Eight beasts of
spell ends. A creature blinded by this spell return to an unoccupied space of your choice interact with you, unless they have the ability to challenge rating 1/4 or lower Each beast is also
makes another Constitution saving throw at the that you can see within 10 feet of the space you do so. considered fey, and it disappears when it drops
end of each of its turns. On a successful save, it vanished from. If no unoccupied space is to 0 hit points or when the spell ends. The At Higher Levels
is no longer blinded. available within that range, you appear in the summoned creatures are friendly to you and your When you cast this spell using certain higher-
nearest unoccupied space (chosen at random if companions. Roll initiative for the summoned level spell slots, you choose one of the
more that one space is equally near). creatures as a group, which has its own turns. summoning options above, and more creatures
appear: twice as many with a 5th-level slotthree
times as many with a 7th-level slot four times as
many with a 9th-level slot.

Call Lightning Call Lightning Call Lightning Conjure Barrage Counterspell Counterspell
3 Conjuration (Concen.)
3 Conjuration (Concen.)
3 Conjuration (Concen.)
3 Conjuration
3 Abjuration
3 Abjuration
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Self (60-foot Casting Time: Special Range:60 feet Casting Time: Special Range:60 feet
Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S cone) Duration: InstantaneousComponents: S Duration: InstantaneousComponents: S
A storm cloud appears in the shape of a cylinder On each of your turns until the spell ends, you Duration: InstantaneousComponents: V, S, M 1 reaction, which you take when you see a
that is 10 feet tall with a 60-foot radius, centered can use your action to call down lightning in this You throw a nonmagical weapon or fire a piece creature within 60 feet of you casting a spell You
on a point you can see 100 feet directly above way again, targeting the same point or a different of nonmagical ammunition into the air to create attempt to interrupt a creature in the process of
you. The spell fails if you cant see a point in the one. If you are outdoors in stormy conditions a cone of identical weapons that shoot forward casting a spell. If the creature is casting a spell
air where the storm cloud could appear (for when you cast this spell, the spell gives you and then disappear. Each creature in a 60-foot of 3rd level or lower, its spell fails and has no
example, if you are in a room that cant control over the existing storm instead of cone must succeed on a Dexterity saving throw. effect. If it is casting a spell of 4th level or higher,
accommodate the cloud). When you cast the creating a new one. Under such conditions, the A creature takes 3d8 damage on a failed save, or make an ability check using your spellcasting
spell, choose a point you can see within range. A spells damage increases by 1d10. half as much damage on a successful one. The ability. The DC equals 10+ the spells level. On a
bolt of lightning flashes down from the cloud to damage type is the same as that of the weapon success, the creatures spell fails and has no
that point. Each creature within 5 feet of that or ammunition used as a component. effect.
point must make a Dexterity saving throw. A
creature takes 3d10 lightning damage on a failed At Higher Levels
save, or half as much damage on a successful At Higher Levels When you cast this spell using a spell slot of 4th
one. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect
or higher level, the damage increases by 1d10 for if its level is less than or equal to the level of the
each slot level above 3rd. spell slot you used.

Catnap Clairvoyance Clairvoyance Create Food and Water Crusader’s Mantle Daylight
3 Enchantment
3 Divination (Concen.)
3 Divination (Concen.)
3 Conjuration
3 Evocation (Concen.)
3 Evocation
Casting Time: 1 Action Range:30 feet Casting Time: 10 Range:1 mile Casting Time: 10 Range:1 mile Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet
Duration: 10 min.s Components: S, M Minutes Minutes Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: V Duration: 1 hour Components: V, S
You make a calming gesture, and up to three Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M You create 45 pounds of food and 30 gallons of Holy power radiates from you in an aura with a A 60-foot-radius sphere of light spreads out from
willing creatures of your choice that you can see a focus worth at least 100 gp either a jeweled You can use the chosen sense through the water on the ground or in containers within 30-foot radius, awakening boldness in friendly a point you choose within range. The sphere is
within range fall unconscious for the spells horn for hearing or a glass eye for seeing. sensor as if you were in its space. As your action, range, enough to sustain up to fifteen humanoids creatures. Until the spell ends, the aura moves bright light and sheds dim light for an additional
duration. The spell ends on a target early if it You create an invisible sensor within range in a you can switch between seeing and hearing. A or five steeds for 24 hours. The food is bland but with you, centered on you. While in the aura, each 60 feet. If you chose a point on an object you are
takes damage or someone uses an action to location familiar to you (a place you have visited creature that can see the sensor (such as a nourishing, and spoils if uneaten after 24 hours. nonhostile creature in the aura (including you) holding or one that isnt being worn or carried,
shake or slap it awake. If a target remains or seen before) or in an obvious location that is creature benefitting from see invisibility or The water is clean and doesnt go bad. deals an extra 1d4 radiant damage when it hits the light shines from the object with and moves
unconscious for the full duration, that target unfamiliar to you (such as behind a door, around truesight) sees a luminous, intangible orb about with a weapon attack. with it. Completely covering the affected object
gains the benefit of a short rest, and it cant be a corner, or in a grove of trees). The sensor the size of your fist. with an opaque object, such as a bowl or a helm,
affected by this spell again until it finishes a long remains in place for the duration, and it cant be blocks the light. If any of this spells area
rest. attacked or otherwise interacted with. When you overlaps with an area of darkness created by a
cast the spell, you choose seeing or hearing. spell of 3rd level or lower, the spell that created
the darkness is dispelled.
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.
Dispel Magic Elemental Weapon Enemies abound Fly Gaseous Form Gaseous Form
3 Abjuration
3 Transmutation (Concen.)
3 Enchantment (Concen.)
3 Transmutation (Concen.)
3 Transmutation (Concen.)
3 Transmutation (Concen.)
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch
Duration: InstantaneousComponents: V, S Duration: up to 1 hour Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 10 min.s Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M
Choose any creature, object, or magical effect A nonmagical weapon you touch becomes a You reach into the mind of one creature you can You touch a willing creature. The target gains a a bit of gauze and a wisp of smoke. The target can pass through small holes, narrow
within range. Any spell of 3rd level or lower on magic weapon. Choose one of the following see and force it to make an Intelligence saving flying speed of 60 feet for the duration. When the You transform a willing creature you touch, along openings, and even mere cracks, though it treats
the target ends. For each spell of 4th level or damage types: acid, cold, fire, lightning, or throw. A creature automatically succeeds if it is spell ends, the target falls if it is still aloft, unless with everything its wearing and carrying, into a liquids as though they were solid surfaces. The
higher on the target, make an ability check using thunder. For the duration, the weapon has a +1 immune to being frightened. On a failed save, the it can stop the fall. misty cloud for the duration. The spell ends if the target cant fall and remains hovering in the air
your spellcasting ability. The DC equals 10 + the bonus to attack rolls and deals an extra 1d4 target loses the ability to distinguish friend from creature drops to 0 hit points. An incorporeal even when stunned or otherwise incapacitated.
spells level. On a successful check, the spell damage of the chosen type when it hits. foe, regarding all creatures it can see as enemies creature isnt affected. While in this form, the While in the form of a misty cloud, the target
ends. until the spell ends. Each time the target takes targets only method of movement is a flying cant talk or manipulate objects, and any objects
damage, it can repeat the saving throw, ending speed of 10 feet. The target can enter and it was carrying or holding cant be dropped, used,
the effect on itself on a success. occupy the space of another creature. The target or otherwise interacted with. The target cant
At Higher Levels has resistance to nonmagical damage, and it has attack or cast spells.
At Higher Levels When you cast this spell using a spell slot of 5th advantage on Strength, Dexterity, and
When you cast this spell using a spell slot of 4th or 6th level, the bonus to attack rolls increases to Constitution saving throws.
level or higher, you automatically end the effects +2 and the extra damage increases to 2d4. When At Higher Levels
of a spell on the target if the spells level is equal you use a spell slot of 7th level or higher, the When you cast this spell using a spell slot of 4th
to or less than the level of the spell slot you bonus increases to +3 and the extra damage level or higher, you can target one additional
used. increases to 3d4. creature for each slot level above 3rd.

Enemies abound Erupting Earth Fear Glyph of Warding Glyph of Warding Glyph of Warding
3 Enchantment (Concen.)
3 Transmutation
3 Illusion (Concen.)
3 Abjuration
3 Abjuration
3 Abjuration
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Self (30-foot Casting Time: 1 Hour Range:Touch Casting Time: 1 Hour Range:Touch Casting Time: 1 Hour Range:Touch
Duration: up to 1 min. Components: V, S Duration: InstantaneousComponents: V, S, M cone) Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
Whenever the affected creature chooses another Choose a point you can see on the ground within Duration: up to 1 min. Components: V, S, M or triggered or triggered or triggered
creature as a target, it must choose the target at range. A fountain of churned earth and stone You project a phantasmal image of a creatures incense and powdered diamond worth at least If you choose an object, that object must remain For glyphs inscribed on a surface, the most
random from among the creatures it can see erupts in a 20-foot cube centered on that point. worst fears. Each creature in a 30-foot cone 200 gp which the spell consumes. in its place; if the object is moved more than 10 typical triggers include touching or standing on
within range of the attack, spell, or other ability Each creature in that area must make a Dexterity must succeed on a Wisdom saving throw or drop When you cast this spell, you inscribe a glyph feet from where you cast this spell, the glyph is the glyph, removing another object covering the
its using. If an enemy provokes an opportunity saving throw. A creature takes 3d12 bludgeoning whatever it is holding and become frightened for that harms other creatures, either upon a surface broken, and the spell ends without being glyph, approaching within a certain distance of
attack from the affected creature, the creature damage on a failed save, or half as much the duration. While frightened by this spell, a (such as a table or a section of floor or wall) or triggered. The glyph is nearly invisible and the glyph, or manipulating the object on which
must make that attack if it is able to. damage on a successful one. Additionally, the creature must take the Dash action and move within an object that can be closed (such as a requires a successful Intelligence (Investigation) the glyph is inscribed. For glyphs inscribed within
ground in that area becomes difficult terrain until away from you by the safest available route on book, a scroll, or a treasure chest) to conceal the check against your spell save DC to be found. an object, the most common triggers include
cleared away. Each 5-foot-square portion of the each of its turns, unless there is nowhere to glyph. If you choose a surface, the glyph can You decide what triggers the glyph when you opening that object, approaching within a certain
area requires at least 1 minute to clear by hand. move. If the creature ends its turn in a location cover an area of the surface no larger than 10 cast the spell. distance of the object, or seeing or reading the
where it doesnt have line of sight to you, the feet in diameter. glyph. Once a glyph is triggered, this spell ends.
creature can make a Wisdom saving throw. On a
At Higher Levels successful save, the spell ends for that creature.
When you cast this spell using a spell slot of 4rd
level or higher, the damage increases by 1d12 for
each slot level above 3rd.

Feign Death Fireball Flame Arrows Glyph of Warding Glyph of Warding


3 Necromancy (Ritual)
3 Evocation
3 Transmutation (Concen.)
3 Abjuration
3 Abjuration
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Hour Range:Touch Casting Time: 1 Hour Range:Touch
Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: up to 1 hour Components: V, S Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
You touch a willing creature and put it into a A bright streak flashes from your pointing finger You touch a quiver containing arrows or bolts. or triggered or triggered
cataleptic state that is indistinguishable from to a point you choose within range then When a target is hit by a ranged weapon attack You can further refine the trigger so the spell Each creature in the area must make a Dexterity
death. For the spells duration, or until you use an blossoms with a low roar into an explosion of using a piece of ammunition drawn from the activates only under certain circumstances or saving throw. A creature takes 5d8 acid, cold,
action to touch the target and dismiss the spell, flame. Each creature in a 20-foot radius must quiver, the target takes an extra 1d6 fire damage. according to physical characteristics (such as fire, lightning, or thunder damage on a failed
the target appears dead to all outward inspection make a Dexterity saving throw. A target takes The spells magic ends on the piece of height or weight), creature kind (for example, the saving throw (your choice when you create the
and to spells used to determine the targets 8d6 fire damage on a failed save, or half as ammunition when it hits or misses, and the spell ward could be set to affect aberrations or drow), glyph), or half as much damage on a successful
status. The target is blinded and incapacitated, much damage on a successful one. The fire ends when twelve pieces of ammunition have or alignment. You can also set conditions for one. Spell Glyph You can store a prepared spell
and its speed drops to 0. The target has spreads around corners. It ignites flammable been drawn from the quiver. creatures that dont trigger the glyph, such as of 3rd level or lower in the glyph by casting it as
resistance to all damage except psychic objects in the area that arent being worn or those who say a certain password. When you part of creating the glyph. The spell must target
damage. If the target is diseased or poisoned carried. inscribe the glyph, choose explosive runes or a a single creature or an area. The spell being
when you cast the spell, or becomes diseased or spell glyph. Explosive Runes When triggered, the stored has no immediate effect when cast in this
poisoned while under the spells effect, the At Higher Levels glyph erupts with magical energy in a 20-foot- way. When the glyph is triggered, the stored spell
disease and poison have no effect until the spell At Higher Levels When you cast this spell using a spell slot of 4th radius sphere centered on the glyph. The sphere is cast. If the spell has a target, it targets the
ends. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of spreads around corners. creature that triggered the glyph.
level or higher, the damage increases by 1d6 for ammunition you can affect with this spell
each slot level above 3rd. increases by two for each slot level above 3rd.
Glyph of Warding Haste Hunger of Hadar Lightning Arrow Lightning Bolt Magic Circle
3 Abjuration
3 Transmutation (Concen.)
3 Conjuration (Concen.)
3 Transmutation (Concen.)
3 Evocation
3 Abjuration
Casting Time: 1 Hour Range:Touch Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:Self (100-foot Casting Time: 1 Minute Range:10 feet
Duration: Until dispelledComponents: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Action line) Duration: 1 hour Components: V, S, M
or triggered Choose a willing creature that you can see within a pickled octopus tentacle. Duration: up to 1 min. Components: V, S Duration: InstantaneousComponents: V, S, M holy water or powdered silver and iron worth at
If the spell affects an area, the area is centered range. Until the spell ends, the targets speed is You open a gateway to the dark between the A stroke of lightning forming a line of 100 feet least 100 gp which the spell consumes.
on that creature. If the spell summons hostile doubled, it gains a +2 bonus to AC, it has stars, a region infested with unknown horrors. A long and 5 feet wide blasts out from you in a You create a 10-foot-radius, 20-foot-tall cylinder
creatures or creates harmful objects or traps, advantage on Dexterity saving throws, and it 20-foot-radius sphere of blackness and bitter direction you choose. Each creature in the line of magical energy centered on a point on the
they appear as close as possible to the intruder gains an additional action on each of its turns. cold appears, centered on a point with range and must make a Dexterity saving throw. A creature ground that you can see within range. Glowing
and attack it. If the spell requires concentration, That action can be used only to take the Attack lasting for the duration. This void is filled with a takes 8d6 lightning damage on a failed save, or runes appear wherever the cylinder intersects
it lasts until the end of its full duration. (one weapon attack only), Dash, Disengage, Hide, cacophony of soft whispers and slurping noises half as much damage on a successful one. The with the floor or other surface. Choose one or
or Use an Object action. When the spell ends, the that can be heard up to 30 feet away. No light, lightning ignites flammable objects in the area more of the following types of creatures:
target cant move or take actions until after its magical or otherwise, can illuminate the area, that arent being worn or carried. celestials, elementals, fey, fiends, or undead.
next turn, as a wave of lethargy sweeps over it. and creatures fully within the area are blinded.
The void creates a warp in the fabric of space,
and the area is difficult terrain. At Higher Levels
When you cast this spell using a spell slot of 4th At Higher Levels
level or higher, the damage for both effects of When you cast this spell using a spell slot of 4th
the spell increases by 1d8 for each slot level level or higher, the damage increases by 1d6 for
above 3rd. each slot level above 3rd.

Hunger of Hadar Hypnotic Pattern Leomund’s Tiny Hut Magic Circle Magic Circle Major Image
3 Conjuration (Concen.)
3 Illusion (Concen.)
3 Evocation (Ritual)
3 Abjuration
3 Abjuration
3 Illusion (Concen.)
Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Minute Range:Self (10-foot- Casting Time: 1 Minute Range:10 feet Casting Time: 1 Minute Range:10 feet Casting Time: 1 Action Range:120 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: S, M radius hemisphere) Duration: 1 hour Components: V, S, M Duration: 1 hour Components: V, S, M Duration: up to 10 min.s Components: V, S, M
Any creature that starts its turn in the area takes You create a twisting pattern of colors that Duration: 8 hours Components: V, S, M The circle affects a creature of the chosen type When you cast this spell, you can elect to cause a bit of fleece.
2d6 cold damage. Any creature that ends its turn weaves through the air inside a 30-foot cube a small crystal bead. in the following ways: * The creature cant its magic to operate in the reverse direction, You create the image of an object, a creature, or
in the area must succeed on a Dexterity saving within range. The pattern appears for a moment A 10-foot-radius immobile dome of force springs willingly enter the cylinder by nonmagical means. preventing a creature of the specified type from some other visible phenomenon that is no larger
throw or take 2d6 acid damage as milky, and vanishes. Each creature in the area who into existence around and above you and If the creature tries to use teleportation or leaving the cylinder and protecting targets than a 20-foot cube. The image appears at a spot
otherwordly tentacles rub against it. sees the pattern must make a Wisdom saving remains stationary for the duration. The spell interplanar travel to do so, it must first succeed outside it. that you can see within range and lasts for the
throw. On a failed save, the creature becomes ends if you leave its area. Nine creatures of on a Charisma saving throw. * The creature has duration. It seems completely real, including
charmed for the duration. While charmed by this Medium size or smaller can fit inside the dome disadvantage on attack rolls against targets sounds, smells, and temperature appropriate to
spell, the creature is incapacitated and has a with you. The spell fails if its area includes a within the cylinder. * Targets within the cylinder the thing depicted. You cant create sufficient
speed of 0. The spell ends for an affected larger creature or more than nine creatures. cant be charmed, frightened, or possessed by heat or cold to cause damage, a sound loud
creature if it takes any damage or if someone Creatures and objects within the dome when you the creature. enough to deal thunder damage or deafen a
else uses an action to shake the creature out of cast this spell can move through it freely. All creature, or a smell that might sicken a creature
its stupor. other creatures and objects are barred from (like a troglodytes stench).
passing through it. Spells and other magical At Higher Levels
effects cant extend through the dome or be cast When you cast this spell using a spell slot of 4th
through it. level or higher, the duration increases by 1 hour
for each slot level above 3rd.

Leomund’s Tiny Hut Life Transference Lightning Arrow Major Image Major Image Mass Healing Word
3 Evocation (Ritual)
3 Necromancy
3 Transmutation (Concen.)
3 Illusion (Concen.)
3 Illusion (Concen.)
3 Evocation
Casting Time: 1 Minute Range:Self (10-foot- Casting Time: 1 Action Range:30 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Bonus Range:60 feet
radius hemisphere) Duration: InstantaneousComponents: V, S Action Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Action
Duration: 8 hours Components: V, S, M You sacrifice some of your health to mend Duration: up to 1 min. Components: V, S As long as you are within range of the illusion, A creature that uses its action to examine the Duration: InstantaneousComponents: V
The atmosphere inside the space is comfortable another creatures injuries. You take 4d8 necrotic The next time you make a ranged weapon attack you can use your action to cause the image to image can determine that it is an illusion with a As you call out words of restoration, up to six
and dry, regardless of the weather outside. Until damage, and one creature of your choice that during the spells duration, the weapons move to any other spot within range. As the successful Intelligence (Investigation) check creatures of your choice that you can see within
the spell ends, you can command the interior to you can see within range regains a number of hit ammunition, or the weapon itself if its a thrown image changes location, you can alter its against your spell save DC. If a creature discerns range regain hit points equal to 1d4 + your
become dimly lit or dark. The dome is opaque points equal to twice the necrotic damage you weapon, transforms into a bolt of lightning. Make appearance so that its movements appear the illusion for what it is, the creature can see spellcasting ability modifier. This spell has no
from the outside, of any color you choose, but it take. the attack roll as normal, The target takes 4d8 natural for the image. For example, if you create through the image, and its other sensory effect on undead or constructs.
is transparent from the inside. lightning damage on a hit, or half as much an image of a creature and move it, you can alter qualities become faint to the creature.
damage on a miss, instead of the weapons the image so that it appears to be walking.
normal damage. Whether you hit or miss, each Similarly, you can cause the illusion to make
creature within 10 feet of the target must make a different sounds at different times, even making
Dexterity saving throw. Each of these creatures it carry on a conversation, for example. Physical
takes 2d8 lightning damage on a failed save, or interaction with the image reveals it to be an
At Higher Levels half as much damage on a successful one. The illusion, because things can pass through it. At Higher Levels At Higher Levels
When you cast this spell using a spell slot of 4th piece of ammunition or weapon then returns to When you cast this spell using a spell slot of 6th When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d8 for its normal form. level or higher, the spell lasts until dispelled, level or higher, the healing increases by 1d4 for
each slot level above 3rd. without requiring your concentration. each slot level above 3rd.
Meld into Stone Meld into Stone Meld into Stone Plant Growth Protection from Energy Remove Curse
3 Transmutation (Ritual)
3 Transmutation (Ritual)
3 Transmutation (Ritual)
3 Transmutation
3 Abjuration (Concen.)
3 Abjuration
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: Special Range:150 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch
Duration: 8 hours Components: V, S Duration: 8 hours Components: V, S Duration: 8 hours Components: V, S Duration: InstantaneousComponents: V, S Duration: up to 1 hour Components: V, S Duration: InstantaneousComponents: V, S
You step into a stone object or surface large You can use your movement to leave the stone All plants in a half-mile radius centered on a For the duration, the willing creature you touch At your touch, all curses affecting one creature
enough to fully contain your body, melding where you entered it, which ends the spell. You point within range become enriched for 1 year. has resistance to one damage type of your or object end. If the object is a cursed magic
yourself and all the equipment you carry with the otherwise cant move. Minor physical damage to The plants yield twice the normal amount of food choice: acid, cold, fire, lightning, or thunder. item, its curse remains, but the spell breaks its
stone for the duration. Using your movement, you the stone doesnt harm you, but its partial when harvested. owner’s attunement to the object so it can be
step into the stone at a point you can touch. destruction or a change in its shape (to the removed or discarded.
Nothing of your presence remains visible or extent that you no longer fit within it) expels you
otherwise detectable by nonmagical senses. and deals 6d6 bludgeoning damage to you. The
While merged with the stone, you cant see what stones complete destruction (or transmutation
occurs outside it, and any Wisdom (Perception) into a different substance) expels you and deals
checks you make to hear sounds outside it are 50 bludgeoning damage to you. If expelled, you
made with disadvantage. You remain aware of fall prone in an unoccupied space closest to
the passage of time and can cast spells on where you first entered.
yourself while merged in the stone.

Melf’s Minute Meteors Melf’s Minute Meteors Nondetection Revivify Sending Sleet Storm
3 Evocation (Concen.)
3 Evocation (Concen.)
3 Abjuration
3 Necromancy
3 Evocation
3 Conjuration (Concen.)
Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Unlimited Casting Time: 1 Action Range:150 feet
Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: 8 hours Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: 1 round Components: V, S, M Duration: up to 1 min. Components: V, S, M
(niter, sulfur, and pine tar formed into a bead) A creature takes 2d6 fire damage on a failed For the duration, you hide a target that you touch You touch a creature that has died within the last You send a short message of twenty-five words Until the spell ends, freezing rain and sleet fall in
You create six tiny meteors in your space. They save, or half as much damage on a successful from divination magic. The target can be a minute. That creature returns to life with 1 hit or less to a creature with you are familiar. The a 20-foot-tall cylinder with a 40-foot radius
float in the air and orbit you for the spells one. At Higher Levels. When you cast this spell willing creature or a place or an object no larger point. This spell cant return to life a creature that creature hears the message in its mind, centered on a point you choose within range. The
duration. When you cast the spelland as a using a spell slot of 4th level or higher, the than 10 feet in any dimension. The target cant be has died of old age, nor can it restore any regonizes you as the sender if it knows you, and area is heavily obscured, and exposed flames in
bonus action on each of your turns thereafter number of meteors created increases by two for targeted by any divination magic or perceived missing body parts. can answer in a like manner immediately. The the area are doused. The ground in the area is
you can expend one or two of the meteors, each slot level above 3rd. through magical scrying sensors. spell enables creatures with Intelligence scores covered with slick ice, making it difficult terrain.
sending them streaking toward a point or points of at least 1 to understand the meaning of your When a creature enters the spells area for the
you choose within 120 feet of you. Once a message. You can send the message across any first time on a turn or starts its turn there, it must
meteor reaches its destination or impacts distance and even to other planes of existence, make a Dexterity saving throw. On a failed save,
against a solid surface, the meteor explodes. but if the target is on a different plane than you, it falls prone. If a creature is concentrating in the
Each creature within 5 feet of the point where the there is a 5 percent chance that the message spells area, the creature must make a successful
meteor explodes must make a Dexterity saving doesnt arrive. Constitution saving throw against your spell save
throw. DC or lose concentration.

Phantom Steed Phantom Steed Plant Growth Slow Slow Speak with Dead
3 Illusion (Ritual)
3 Illusion (Ritual)
3 Transmutation
3 Transmutation (Concen.)
3 Transmutation (Concen.)
3 Necromancy
Casting Time: 1 Minute Range:30 feet Casting Time: 1 Minute Range:30 feet Casting Time: Special Range:150 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:10 feet
Duration: 1 hour Components: V, S Duration: 1 hour Components: V, S Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: 10 min.s Components: V, S, M
A Large quasi-real, horselike creature appears on When the spell ends, the steed gradually fades, This spell channels vitality into plants within a a drop of molasses. On an 11 or higher, the spell doesnt take effect burning incense.
the ground in an unoccupied space of your giving the rider 1 minute to dismount. The spell specific area. There are two possible uses for the You alter time around up to six creatures of your until the creatures next turn, and the creature You grant the semblance of life and intelligence
choice within range. You decide the creatures ends if you use an action to dismiss it or if the spell, granting either immediate or long-term choice in a 40-foot cube within range. Each must use its action on that turn to complete the to a corpse of your choice within range, allowing
appearance, but it is equipped with a saddle, bit, steed takes any damage. benefits. If you cast this spell using 1 action, target must succeed on a Wisdom saving throw spell. If it cant, the spell is wasted. A creature it to answer the questions you pose. The corpse
and bridle. Any of the equipment created by the choose a point within range. All normal plants in or be affected by this spell for the duration. An affected by this spell makes another Wisdom must still have a mouth and cant be undead. The
spell vanishes in a puff of smoke if it is carried a 100-foot radius centered on that point become affected targets speed is halved, it takes a -2 saving throw at the end of its turn. On a spell fails if the corpse was the target of this
more than 10 feet away from the steed. For the thick and overgrown. A creature moving through penalty to AC and Dexterity saving throws, and it successful save, the effect ends for it. spell within the last 10 days. Until the spell ends,
duration, you or a creature you choose can ride the area must spend 4 feet of movement for cant use reactions. On its turn, it can use either you can ask the corpse up to five questions. The
the steed. The creature uses the statistics for a every 1 foot it moves. You can exclude one or an action or a bonus action, not both. Regardless corpse knows only what it knew in life, including
riding horse, except it has a speed of 100 feet more areas of any size within the spells area of the creatures abilities or magic items, it cant the languages it knew. Answers are usually brief,
and can travel 10 miles in an hour, or 13 miles at from being affected. If you cast this spell over 8 make more than one melee or ranged attack cryptic, or repetitive, and the corpse is under no
a fast pace. hours, you enrich the land. during its turn. If the creature attempts to cast a compulsion to offer a truthful answer if you are
spell with a casting time of 1 action, roll a d20. hostile to it or it recognizes you as an enemy.
Speak with Dead Speak with Plants Speak with Plants Summon Lesser Demons Thunder Step Thunder Step
3 Necromancy
3 Transmutation
3 Transmutation
3 Conjuration (Concen.)
3 Conjuration
3 Conjuration
Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:Self (30-foot Casting Time: 1 Action Range:Self (30-foot Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:90 feet
Duration: 10 min.s Components: V, S, M radius) radius) Duration: up to 1 hour Components: V, S, M Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V
This spell doesnt return the creatures soul to its Duration: 10 min.s Components: V, S Duration: 10 min.s Components: V, S Using the material component in this manner You teleport yourself to an unoccupied space The creature must be within 5 feet of you when
body, only its animating spirit. Thus, the corpse You imbue plants within 30 feet of you with Or you can turn ordinary terrain where plants are consumes it when the spell ends. you can see within range. Immediately after you you cast this spell, and there must be an
cant learn new information, doesnt comprehend limited sentience and animation, giving them the present into difficult terrain that lasts for the disappear, a thunderous boom sounds, and each unoccupied space within 5 feet of your
anything that has happened since it died, and ability to communicate with you and follow your duration, causing vines and branches to hinder creature within 10 feet of the space you left must destination space for the creature to appear in;
cant speculate about future events. simple commands. You can question plants pursuers, for example. Plants might be able to make a Constitution saving throw, taking 3d10 otherwise, the creature is left behind.
about events in the spells area within the past perform other tasks on your behalf, at the DMs thunder damage on a failed save, or half as
day, gaining information about creatures that discretion. The spell doesnt enable plants to much damage on a successful one. The thunder
have passed, weather, and other circumstances. uproot themselves and move about, but they can can be heard from up to 300 feet away. You can
You can also turn difficult terrain caused by plant freely move branches, tendrils, and stalks. If a bring along objects as long as their weight
growth (such as thickets and undergrowth) into plant creature is in the area, you can doesnt exceed what you can carry. You can also
ordinary terrain that lasts for the duration. communicate with it as if you shared a common At Higher Levels teleport one willing creature of your size or
language, but you gain no magical ability to When you cast this spell using a spell slot of 6th smaller who is carrying gear up to its carrying
influence it. This spell can cause the plants or 7th level, you summon twice as many capacity. At Higher Levels
created by the entangle spell to release a demons. If you cast it using a spell slot of 8th or When you cast this spell using a spell slot of 4th
restrained creature. 9th level, you summon three times as many level or higher, the damage increases by 1d10 for
demons. each slot level above 3rd.

Spirit Guardians Spirit Guardians Stinking Cloud Tidal Wave Tiny Servant Tiny Servant
3 Conjuration (Concen.)
3 Conjuration (Concen.)
3 Conjuration (Concen.)
3 Conjuration
3 Transmutation
3 Transmutation
Casting Time: 1 Action Range:Self (15-foot- Casting Time: 1 Action Range:Self (15-foot- Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Minute Range:Touch Casting Time: 1 Minute Range:Touch
radius) radius) Duration: up to 1 min. Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: 8 hours Components: V, S Duration: 8 hours Components: V, S
Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M a rotten egg or several skunk cabbage leaves. You conjure up a wave of water that crashes You touch one Tiny, nonmagical object that isnt ) You decide what action the creature will take
a holy symbol. On a failed save, the creature takes 3d8 radiant You create a 20-foot-radius sphere of yellow, down on an area within range. The area can be attached to another object or a surface and isnt and where it will move during its next turn, or you
You call forth spirits to protect you. They flit damage (if you are good or neutral) or 3d8 nauseating gas centered on a point within range. up to 30 feet long, up to 10 feet wide, and up to being carried by another creature. The target can issue a simple, general command, such as to
around you to a distance of 15 feet for the necrotic damage (if you are evil). On a The cloud spreads around corners, and its area 10 feet tall. Each creature in that area must make animates and sprouts little arms and legs, fetch a key, stand watch, or stack some books. If
duration. If you are good or neutral, their spectral successful save, the creature takes half as much is heavily obscured. The cloud lingers in the air a Dexterity saving throw. On a failed save, a becoming a creature under your control until the you issue no commands, the servant does
form appears angelic or fey (your choice). If you damage. for the duration. Each creature that is completely creature takes 4d8 bludgeoning damage and is spell ends or the creature drops to 0 hit points. nothing other than defend itself against hostile
are evil, they appear fiendish. When you cast this within the cloud at the start of its turn must knocked prone. On a successful save, a creature See the stat block for its statistics. As a bonus creatures. Once given an order, the servant
spell, you can designate any number of creatures make a Constitution saving throw against takes half as much damage and isnt knocked action, you can mentally command the creature continues to follow that order until its task is
you can see to be unaffected by it. An affected poison. On a failed save, the creature spends its prone. The water then spreads out across the if it is within 120 feet of you. (If you control complete. When the creature drops to 0 hit
creatures speed is halved in the area, and when action that turn retching and reeling. Creatures ground in all directions, extinguishing multiple creatures with this spell, you can points, it reverts to its original form, and any
the creature enters the area for the first time on that dont need to breathe or are immune to unprotected flames in its area and within 30 feet command any or all of them at the same time, remaining damage carries over to that form.
a turn or starts its turn there, it must make a poison automatically succeed on this saving of it, and then it vanishes. issuing the same command to each one.
Wisdom saving throw. At Higher Levels throw.
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.

Stinking Cloud Summon Lesser Demons Summon Lesser Demons Tiny Servant Tongues Vampiric Touch
3 Conjuration (Concen.)
3 Conjuration (Concen.)
3 Conjuration (Concen.)
3 Transmutation
3 Divination
3 Necromancy (Concen.)
Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Minute Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Self
Duration: up to 1 min. Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: 8 hours Components: V, S Duration: 1 hour Components: V, M Duration: up to 1 min. Components: V, S
A moderate wind (at least 10 miles per hour) a vial of blood from a humanoid killed within the A summoned demon disappears when it drops to This spell grants the creature you touch the The touch of your shadow-wreathed hand can
disperses the cloud after 4 rounds. A strong wind past 24 hours. 0 hit points or when the spell ends. The demons ability to understand any spoken language it siphon force from others to heal your wounds.
(at least 20 miles per hour) disperses it after 1 You utter foul words, summoning demons from are hostile to all creatures, including you. Roll hears. Moreover, when the target speaks, any Make a melee spell attack against a creature
round. the chaos of the Abyss. Roll on the following initiative for the summoned demons as a group, creature that knows at least one language and within your reach. On a hit, the target takes 3d6
table to determine what appears. d6 / Demons which has its own turns. The demons pursue and can hear the target understands what it says. necrotic damage, and you regain hit points equal
Summoned 12 / Two demons of challenge attack the nearest non-demons to the best of to half the amount of necrotic damage dealt.
rating 1 or lower 34 / Four demons of challenge their ability. As part of casting the spell, you can Until the spell ends, you can make the attack
rating 1/2 or lower 56 / Eight demons of form a circle on the ground with the blood used again on each of your turns as an action.
challenge rating 1/4 or lower The DM chooses as a material component. The circle is large
the demons, such as manes or dretches, and you enough to encompass your space. While the
choose the unoccupied spaces you can see spell lasts, the summoned demons cant cross
within range where they appear. the circle or harm it, and they cant target anyone
within it. At Higher Levels At Higher Levels
When you cast this spell using a spell slot of 4th When you cast this spell using a spell slot of 4th
level or higher, you can animate two additional level or higher, the damage increases by 1d6 for
objects for each slot level above 3rd. each slot level above 3rd.
Wall of Sand Wall of Water Wall of Water Aura of Purity Banishment Banishment
3 Evocation (Concen.)
3 Evocation (Concen.)
3 Evocation (Concen.)
4 Abjuration (Concen.)
4 Abjuration (Concen.)
4 Abjuration (Concen.)
Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self (30-foot Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M radius) Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M
You conjure up a wall of swirling sand on the (a drop of water) You conjure up a wall of water Spells that deal cold damage that pass through Duration: up to 10 min.s Components: V an item distasteful to the target. If the target is native to a different plane of
ground at a point you can see within range. You on the ground at a point you can see within the wall cause the area of the wall they pass Purifying energy radiates from you in an aura You attempt to send one creature that you can existence that the one youre on, the target is
can make the wall up to 30 feet long, 10 feet range. You can make the wall up to 30 feet long, through to freeze solid (at least a 5-foot square with a 30-foot radius. Until the spell ends, the see within range to another place of existence. banished with a faint popping noise, returning to
high, and 10 feet thick, and it vanishes when the 10 feet high, and 1 foot thick, or you can make a section is frozen). Each 5-foot-square frozen aura moves with you, centered on you. Each The target must succeed on a Charisma saving its home plane. If the spell ends before 1 minute
spell ends. It blocks line of sight but not ringed wall up to 20 feet in diameter, 20 feet high, section has AC 5 and 15 hit points. Reducing a nonhostile creature in the aura (including you) throw or be banished. If the target is native to the has passed, the target reappears in the space it
movement. A creature is blinded while in the and 1 foot thick. The wall vanishes when the frozen section to 0 hit points destroys it. When a cant become diseased, has resistance to poison plane of existence youre on, you banish the left or in the nearest unoccupied space if that
walls space and must spend 3 feet of movement spell ends. The walls space is difficult terrain. section is destroyed, the walls water doesnt fill damage, and has advantage on saving throws target to a harmless demiplane. While there, the space is occupied. Otherwise, the target doesnt
for every 1 foot it moves there. Any ranged weapon attack that enters the walls it. against effects that cause any of the following target is incapacitated. The target remains there return.
space has disadvantage on the attack roll, and conditions: blnded, charmed, deafended, until the spell ends, at which point the target
fire damage is halved if the fire effect passes frightened, paralyzed, poisoned, and stunned. reappears in the space it left or in the nearest
through the wall to reach its target. unoccupied space if that space is occupied.

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.

Water Breathing Water Walk Wind Wall Blight Blight Charm Monster
3 Transmutation (Ritual)
3 Transmutation (Ritual)
3 Evocation (Concen.)
4 Necromancy
4 Necromancy
4 Enchantment
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet
Duration: 24 hours Components: V, S, M Duration: 1 hour Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: 1 hour Components: V, S
This spell grants up to ten willing creatures you This spell grants the ability to move across any a tiny fan and a feather of exotic origin. Necromantic energy washes over a creature of You attempt to charm a creature you can see
can see within range the ability to breathe liquid surface such as water, acid, mud, snow, A wall of strong wind rises from the ground at a your choice that you can see within range, within range. It must make a Wisdom saving
underwater until the spell ends. Affected quicksand, or lava as if it were harmless solid point you choose within range. You can make the draining moisture and vitality from it. The target throw, and it does so with advantage if you or
creatures also retain their normal mode of ground (creatures crossing molten lava can still wall up to 50 feet long, 15 feet high, and 1 foot must make a Constitution saving throw. The your companions are fighting it. If it fails the
respiration. take damage from the heat). Up to ten willing thick. You can shape the wall in any way you target takes 8d8 necrotic damage on a failed saving throw, it is charmed by you until the spell
creatures you can see within range gain this choose so long as it makes one continuous path save, or half as much damage on a successful ends or until you or your companions do
ability for the duration. If you target a creature along the ground. The wall lasts for the duration. one. This spell has no effect on undead or anything harmful to it. The charmed creature is
submerged in a liquid, the spell carries the target When the wall appears, each creature within its constructs. If you target a plant creature or a friendly to you. When the spell ends, the creature
to the surface of the liquid at a rate of 60 feet per area must make a Strength saving throw. A magical plant, it makes the saving throw with knows it was charmed by you.
round. creature takes 3d8 bludgeoning damage on a disadvantage, and the spell deals maximum
failed save, or half as much damage on a damage to it. If you target a nonmagical plant At Higher Levels
successful one. The strong wind keeps fog, that isnt a creature, such as a tree or shrub, it When you cast this spell using a spell slot of 5th
smoke, and other gases at bay. doesnt make a saving throw; it simply withers At Higher Levels level or higher, you can target one additional
and dies. When you cast this spell using a spell slot of 5th creature for each slot level above 4th. The
level or higher, the damage increases by 1d8 for creatures must be within 30 feet of each other
each slot level above 4th. when you target them.

Wind Wall Arcane Eye Aura of Life Compulsion Compulsion Confusion


3 Evocation (Concen.)
4 Divination (Concen.)
4 Abjuration (Concen.)
4 Enchantment (Concen.)
4 Enchantment (Concen.)
4 Enchantment (Concen.)
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self (30-foot Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:90 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 hour Components: V, S, M radius) Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S, M
Small or smaller flying creatures or objects cant You create an invisible, magical eye within range Duration: up to 10 min.s Components: V Creatures of your choice that you can see within A target isnt compelled to move into an three nut shells.
pass through the wall. Loose, lightweight that hovers in the air for the duration. You Life-preserving energy radiates from you in an range and that can hear you must make a obviously deadly hazard, such as a fire pit, but it This spell assaults and twists creatures minds,
materials brought into the wall fly upward. mentally receive visual information from the eye, aura with a 30-foot radius. Until the spll ends, the Wisdom saving throw. A target automatically will provoke opportunity attacks to move in the spawning delusions and provoking uncontrolled
Arrows, bolts, and other ordinary projectiles which has normal vision and darkvision out to 30 aura moves with you, centered on you. Each succeeds on this saving throw if it cant be designated direction. actions. Each creature in a 10-foot-radius sphere
launched at targets behind the wall are deflected feet. The eye can look in every direction. As an nonhostile creature in the aura (including you) charmed. On a failed save, a target is affected by centered on a point you choose within range
upward and automatically miss. (Boulders hurled action, you can move the eye up to 30 feet in any has resistance to necrotic damage, and its hit this spell. Until the spell ends, you can use a must succeed on a Wisdom saving throw when
by giants or siege engines, and similar direction. There is no limit to how far away from point maximum cant be reduced. In addition, a bonus action on each of your turns to designate you cast this spell or be affected by it. An
projectiles, are unaffected. ) Creatures in you the eye can move, but it cant enter another nonhostile, living creature regains 1 hit point a direction that is horizontal to you. Each affected target cant take reactions and must roll
gaseous form cant pass through it. plane of existence. A solid barrier blocks the when it starts its turn in the arua with 0 hit affected target must use as much of its a d10 at the start of each of its turns to
eyes movement, but the eye can pass through an points. movement as possible to move in that direction determine its behavior for that turn. d10 Behavior
opening as small as 1 inch in diameter. on its next turn. It can take its action before it 1. The creature uses all its movement to move in
moves. After moving in this way, it can make a random direction. To determine the direction,
another Wisdom saving throw to try to end the roll a d8 and assign a direction to each die face.
effect.
Confusion Confusion Conjure Minor Control Water Control Water Control Water
4 Enchantment (Concen.)
4 Enchantment (Concen.) 4 Elementals 4 Transmutation (Concen.)
4 Transmutation (Concen.)
4 Transmutation (Concen.)
Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:90 feet Conjuration (Concen.) Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:300 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Casting Time: 1 Minute Range:90 feet Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M
The creature doesnt take an action this turn. 2-6. Duration: up to 1 hour Components: V, S The water continues to move in the direction you When a creature enters the vortex for the first The first time each turn that an object enters the
The creature doesnt move or take actions this You summon elementals that appear in chose until the spell ends or you choose a time on a turn or starts its turn there, it must vortex, the object takes 2d8 bludgeoning
turn. 7-8. The creature uses its action to make a unoccupied spaces that you can see within different effect. Whirlpool This effect requires a make a Strength saving throw. On a failed save, damage,this damage occurs each round it
melee attack against a randomly determined range. You choose one the following options for body of water at least 50 feet square and 25 feet the creature takes 2d8 bludgeoning damage and remains in the vortex.
creature within its reach. If there is no creature what appears: -One elemental of challenge rating deep. You cause a whirlpool to form in the center is caught in the vortex until the spell ends. On a
within its reach, the creature does nothing this 2 or lower -Two elementals of challenge rating 1 of the area. The whirlpool forms a vortex that is 5 successful save, the creature takes half damage,
turn. 9-10. The creature can act and move or lower -Four elementals of challenge rating 1/2 feet wide at the base, up to 50 feet wide at the and isnt caught in the vortex. A creature caught
normally. At the end of its turns, an affected or lower -Eight elementals of challenge rating top, and 25 feet tall. Any creature or object in the in the vortex can use its action to try to swim
target can make a Wisdom saving throw. It it 1/4 or lower. An elemental summoned by this water and within 25 feet of the vortex is pulled away from the vortex as described above, but
succeeds, this effect ends for that target. spell disappears when it drops to 0 hit points or 10 feet toward it. A creature can swim away from has disadvantage on the Strength (Athletics)
when the spell ends. The summoned creatures the vortex by making a Strength (Athletics) check check to do so.
are friendly to you and your companions. Roll against your spell save DC.
At Higher Levels initiative for the summoned creatures as a group,
When you cast this spell using a spell slot of 5th which has its own turns.
level or higher, the radius of the sphere increases
by 5 feet for each slot level above 4th

Conjure Minor Conjure Woodland Conjure Woodland Death Ward Dimension Door Dimension Door
4 Elementals 4 Beings 4 Beings 4 Abjuration
4 Conjuration
4 Conjuration
Conjuration (Concen.) Conjuration (Concen.) Conjuration (Concen.) Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:500 feet Casting Time: 1 Action Range:500 feet
Casting Time: 1 Minute Range:90 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Duration: 8 hours Components: V, S Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V
Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M You touch a creature and grant it a measure of You teleport yourself from your current location If you would arrive in a place already occupied by
They obey any verbal commands that you issue one holly berry per creature summoned. Roll initiative for the summoned creatures as a protection from death. The first time the target to any other spot within range. You arrive at an object or a creature, you and any creature
to them (no action required by you). If you dont You summon fey creatures that appear in group, which have their own turns. They obey any would drop to 0 hit points as a result of taking exactly the spot desired. It can be a place you traveling with you each take 4d6 force damage,
issue any commands to them, they defend unoccupied spaces that you can see within verbal commands that you issue to them (no damage, the target instead drops to 1 hit point, can see, one you can visualize, or one you can and the spell fails to teleport you.
themselves from hostile creatures, but otherwise range. Choose one of the following options for action required by you). If you dont issue any and the spell ends. If the spell is still in effect describe by stating distance and direction, such
take no actions. The DM has the creatures what appears: " One fey creature of challenge commands to them, they defend themselves when the target is subjected to an effect that as "200 feet straight downward" or "upward to
statistics. rating 2 or lower " Two fey creatures of challenge from hostile creatures, but otherwise take no would kill it instantaneously without dealing the northwest at a 45-degree angle, 300 feet".
rating 1 or lower " Four fey creatures of challenge actions. The DM has the creatures statistics. damage, that effect is instead negated against You can bring along objects as long as their
rating 1/2 or lower " Eight fey creatures of the target, and the spells ends. weight doesnt exceed what you can carry. You
challenge rating 1/4 or lower A summoned can also bring one willing creature of your size or
At Higher Levels creature disappears when it drops to 0 hit points At Higher Levels smaller who is carrying gear up to its carrying
When you cast this spell using certain higher- or when the spell ends. The summoned When you cast this spell using certain higher- capacity. The creature must be within 5 feet of
level spell slots, you choose one of the creatures are friendly to you and your level spell slots, you choose one of the you when you cast this spell.
summoning options above, and more creatures companions. summoning options above, and more creatures
appear: twice as many with a 6th-level slot and appear: twice as many with a 6th-level slotthree
three times as many with an 8th-level slot. times as many with an 8th-level slot.

Control Water Control Water Control Water Divination Divination Dominate Beast
4 Transmutation (Concen.)
4 Transmutation (Concen.)
4 Transmutation (Concen.)
4 Divination (Ritual)
4 Divination (Ritual)
4 Enchantment (Concen.)
Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet
Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: up to 1 min. Components: V, S
a drop of water and a pinch of dust. If you choose an area in a large body of water, The trench extends across the spells area, and incense and a sacrificial offering appropriate to The spell doesnt take into account any possible You attempt to beguile a beast that you can see
Until the spell ends, you control any freestanding you instead create a 20-foot tall wave that travels the separated water forms a wall to either side. your religion together worth at least 25 gp, which circumstances that might change the outcome, within range. It must succeed on a W isdom
water inside an area you choose that is a cube from one side of the area to the other and then The trench remains until the spell ends or you the spell consumes. such as the casting of additional spells or the saving throw or be charmed by you for the
up to 100 feet on a side. You can choose from crashes down. Any Huge or smaller vehicles in choose a different effect. The water then slowly Your magic and an offering put you in contact loss or gain of a companion. If you cast this spell duration. If you or creatures that are friendly to
any of the following effects when you cast this the waves path are carried with it to the other fills in the trench over the course of the next with a god or a gods servants. You ask a single two or more times before finishing your next long you are fighting it, it has advantage on the saving
spell. As an action on your turn, you can repeat side. Any Huge or smaller vehicles struck by the round until the normal water level is restored. question concerning a specific goal, event, or rest, there is a cumulative 25 percent chance for throw. While the beast is charmed, you have a
the same effect or choose a different one. Flood wave have a 25 percent chance of capsizing. The Redirect Flow You cause flowing water in the activity to occur within 7 days. The DM offers a each casting after the first that you get a random telepathic link with it as long as the two of you
You cause the water level of all standing water in water level remains elevated until the spell ends area to move in a direction you choose, even if truthful reply. The reply might be a short phrase, reading. The DM makes this roll in secret. are on the same plane of existence. You can use
the area to rise by as much as 20 feet. If the area or you choose a different effect. If this effect the water has to flow over obstacles, up walls, or a cryptic rhyme, or an omen. this telepathic link to issue commands to the
includes a shore, the flooding water spills over produced a wave, the wave repeats on the start in other unlikely directions. The water in the area creature while you are conscious (no action
onto dry land. of your next turn while the flood effect lasts. Part moves as you direct it, but once it moves beyond required), which it does its best to obey.
Water You cause water in the area to move apart the spells area, it resumes its flow based on the
and create a trench. terrain conditions.
Dominate Beast Dominate Beast Elemental Bane Find Greater Steed Find Greater Steed Fire Shield
4 Enchantment (Concen.)
4 Enchantment (Concen.)
4 Transmutation (Concen.)
4 Conjuration
4 Conjuration
4 Evocation
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:90 feet Casting Time: 10 Range:30 feet Casting Time: 10 Range:30 feet Casting Time: 1 Action Range:Self
Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Minutes Minutes Duration: 10 min.s Components: V, S, M
You can specify a simple and general course of Each time the target takes damage, it makes a Choose one creature you can see within range, Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Thin and wispy flames wreathe your body for the
action, such as Attack that creature, Run over new Wisdom saving throw against the spell. If and choose one of the following damage types: While the mount is within 1 mile of you, you can Whenever the mount disappears, it leaves behind duration, shedding bright light in a 10-foot radius
there, or Fetch that object. If the creature the saving throw succeeds, the spell ends. acid, cold, fire, lightning, or thunder. The target communicate with it te1epathically. While any objects it was wearing or carrying. and dim light for an additional 10 feet, You can
completes the order and doesnt receive further must succeed on a Constitution saving throw or mounted on it, you can make any spell you cast end the spell early by using an action to dismiss
direction from you, it defends and preserves be affected by the spell for its duration. The first that targets only you also target the mount. The it. The flames provide you with a warm shield or
itself to the best of its ability. You can use your time each turn the affected target takes damage mount disappears temporarily when it drops to 0 a chill shield, as you choose. The warm shield
action to take total and precise control of the of the chosen type, the target takes an extra 2d6 hit points or when you dismiss it as an action. grants you resistance to cold damage, and the
target. Until the end of your next turn, the damage of that type. Moreover, the target loses Casting this spell again resummons the chill shield grants you resistance to fire damage.
creature takes only the actions you choose, and any resistance to that damage type until the spell bonded mount, with all its hit points restored and In addition, whenever a creature within 5 feet of
doesnt do anything that you dont allow it to do. At Higher Levels ends. any conditions removed. You cant have more you hits you with a melee attack, the shield
During this time, you can also cause the creature When you cast this spell with a 5th-level spell than one mount bonded by this spell or find erupts with flame. The attacker takes 2d8 fire
to use a reaction, but this requires you to use slot, the duration is concentration, up to 10 steed at the same time. As an action, you can damage from a warm shield, or 2d8 cold damage
your own reaction as well. minutes. When you use a 6th-level spell slot, the release a mount from its bond, causing it to from a cold shield.
duration is concentration, up to 1 hour. When you disappear permanently.
use a spell slot of 7th level or higher, the duration
is concentration, up to 8 hours

Elemental Bane Evard’s Black Tentacles Evard’s Black Tentacles Freedom of Movement Giant Insect Giant Insect
4 Transmutation (Concen.)
4 Conjuration (Concen.)
4 Conjuration (Concen.)
4 Abjuration
4 Transmutation (Concen.)
4 Transmutation (Concen.)
Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet
Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: 1 hour Components: V, S, M Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S
a piece of tentacle from a giant octopus or a A creature that starts its turn in the area and is You touch a willing creature. For the duration, the You transform up to ten centipedes, three The DM might allow you to choose different
giant squid. already restrained by the tentacles takes 3d6 targets movement is unaffected by difficult spiders, five wasps, or one scorpion within range targets. For example, if you transform a bee, its
Squirming, ebony tentacles fill a 20-foot square bludgeoning damage. A creature restrained by terrain, and spells and other magical effects can into giant versions of their natural forms for the giant version might have the same statistics as a
on ground that you can see within range. For the the tentacles can use its action to make a neither reduce the targets speed nor cause the duration. A centipede becomes a giant giant wasp.
duration, these tentacles turn the ground in the Strength or Dexterity check (its choice) against target to be paralyzed or restrained. The target centipede, a spider becaomes a giant spider, a
area into difficult terrain. When a creature enters your spell save DC. On a success, it frees itself. can also spend 5 feet of movement to wasp becomes a giant wasp, and a scorpion
the affected area for the first time on a turn or automatically escape from nonmagical becomes a giant scorpion. Each creature obeys
starts its turn there, the creature must succeed restraints, such as manacles or a creature that your verbal commands, and in combat, they act
on a Dexterity saving throw or take 3d6 has it grappled. Finally, being underwater on your turn each round. The DM has the
bludgeoning damage and be restrained by the imposes no penalties on the targets movement statistics for these creatures and resolves their
At Higher Levels tentacles until the spell ends. or attacks. actions and movement. A creature remains in its
When you cast this spell using a spell slot of 5th giant size for the duration, until it drops to 0 hit
level or higher, you can target one additional points, or until you use an action to dismiss the
creature for each slot level above 4th. The effect on it.
creatures must be within 30 feet of each other
when you target them.

Fabricate Fabricate Find Greater Steed Grasping Vine Greater Invisibility Guardian of Faith
4 Transmutation
4 Transmutation
4 Conjuration
4 Conjuration (Concen.)
4 Illusion (Concen.)
4 Conjuration
Casting Time: 10 Range:120 feet Casting Time: 10 Range:120 feet Casting Time: 10 Range:30 feet Casting Time: 1 Bonus Range:30 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:30 feet
Minutes Minutes Minutes Action Duration: up to 1 min. Components: V, S Duration: 8 hours Components: V
Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: V, S You or a creature you touch becomes invisible A Large spectral guardian appears and hovers
You convert raw materials into products of the The quality of objects made by the spell is You summon a spirit that assumes the form of a You conjure a vine that sprouts from the ground until the spell ends. Anything the target is for the duration in an unoccupied space of your
same material. For example, you can fabricate a commensurate with the quality of the raw loyal, majestic mount. Appearing in an in an unoccupied space of your choice that you wearing or carrying is invisible as long as it is on choice that you can see within range. The
wooden bridge from a clump of trees, a rope materials. Creatures or magic items cant be unoccupied space within range, the spirit takes can see within range. When you cast this spell, the target’s person. guardian occupies that space and is indistinct
from a patch of hemp, and clothes from flax or created or transmuted by this spell. You also on a form you choose: a griffon, a pegasus, a you can direct the vine to lash out at a creature except for a gleaming sword and shield
wool. Choose raw materials that you can see cant use it to create items that ordinarily require peryton, a dire wolf, a rhinoceros, or a saber within 30 feet of it that you can see. That emblazoned with the symbol of your deity. Any
within range. You can fabricate a Large or a high degree of craftsmanship, such as jewelry, toothed tiger. The creature has the statistics creature must succeed on a Dexterity saving creature hostile to you that moves to a space
smaller object (contained within a 10-foot cube, weapons, glass, or armor, unless you have provided in the Monster Manual for the chosen throw or be pulled 20 feet directly toward the within 10 feet of the guardian for the firs time on
or eight connected 5-foot cubes), given a proficiency with the type of artisans tools used form, though it is a celestial, a fey, or a fiend vine. Until the spell ends, you can direct the vine a turn must succeed on a Dexterity saving throw.
sufficient quantity of raw material. If you are to craft such objects. (your choice) instead of its normal creature type. to lash out at the same creature or another one The creature takes 20 radiant damage on a failed
working with metal, stone, or another mineral Additionally, if it has an Intelligence score of 5 or as a bonus action on each of your turns. save, or half as much damage on a successful
substance, however, the fabricated object can be lower, its Intelligence becomes 6, and it gains the one. The guardian vanishes when it has dealt a
no larger than Medium (contained within a single ability to understand one language of your total of 60 damage.
5-foot cube). choice that you speak. You control the mount in
combat.
Guardian of Nature Guardian of Nature Hallucinatory Terrain Mordenkainen’s Faithful Mordenkainen’s Faithful Mordenkainen’s Private
4 Transmutation (Concen.)
4 Transmutation (Concen.)
4 Illusion 4 Hound 4 Hound 4 Sanctum
Casting Time: 1 Bonus Range:Self Casting Time: 1 Bonus Range:Self Casting Time: 10 Range:300 feet Conjuration Conjuration Abjuration
Action Action Minutes Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 10 Range:120 feet
Duration: up to 1 min. Components: V Duration: up to 1 min. Components: V Duration: 24 hours Components: V, S, M Duration: 8 hours Components: V, S, M Duration: 8 hours Components: V, S, M Minutes
A nature spirit answers your call and transforms Your skin appears barky, leaves sprout from your a stone a twig, and a bit of green plant. a tiny silver whistle a piece of bone, and a thread. It ignores illusions. At the start of each of your Duration: 24 hours Components: V, S, M
you into a powerful guardian. The transformation hair, and you gain the following benefits: . You You make natural terrain in a 150-foot cube in You conjure a phantom watchdog in an turns, the hound attempts to bite one creature a thin sheet of lead a piece of opaque glass, a
lasts until the spell ends. You choose one of the gain 10 temporary hit points. - You make range look, sound, and smell like some other sort unoccupied space that you can see within range, within 5 feet of it that is hostile to you. The wad of cotton or cloth, and powdered chrysolite.
following forms to assume: Primal Beast or Constitution saving throws with advantage. - You of natural terrain. Thus, open fields or a road can where it remains for the duration, until you hounds attack bonus is equal to your You make an area within range magically secure.
Great Tree. Primal Beast. Bestial fur covers your make Dexterity- and Wisdom-based attack rolls be made to resemble a swamp, hill, crevasse, or dismiss it as an action, or until you move more spellcasting ability modifier + your proficiency The area is a cube that can be as small as 5 feet
body, your facial features become feral, and you with advantage. - While you are on the ground, some other difficult or impassable terrain. A than 100 feet away from it. The hound is invisible bonus. On a hit, it deals 4d8 piercing damage. to as large as 100 feet on each side. The spell
gain the following benefits: - Your walking speed the ground within 15 feet of you is difficult pond can be made to seem like a grassy to all creatures except you and cant be harmed. lasts for the duration or until you use an action to
increases by 10 feet. - You gain darkvision with a terrain for your enemies. meadow, a precipice like a gentle slope, or a When a Small or larger creature comes within 30 dismiss it. When you cast the spell, you decide
range of 120 feet. - You make Strengthbased rock-strewn gully like a wide and smooth road. feet of it without first speaking the password what sort of security the spell provides, choosing
attack rolls with advantage. - Your melee weapon Manufactured structures, equipment, and that you specify when you cast this spell, the any or all of the following properties: * Sound
attacks deal an extra 1d6 force damage on a hit. creatures within the area arent changed in hound starts barking loudly. The hound sees cant pass through the barrier at the edge of the
Great Tree. appearance. invisible creatures and can see into the Ethereal warded area.
Plane.

Hallucinatory Terrain Ice Storm Leomund’s Secret Chest Mordenkainen’s Private Mordenkainen’s Private Otiluke’s Resilient Sphere
4 Illusion
4 Evocation
4 Conjuration 4 Sanctum 4 Sanctum 4 Evocation (Concen.)
Casting Time: 10 Range:300 feet Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:Touch Abjuration Abjuration Casting Time: 1 Action Range:30 feet
Minutes Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Casting Time: 10 Range:120 feet Casting Time: 10 Range:120 feet Duration: up to 1 min. Components: V, S, M
Duration: 24 hours Components: V, S, M A hail of rock-hard ice pounds to the ground in a an exquisite chest 3 feet by 2 feet by 2 feet, Minutes Minutes a hemispherical piece of clear crystal and a
The tactile characteristics of the terrain are 20-foot-radius, 40-foot-high cylinder centered on constructed from rare materials worth at least 5, Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M matching hemispherical piece of gum arabic.
unchanged, so creatures entering the area are a point within range. Each creature in the cylinder 000 gp, and a Tiny replica made from the same * The barrier of the warded area appears dark A sphere of shimmering force encloses a
likely to see through the illusion. If the difference must make a Dexterity saving throw. A creature materials worth at least 50 gp. and foggy, preventing vision (including creature or object of Large size or smaller within
isnt obvious by touch, a creature carefully takes 2d8 bludgeoning damage and 4d6 cold You hide a chest, and all its contents, on the darkvision) through it. * Sensors created by range. An unwilling creature must make a
examining the illusion can attempt an damage on a failed save, or half as much Ethereal Plane. You must touch the chest and the divination spells cant appear inside the Dexterity saving throw. On a failed save, the
Intelligence (Investigation) check against your damage on a successful one. Hailstones turn the miniature replica that serves as a material protected area or pass through the barrier at its creature is enclosed for the duration. Nothing---
spell save DC to disbelieve it. A creature who storms area of effect into difficult terrain until component for the spell. The chest can contain perimeter. * Creatures in the area cant be not physical objects, energy, or other spell
discerns the illusion for what it is, sees it as a the end of your next turn. up to 12 cubic feet of nonliving material (3 feet targeted by divination spells. * Nothing can effects---can pass through the barrier, in or out,
vague image superimposed on the terrain. by 2 feet by 2 feet). teleport into or out of the warded area. * Planar At Higher Levels though a creature in the sphere can breathe
travel is blocked within the warded area. Casting When you cast this spell using a spell slot of 5th there.
this spell on the same spot every day for a year level or higher, you can increase the size of the
At Higher Levels makes this effect permanent. cube by 100 feet for each slot level beyond 4th.
When you cast this spell using a spell slot of 5th Thus you could protect a cube that can be up to
level or higher, the bludgeoning damage 200 feet on one side by using a spell slot o f 5th
increases by 1d8 for each slot level above 4th. level.

Leomund’s Secret Chest Locate Creature Locate Creature Otiluke’s Resilient Sphere Phantasmal Killer Polymorph
4 Conjuration
4 Divination (Concen.)
4 Divination (Concen.)
4 Evocation (Concen.)
4 Illusion (Concen.)
4 Transmutation (Concen.)
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:60 feet
Duration: InstantaneousComponents: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S Duration: up to 1 hour Components: V, S, M
While the chest remains on the Ethereal Plane, a bit of fur from a bloodhound. If the creature you described or named is in a The sphere is immune to all damage, and a You tap into the nightmares of a creature you a caterpillar cocoon.
you can use an action and touch the replica to Describe or name a creature that is familiar to different form, such as being under the effects of creature or object inside cant be damaged by can see within range and create an illusory This spell transforms a creature that you can see
recall the chest. It appears in an unoccupied you. You sense the direction to the creatures a polymorph spell, this spell doesnt locate the attacks or effects originating from outside, nor manifestation of its deepest fears, visible only to within range into a new form. An unwilling
space on the ground within 5 feet of you. You location, as long as that creature is within 1,000 creature. This spell cant locate a creature if can a creature inside the sphere damage that creature. The target must make a Wisdom creature must make a Wisdom saving throw to
can send the chest back to the Ethereal Plane by feet of you. If the creature is moving, you know running water at least 10 feet wide blocks a anything outside it. The sphere is weightless and saving throw. On a failed save, the target avoid the effect. A shapechanger automatically
using an action and touching both the chest and the direction of its movement. The spell can direct path between you and the creature. just large enough to contain the creature or becomes frightened for the duration. At the end succeeds on this saving throw. The
the replica. After 60 days, there is a cumulative 5 locate a specific creature known to you, or the object inside. An enclosed creature can use its of each of the targets turns before the spell transformation lasts for the duration, or until the
percent chance per day that the spells effect nearest creature of a specific kind (such as a action to push against the spheres walls and ends, the target must succeed on a Wisdom target drops to 0 hit points or dies. The new form
ends. This effect ends if you cast this spell again, human or a unicorn), so long as you have seen thus roll the sphere at up to half the creatures saving throw or take 4d10 psychic damage. On a can be any beast whose challenge rating is equal
if the smaller replica chest is destroyed, or if you such a creature up close within 30 feet at speed. Similarly, the globe can be picked up and successful save, the spell ends. to or less than the targets (or the targets level, if
choose to end the spell as an action. If the spell least once. moved by other creatures. A disintegrate spell it doesnt have a challenge rating). The targets
ends and the larger chest is on the Ethereal targeting the globe destroys it without harming game statistics, including mental ability scores,
Plane, it is irretrievably lost. anything inside it. At Higher Levels are replaced by the statistics of the chosen
When you cast this spell using a spell slot of 5th beast.
level or higher, the damage increases by 1d1O for
each slot level above 4th.
Polymorph Polymorph Shadow of Moil Summon Greater Demon Summon Greater Demon Summon Greater Demon
4 Transmutation (Concen.)
4 Transmutation (Concen.)
4 Necromancy (Concen.)
4 Conjuration (Concen.)
4 Conjuration (Concen.)
4 Conjuration (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M
It retains its alignment and personality. The The targets gear melds into the new form. The Flame-like shadows wreathe your body until the a vial of blood from a humanoid killed within the When you summon it and on each of your turns On a successful save, your control of the demon
target assumes the hit points of its new form. creature cant activate, use, wield, or otherwise spell ends, causing you to become heavily past 24 hours. thereafter, you can issue a verbal command to it ends for the rest of the duration, and the demon
When it reverts to its normal form, the creature benefit from any of its equipment. This spell obscured to others. The shadows turn dim light You utter foul words, summoning one demon (requiring no action on your part), telling it what spends its turns pursuing and attacking the
returns to the number of hit points it had before cant affect a target that has 0 hit points. within 10 feet of you into darkness, and bright from the chaos of the Abyss. You choose the it must do on its next turn. If you issue no nearest non-demons to the best of its ability. If
it transformed. If it reverts as a result of light in the same area to dim light. Until the spell demons type, which must be one of challenge command, it spends its turn attacking any you stop concentrating on the spell before it
dropping to 0 hit points, any excess damage ends, you have resistance to radiant damage. In rating 5 or lower, such as a shadow demon or a creature within reach that has attacked it. At the reaches its full duration, an uncontrolled demon
carries over to its normal form. As long as the addition, whenever a creature within 10 feet of barlgura. The demon appears in an unoccupied end of each of the demons turns, it makes a doesnt disappear for 1d6 rounds if it still has hit
excess damage doesnt reduce the creatures you hits you with an attack, the shadows lash out space you can see within range, and the demon Charisma saving throw. The demon has points. As part of casting the spell, you can form
normal form to 0 hit points, it isnt knocked at that creature, dealing it 2d8 necrotic damage. disappears when it drops to 0 hit points or when disadvantage on this saving throw if you say its a circle on the ground with the blood used as a
unconscious. The creature is limited in the the spell ends. Roll initiative for the demon, true name. On a failed save, the demon material component. The circle is large enough
actions it can perform by the nature of its new which has its own turns. continues to obey you. to encompass your space. While the spell lasts,
form, and it cant speak, cast spells, or take any the summoned demon cant cross the circle or
other action that requires hands or speech. harm it, and it cant target anyone within it.

Sickening Radiance Staggering Smite Stone Shape Summon Greater Demon Vitriolic Sphere Wall of Fire
4 Evocation (Concen.)
4 Evocation (Concen.)
4 Transmutation
4 Conjuration (Concen.)
4 Evocation
4 Evocation (Concen.)
Casting Time: 1 Action Range:120 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:120 feet
Duration: up to 10 min.s Components: V, S Action Duration: InstantaneousComponents: V, S, M Duration: up to 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: up to 1 min. Components: V, S, M
Dim, greenish light spreads within a 30-foot- Duration: up to 1 min. Components: V You touch a stone object of Medium size or Using the material component in this manner You point at a location within range, and a a small piece of phosphorus.
radius sphere centered on a point you choose The next time you hit a creature with a melee smaller or a section of stone no more than 5 feet consumes it when the spell ends. glowing, 1-foot-diameter ball of emerald acid You create a wall of fire on a solid surface within
within range. The light spreads around corners, weapon attack during this spell’s duration, your in any dimension and form it into any shape that streaks there and explodes in a 20-foot-radius range. You can make the wall up to 60 feet long,
and it lasts until the spell ends. When a creature weapon pierces both body and mind, and the suits your purpose. So, for example, you could sphere. Each creature in that area must make a 20 feet high, and 1 foot thick, or a ringed wall up
moves into the spells area for the first time on a attack deals an extra 4d6 psychic damage to the shape a large rock into a weapon, idol, or coffer, Dexterity saving throw. On a failed save, a to 20 feet in diameter, 20 feet high, and 1 foot
turn or starts its turn there, that creature must target. The target must make a Wisdom saving or make a small passage through a wall, as long creature takes 10d4 acid damage and another thick. The wall is opaque and lasts for the
succeed on a Constitution saving throw or take throw. On a failed save, it has disadvantage on as the wall is less than 5 feet thick. You could 5d4 acid damage at the end of its next turn. On a duration. When the wall appears, each creature
4d10 radiant damage, and it suffers one level of attack rolls and ability checks, and can’t take also shape a stone door or its frame to seal the successful save, a creature takes half the initial within its area must make a Dexterity saving
exhaustion and emits a dim, greenish light in a 5- reactions, until the end of its next turn. door shut. The object you create can have up to damage and no damage at the end of its next throw. On a failed save, a creature takes 5d8 fire
foot radius. This light makes it impossible for the two hinges and a latch, but finer mechanical turn. damage, or half as much damage on a
creature to benefit from being invisible. The light detail isnt possible. successful save.
and any levels of exhaustion caused by this spell
go away when the spell ends. At Higher Levels At Higher Levels
When you cast this spell using a spell slot of 5th When you cast this spell using a spell slot of 5th
level or higher, the challenge rating increases by level or higher, the initial damage increases by
1 for each slot level above 4th. 2d4 for each slot level above 4th.

Stoneskin Storm Sphere Storm Sphere Wall of Fire Watery Sphere Watery Sphere
4 Abjuration (Concen.)
4 Evocation (Concen.)
4 Evocation (Concen.)
4 Evocation (Concen.)
4 Conjuration (Concen.)
4 Conjuration (Concen.)
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:90 feet
Duration: up to 1 hour Components: V, S, M Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M
This spell turns the flesh of a willing creature you A 20-foot-radius sphere of whirling air springs You have advantage on the attack roll if the One side of the wall, selected by you when you a droplet of water. At the end of each of its turns, a restrained target
touch as hard as stone. Until the spell ends, the into existence centered on a point you choose target is in the sphere. On a hit, the target takes cast this spell, deals 5d8 fire damage to each You conjure up a sphere of water with a 5-foot can repeat the saving throw. The sphere can
target has resistance to nonmagical within range. The sphere remains for the spells 4d6 lightning damage. Creatures within 30 feet creature that ends its turn within 10 feet of that radius on a point you can see within range. The restrain a maximum of four Medium or smaller
bludgeoning, piercing, and slashing damage. duration. Each creature in the sphere when it of the sphere have disadvantage on Wisdom side or inside the wall. A creature takes the same sphere can hover in the air, but no more than 10 creatures or one Large creature. If the sphere
appears or that ends its turn there must succeed (Perception) checks made to listen. At Higher damage when it enters the wall for the first time feet off the ground. The sphere remains for the restrains a creature in excess of these numbers,
on a Strength saving throw or take 2d6 Levels. When you cast this spell using a spell on a turn or ends its turn there. The other side of spells duration. Any creature in the spheres a random creature that was already restrained by
bludgeoning damage. The spheres space is slot of 5th level or higher, the damage increases the wall deals no damage. space must make a Strength saving throw. On a the sphere falls out of it and lands prone in a
difficult terrain. Until the spell ends, you can use for each of its effects by 1d6 for each slot level successful save, a creature is ejected from that space within 5 feet of it. As an action, you can
a bonus action on each of your turns to cause a above 4th. space to the nearest unoccupied space outside move the sphere up to 30 feet in a straight line. If
bolt of lightning to leap from the center of the it. A Huge or larger creature succeeds on the it moves over a pit, cliff, or other drop, it safely
sphere toward one creature you choose within 60 saving throw automatically. On a failed save, a descends until it is hovering 10 feet over ground.
feet of the center. Make a ranged spell attack. creature is restrained by the sphere and is Any creature restrained by the sphere moves
At Higher Levels engulfed by the water. with it.
When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for
each slot level above 4th.
Watery Sphere Animate Objects Animate Objects Banishing Smite Banishing Smite Bigby’s Hand
4 Conjuration (Concen.)
5 Transmutation (Concen.)
5 Transmutation (Concen.)
5 Abjuration (Concen.)
5 Abjuration (Concen.)
5 Evocation (Concen.)
Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:120 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Action Action Duration: up to 1 min. Components: V, S, M
You can ram the sphere into creatures, forcing Objects come to life at your command. Choose As a bonus action, you can mentally command Duration: up to 1 min. Components: V Duration: up to 1 min. Components: V An eggshell and a snakeskin glove.
them to make the saving throw, but no more than up to ten nonmagical objects within range that any creature you made with this spell if the The next time you hit a creature with a weapon It remains there until the spell ends, at which You create a Large hand of shimmering,
once per turn. When the spell ends, the sphere are not being worn or carried. Medium targets creature is within 500 feet of you (if you control attack before this spell ends, your weapon point the target reappears in the space it left or translucent force in an unoccupied space that
falls to the ground and extinguishes all normal count as two objects, Large targets count as four multiple creatures, you can command any or all crackles with force, and the attack deals an extra in the nearest unoccupied space if that space is you can see within range. The hand lasts for the
flames within 30 feet of it. Any creature objects, Huge targets count as eight objects. You of them at the same time, issuing the same 5d10 force damage to the target. Additionally, if occupied. spells duration, and it moves at your command,
restrained by the sphere is knocked prone in the cant animate any object larger than Huge. Each command to each one). You decide what action this attack reduces the target to 50 hit points of mimicking the movements of your own hand.
space where it falls. target animates and becomes a creature under the creature will take and where it will move fewer, you banish it. If the target is native to a The hand is an object that has AC 20 and hit
your control until the spell ends or until reduced during its next turn, or you can issue a general different plane of existence than the on youre points equal to your hit point maximum. If it
to 0 hit points. command, such as to guard a particular chamber on, the target disappears, returning to its home drops to 0 hit points, the spell ends. It has a
or corridor. If you issue no commands, the plane. If the target is native to the plane youre Strength of 26 (+8) and a Dexterity of 10 (+0).
creature only defends itself against hostile on, the creature vanishes into a harmless The hand doesnt fill its space.
creatures. Once given an order, the creature demiplane. While there, the target is
continues to follow it until its task is complete. incapacitated.

Animate Objects Animate Objects Animate Objects Bigby’s Hand Bigby’s Hand Bigby’s Hand
5 Transmutation (Concen.)
5 Transmutation (Concen.)
5 Transmutation (Concen.)
5 Evocation (Concen.)
5 Evocation (Concen.)
5 Evocation (Concen.)
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet
Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M
Animated Object Statistics Tiny HP: 20, AC: 18, Its speed is 30 feet; if the objects lack legs or It makes a slam attack with an attack bonus and When you cast the spell and as a bonus action If you succeed, the hand pushes the target up to Interposing Hand The hand interposes itself
Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18 other appendages it can use for locomotion, it bludgeoning damage determine by its size. The on your subsequent turns, you can move the 5 feet plus a number of feet equal to five times between you and a creature you choose until you
Small HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 instead has a flying speed of 30 feet and can DM might rule that a specific object inflicts hand up to 60 feet and then cause one of the your spellcasting ability modifier. The hand give the hand a different command. The hand
damage, Str: 6, Dex: 14 Medium HP: 40, AC: 13, hover. If the object is securely attached to a slashing or piercing damage based on its form. following effects with it. Clenched Fist The hand moves with the target to remain within 5 feet of moves to stay between you and the target,
Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12 surface or larger object, such as a chain bolted strikes one creature or object within 5 feet of it. it. Grasping Hand The hand attempts to grapple a providing you with half cover against the target.
Large HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 to a wall, its speed is 0. It has blindsight with a Make a melee spell attack for the hand using Huge or smaller creature within 5 feet of it. You The target cant move through the hands space if
damage, Str: 14, Dex: 10 Huge HP: 80, AC: 10, radius of 30 feet and is blind beyond that your game statistics. On a hit, the target takes use the hands Strength score to resolve the its Strength score is less than or equal to the
Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6 distance. When the animated object drops to 0 4d8 force damage. Forceful Hand The hand grapple. If the target is Medium or smaller, you hands Strength score. If its Strength score is
An animated object is a construct with AC, hit hit points, it reverts to its original object form, attempts to push a creature within 5 feet of it in have advantage on the check. While the hand is higher than the hands Strength score, the target
points, attacks, Strength, and Dexterity determine and any remaining damage carries over to its a direction you choose. Make a check with the grappling the target, you can use a bonus action can move toward you through the hands space,
by its size. Its Constitution is 10 and its original object form. If you command an object hands Strength contested by the Strength to have the hand crush it. When you do so, the but that space is difficult terrain for the target.
Intelligence and Wisdom are 3, and its Charisma to attack, it can make a single melee attack (Athletics) check of the target. If the target is target takes bludgeoning damage equal to 2d6 +
is 1. against a creature within 5 feet of it. At Higher Levels Medium or smaller, you have advantage on the your spellcasting ability modifier.
If you cast this spell using a spell slot of 6th level check.
or higher, you can animate two additional objects
for each slot level above 5th.

Antilife Shell Awaken Awaken Bigby’s Hand Circle of Power Cloudkill


5 Abjuration (Concen.)
5 Transmutation
5 Transmutation
5 Evocation (Concen.)
5 Abjuration (Concen.)
5 Conjuration (Concen.)
Casting Time: 1 Action Range:Self (10-foot Casting Time: 8 Hours Range:Touch Casting Time: 8 Hours Range:Touch Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Self (30-foot Casting Time: 1 Action Range:120 feet
radius) Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: up to 1 min. Components: V, S, M radius) Duration: up to 10 min.s Components: V, S
Duration: up to 1 hour Components: V, S an agate worth at least 1 000 gp, which the spell Your DM chooses statistics appropriate for the Duration: up to 10 min.s Components: V You create a 20-foot-radius sphere of poisonous,
A shimmering barrier extends out from you in a consumes. awakened plant, such as the statistics for the Divine energy radiates from you, distorting and yellow-green fog centered on a point you choose
10-foot radius and moves with you, remaining After spending the casting time tracing magical awakened shrub or the awakened tree. The diffusing magical energy within 30 feet of you. within range. The fog spreads around corners. It
centered on you and hedging out creatures other pathways within a precious gemstone, you touch awakened beast or plant is charmed by you for Until the spell ends, the sphere moves with you, lasts for the duration or until strong wind
than undead and constructs. The barrier lasts for a huge or smaller beast or plant. The target must 30 days or until you and your companions do centered on you. For the duration, each friendly dispereses the fog, ending the spell. Its area is
the duration. The barrier prevents an affected have either no Intelligence score or an anything harmful to it. When the charmed creature in the area (including you) has heavily obscured. When a creature enters the
creature from passing or reaching through. An Intelligence of 3 or less. The target gains an condition ends, the awakened creature chooses advantage on saving throws against spells and spells area for the first time on a turn or starts
affected creature can cast spells or make Intelligence of 10. The target also gains the whether to remain friendly to you, based on how other magical effects. Additionally, when an its turn there, that creature must make a
attacks with ranged or reach weapons through ability to speak one language you know. If the you treated it while it was charmed. affected creature succeeds on a saving throw Constitution saving throw. The creature takes
the barrier. If you move so that an affect creature target is a plant, it gains the ability to move its made against a spell or magical effect that 5d8 poison damageon a failed save, or half as
is forced to pass through the barrier, the spell limbs, roots, vinces, creepers, and so forth, and it At Higher Levels allows it to make a saving throw to take only half much damage on a successful one. Creatures
ends. gains senses similar to a huamns. When you cast this spell using a spell slot of 6th damage, it instead takes no damage if it are affected even if they hold their breath or dont
level or higher, the damage from the clenched succeeds on the saving throws. need to breathe.
fist option increases by 2d8 and the damage
from the grasping hand increases by 2d6 for
each slot level above 5th.
Cloudkill Commune Commune Conjure Volley Contact Other Plane Contact Other Plane
5 Conjuration (Concen.)
5 Divination (Ritual)
5 Divination (Ritual)
5 Conjuration
5 Divination (Ritual)
5 Divination (Ritual)
Casting Time: 1 Action Range:120 feet Casting Time: 1 Minute Range:Self Casting Time: 1 Minute Range:Self Casting Time: 1 Action Range:150 feet Casting Time: 1 Minute Range:Self Casting Time: 1 Minute Range:Self
Duration: up to 10 min.s Components: V, S Duration: 1 min. Components: V, S, M Duration: 1 min. Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: 1 min. Components: V Duration: 1 min. Components: V
The fog moves 10 feet away from you at the incense and a vial of holy or unholy water. If you cast the spell two or more times before You fire a piece of nonmagical ammunition from You mentally contact a demigod, the spirit of a You must ask your questions before the spell
start of each of your turns, rolling along the You contact your deity or a divine proxy and ask finishing your next long rest, there is a a ranged weapon or throw a nonmagical weapon long-dead sage, or some other mysterious entity ends. The DM answers each question with one
surface of the ground. The vapors, being heavier up to three questions that can be answered with cumulative 25 percent chance for each casting into the air and choose a point within range. from another plane. Contacting this extraplanar word, such as yes, no, maybe, never, irrelevant, or
than air, sink to the lowest level of the land, even a yes or no. You must ask your questions before after the first that you get no answer. The DM Hundreds of duplicates of the ammunition or intelligence can strain or even break your mind. unclear (if the entity doesnt know the answer to
pouring down openings. the spell ends. You receive a correct answer for makes this roll in secret. weapon fall in a volley from above and then When you cast this spell, make a DC 15 the question). If a one-word answer would be
each question. Divine beings arent necessarily disappear. Each creature in a 40-foot-radius. 20- Intelligence saving throw. On a failure, you take misleading, the DM might instead offer a short
omniscient, so you might receive unclear as an foot-high cylinder centered on that point must 6d6 psychic damage and are insane until you phrase as an answer.
answer if a question pertains to information that make a Dexterity saving throw. A creature takes finish a long rest. While insane, you cant take
lies beyond the deitys knowledge. In a case 8d8 damage on a failed save, or half as much actions, cant understand what other creatures
where a one-word answer could be misleading or damage on a successful one. The damage type say, cant read, and speak only in gibberish. A
contrary to the deitys interests, the DM might is the same as that of the ammunition or greater restoration spell cast on you ends this
offer a short phrase as an answer instead. weapon. effect. On a successful save, you can ask the
At Higher Levels entity up to five questions.
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.

Commune with Nature Commune with Nature Cone of Cold Contagion Contagion Contagion
5 Divination (Ritual)
5 Divination (Ritual)
5 Evocation
5 Necromancy
5 Necromancy
5 Necromancy
Casting Time: 1 Minute Range:Self Casting Time: 1 Minute Range:Self Casting Time: 1 Action Range:Self (60-foot Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch
Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S cone) Duration: 7 days Components: V, S Duration: 7 days Components: V, S Duration: 7 days Components: V, S
You briefly become one with nature and gain You instantly gain knowledge of up to three facts Duration: InstantaneousComponents: V, S, M Your touch inflicts disease. Make a melee spell Since this spell induces a natural disease in its Mindfire The creatures mind becomes feverish.
knowledge of the surrounding territory. In the of your choice about any of the following A blast of cold air erupts from your hands. Each attack against a creature within your reach. On a target, any effect that removes a disease or The creature has disadvantage on Intelligence
outdoors, the spell gives you knowledge of the subjects as they relate to the area: " terrain and creature in a 60-foot cone must make a hit, you afflict the creature with a disease of your otherwise ameliorates a diseases effects apply checks and Intelligence saving throws, and the
land within 3 miles of you. In caves and other bodies of water " prevalent plants, minerals, Constitution saving throw. A creature takes 8d8 choice from any of the ones described below. At to it. Blinding Sickness Pain grips the creatures creature behaves as if under the effects of the
natural underground settings, the radius is animals, or peoples " powerful celestials, fey, cold damage on a failed save, or half as much the end of each of the targets turns, it must mind, and its eyes turn milky white. The creature confusion spell during combat. Seizure The
limited to 300 feet. The spell doesnt function fiends, elementals, or undead " influence from damage on a successful one. A creature killed by make a Constitution saving throw. After failing has disadvantage on Wisdom checks and creature is overcome with shaking. The creature
where nature has been replaced by construction, other planes of existence " buildings For this spell becomes a frozen statue until it thaws. three of these saving throws, the diseases Wisdom saving throws and is blinded. Filth Fever has disadvantage on Dexterity checks, Dexterity
such as in dungeons and towns. example, you could determine the location of effects last for the duration, and the creature A raging fever sweeps through the creatures saving throws, and attack rolls that use Dexterity.
powerful undead in the area, the location of stops making these saves. After succeeding on body. The creature has disadvantage on Strength Slimy Doom The creature begins to bleed
major sources of safe drinking water, and the three of these saving throws, the creature checks, Strength saving throws, and attack rolls uncontrollably. The creature has disadvantage on
location of any nearby towns. recovers from the disease, and the spell ends. that use Strength. Flesh Rot The creatures flesh Constitution checks and Constitution saving
decays. The creature has disadvantage on throws. In addition, whenever the creature takes
At Higher Levels Charisma checks and vulnerability to all damage. damage, it is stunned until the end of its next
When you cast this spell using a spell slot of 6th turn.
level or higher, the damage increases by 1d8 for
each slot level above 5th.

Conjure Elemental Conjure Elemental Conjure Elemental Contagion Control Winds Control Winds
5 Conjuration (Concen.)
5 Conjuration (Concen.)
5 Conjuration (Concen.)
5 Necromancy
5 Transmutation (Concen.)
5 Transmutation (Concen.)
Casting Time: 1 Minute Range:90 feet Casting Time: 1 Minute Range:90 feet Casting Time: 1 Minute Range:90 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:300 feet
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: 7 days Components: V, S Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S
burning incense for air soft clay for earth, sulfur The elemental disappears when it drops to 0 hit An uncontrolled elemental cant be dismissed by You take control of the air in a 100-foot cube that If the wind is moderate or strong, ranged weapon
and phosphorus for fire, or water and sand for points or when the spell ends. The elemental is you, and it disappears 1 hour after you you can see within range. Choose one of the attacks that pass through it or that are made
water. friendly to you and your companions for the summoned it. The DM has the elementals following effects when you cast the spell. The against targets within the cube have
You call forth an elemental servant. Choose an duration. Roll initiative for the elemental, which statistics. effect lasts for the spells duration, unless you disadvantage on their attack rolls. If the wind is
area of air, earth, fire, or water that fills a 10-foot has its own turns. It obeys any verbal commands use your action on a later turn to switch to a strong, any creature moving against the wind
cube within range. An elemental of challenge that you issue to it (no action required by you). If different effect. You can also use your action to must spend 1 extra foot of movement for each
rating 5 or lower appropriate to the area you you dont issue any commands to the elemental, temporarily halt the effect or to restart one foot moved. Downdraft. You cause a sustained
chose appears in an unoccupied space within 10 it defends itself from hostile creatures but youve halted. Gusts. A wind picks up within the blast of strong wind to blow downward from the
feet of it. For example, a fire elemental emerges otherwise takes no actions. If your concentration cube, continually blowing in a horizontal top of the cube. Ranged weapon attacks that
from a bonfire, and an earth elemental rises up is broken, the elemental doesnt disappear. direction that you choose. You choose the pass through the cube or that are made against
from the ground. Instead, you lose control of the elemental, it intensity of the wind: calm, moderate, or strong. targets within it have disadvantage on their
becom es hostile toward you and your attack rolls.
companions, and it might attack. 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.
Control Winds Creation Creation Dispel Evil and Good Dominate Person Dominate Person
5 Transmutation (Concen.)
5 Illusion
5 Illusion
5 Abjuration (Concen.)
5 Enchantment (Concen.)
5 Enchantment (Concen.)
Casting Time: 1 Action Range:300 feet Casting Time: 1 Minute Range:30 feet Casting Time: 1 Minute Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Duration: up to 1 hour Components: V, S Duration: Special Components: V, S, M Duration: Special Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S
A creature must make a Strength saving throw if a tiny piece of matter of the same type of the If the object is composed of multiple materials, The creature you touch is no longer charmed, You attempt to beguile a humanoid that you can You can specify a simple and general course of
it flies into the cube for the first time on a turn or item you plan to create. use the shortest duration. Material Duration frightened, or possessed by such creatures. see within range. It must succeed on a Wisdom action, such as "Attack that creature", "Run over
starts its turn there flying. On a failed save, the You pull wisps of shadow material from the Vegetable matter 1 day Stone/crystal 12 Dismissal As your action, make a melee spell saving throw or be charmed by you for the there", or "Fetch that object". If the creature
creature is knocked prone. Updraft. You cause a Shadowfell to create a nonliving object of hours Precious metals 1 hour Gems 10 attack against a celestial, an elemental, a fey, a duration. If you or creatures that are friendly to completes the order and doesnt receive further
sustained updraft within the cube, rising upward vegetable matter within range: soft goods, rope, minutes Adamantine/Mithral 1 minute Using fiend, or an undead you can reach. On a hit, you you are fighting it, it has advantage on the saving direction from you, it defends and preserves
from the cubes bottom edge. Creatures that end wood, or something similar. You can also use any material created by this spell as another attempt to drive the creature back to its home throw. While the target is charmed, you have a itself to the best of its ability. You can use your
a fall within the cube take only half damage from this spell to create mineral objects such as spells material component causes that spell to plane. The creature must succeed on a Charisma telepathic link with it as long as the two of you action to take total and precise control of the
the fall. When a creature in the cube makes a stone, crystal, or metal. The object created must fail. saving throw or be sent back to its home plane are on the same plane of existence. You can use target. Until the end of your next turn, the
vertical jump, the creature can jump up to 10 feet be no larger than a 5-foot cube, and the object (if it isnt there already). If they arent on their this telepathic link to issue commands to the creature takes only the actions you choose, and
higher than normal. must be of a form and material that you have home plane, undead are sent to the Shadowfell, creature while you are conscious (no action doesnt do anything that you dont allow it to do.
seen before. The duration depends on the and fey are sent to the Feywild. required), which it does its best to obey. During this time you can also cause the creature
objects material. to use a reaction, but this requires you to use
At Higher Levels your own reaction as well.
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.

Danse Macabre Danse Macabre Danse Macabre Dominate Person Dream Dream
5 Necromancy (Concen.)
5 Necromancy (Concen.)
5 Necromancy (Concen.)
5 Enchantment (Concen.)
5 Illusion
5 Illusion
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Minute Range:Special Casting Time: 1 Minute Range:Special
Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S Duration: up to 1 min. Components: V, S Duration: 8 hours Components: V, S, M (a Duration: 8 hours Components: V, S, M (a
Threads of dark power leap from your fingers to You decide what action the creatures will take Each time the target takes damage, it makes a handful of sand, a dab of handful of sand, a dab of
ink, and a writing quill ink, and a writing quill
pierce up to five Small or Medium corpses you and where they will move during their next turn, new Wisdom saving throw against the spell. If
plucked from a sleeping plucked from a sleeping
can see within range. Each corpse immediately or you can issue a general command, such as to the saving throw succeeds, the spell ends. bird) bird)
stands up and becomes undead. You decide guard a chamber or passageway against your a bit of fur; a piece of amber glass, or a crystal If the target is asleep, the messenger appears in
whether it is a zombie or a skeleton (the foes. lfyou issue no commands, the creatures do rod; and three silver pins. the targets dreams and can converse with the
statistics for zombies and skeletons are in the nothing except defend themselves against This spell shapes a creatures dreams. Choose a target as long as it remains asleep, through the
Monster Manual), and it gains a bonus to its hostile creatures. Once given an order, the creature known to you as the target of this spell. duration of the spell. The messenger can also
attack and damage rolls equal to your creatures continue to follow it until their task is The target must be on the same plane of shape the environment of the dream, creating
spellcasting ability modifier. You can use a complete. The creatures are under your control existence as you. Creatures that dont sleep, landscapes, objects, and other images. The
bonus action to mentally command the creatures until the spell ends, after which they become At Higher Levels
such as elves, cant be contacted by this spell. messenger can emerge from the trance at any
you make with this spell, issuing the same inanimate once more. When you cast this spell using a 6th-level spell
You, or a willing creature you touch, enters a time, ending the effect of the spell early. The
command to all of them. To receive the slot, the duration is concentration, up to 10
trance state, acting as a messenger. While in the target recalls the dream perfectly upon waking.
command, a creature must be within 60 feet of At Higher Levels minutes. When you use a 7th-level spell slot, the
trance, the messenger is aware of his or her
you. When you cast this spell using a spell slot of 6th duration is concentration, up to 1 hour. When you
surroundings, but cant take actions or move.
level or higher, you animate up to two additional use a spell slot of 8th level or higher, the duration
corpses for each slot level above 5th. is concentration, up to 8 hours.

Dawn Destructive Wave Dispel Evil and Good Dream Dream Enervation
5 Evocation (Concen.)
5 Evocation
5 Abjuration (Concen.)
5 Illusion
5 Illusion
5 Necromancy (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self (30-foot Casting Time: 1 Action Range:Self Casting Time: 1 Minute Range:Special Casting Time: 1 Minute Range:Special Casting Time: 1 Action Range:60 feet
Duration: up to 1 min. Components: V, S, M radius) Duration: up to 1 min. Components: V, S, M Duration: 8 hours Components: V, S, M (a Duration: 8 hours Components: V, S, M (a Duration: up to 1 min. Components: V, S
The light of dawn shines down on a location you Duration: InstantaneousComponents: V holy water or powdered silver and iron. handful of sand, a dab of handful of sand, a dab of A tendril of inky darkness reaches out from you,
You strike the ground, creating a burst of divine ink, and a writing quill ink, and a writing quill
specify within range. Until the spell ends, a 30- Shimmering energy surrounds and protects you touching a creature you can see within range to
plucked from a sleeping plucked from a sleeping
foot-radius. 40-foot-high cylinder of bright light energy that ripples outward from you. Each from fey, undead, and creatures originating from drain life from it. The target must make a
bird) bird)
glimmers there. This light is sunlight. When the creature you choose within 30 feet of you must beyond the Material Plane. For the duration, Dexterity saving throw. On a successful save, the
If the target is awake when you cast the spell, the In addition, when the target wakes up, it takes
cylinder appears, each creature in it must make a succeed on a Constitution saving throw or take celestials, elementals, fey, fiends, and undead target takes 2d8 necrotic damage, and the spell
messenger knows it, and can either end the 3d6 psychic damage. If you have a body part,
Constitution saving throw, taking 4d10 radiant 5d6 thunder damage, as well as 5d6 radiant or have disadvantage on attack rolls against you. ends. On a failed save, the target takes 4d8
trance (and the spell) or wait for the target to fall lock of hair, clipping from a nail, or similar
damage on a failed save, or half as much necrotic damage (your choice), and be knocked You can end the spell early by using either of the necrotic damage, and until the spell ends, you
asleep, at which point the messenger appears in portion of the targets body, the target makes its
damage on a successful one. A creature must prone. A creature that succeeds on its saving following special functions. Break Enchantment can use your action on each of your turns to
the targets dreams. You can make the saving throw with disadvantage.
also make this saving throw whenever it ends its throw takes half as much damage and isn’t As your action, you touch a creature you can automatically deal 4d8 necrotic damage to the
messenger appear monstrous and terrifying to
turn in the cylinder. If youre within 60 feet of the knocked prone. reach that is charmed, frightened, or possessed target. The spell ends ifyou use your action to do
the target. If you do, the messenger can deliver a
cylinder, you can move it up to 60 feet as a bonus by a celestial, an elemental, a fey, a fiend, or an message of no more than ten words and then the anything else, if the target is ever outside the
action on your turn. undead. target must make a Wisdom saving throw. On a spells range, or if the target has total cover from
failed save, echoes of the phantasmal you.
monstrosity spawn a nightmare that lasts the
duration of the targets sleep and prevents the
target from gaining any benefit from that rest.
Enervation Far Step Flame Strike Hallow Hallow Hold Monster
5 Necromancy (Concen.)
5 Conjuration (Concen.)
5 Evocation
5 Evocation
5 Evocation
5 Enchantment (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Bonus Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 24 Hours Range:Touch Casting Time: 24 Hours Range:Touch Casting Time: 1 Action Range:90 feet
Duration: up to 1 min. Components: V, S Action Duration: InstantaneousComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: up to 1 min. Components: V, S, M
Whenever the spell deals damage to a target, you Duration: up to 1 min. Components: V A vertical column of divine fire roars down from Magical darkness created by spells of a lower Extradimensional Interference Affected creatures Choose a creature that you can see within range.
regain hit points equal to half the amount of You teleport up to 60 feet to an unoccupied the heavens in a location you specify. Each level than the slot you used to cast this spell cant move or travel using teleportation or by The target must succeed on a Wisdom saving
necrotic damage the target takes. space you can see. On each of your turns before creature in a 10-foot radius, 40-foot-high cylinder cant extinguish the light. Energy Protection extradimensional or interplanar means. Fear throw or be paralyzed for the duration. This spell
the spell ends, you can use a bonus action to centered on a point within range must make a Affected creatures in the area have resistance to Affected creatures are frightened while in the has no effect on undead. At the end of each of
teleport in this way again. Dexterity saving throw. A creature takes 4d6 fire one damage type of your choice, except for area. Silence No sound can emanate from within its turns, the target can make another Wisdom
damage and 4d6 radiant damage on a failed bludgeoning, piercing, or slashing. Energy the area, and no sound can reach into it. Tongues saving throw. On a success, the spell ends on the
save, or half as much damage on a successful Vulnerability Affected creatures in the area have Affected creatures can communicate with any target.
one. vulnerability to one damage type of your choice, other creature in the area, even if they dont share
except for bludgeoning, piercing, or slashing. a common language.
Everlasting Rest Dead bodies interred in the area
cant be turned into undead. At Higher Levels
At Higher Levels When you cast this spell using a spell slot of 6th
At Higher Levels When you cast this spell using a spell slot of 6th level or higher, you can target one additional
When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant creature for each slot level above 5th. The
level or higher, the damage increases by 1d8 for damage (your choice) increases by 1d6 for each creatures must be within 30 feet of each other
each slot level above 5th. slot level above 5th. when you target them.

Geas Geas Greater Restoration Holy Weapon Holy Weapon Immolation


5 Enchantment
5 Enchantment
5 Abjuration
5 Evocation (Concen.)
5 Evocation (Concen.)
5 Evocation (Concen.)
Casting Time: 1 Minute Range:60 feet Casting Time: 1 Minute Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Bonus Range:Touch Casting Time: 1 Bonus Range:Touch Casting Time: 1 Action Range:90 feet
Duration: 30 days Components: V Duration: 30 days Components: V Duration: InstantaneousComponents: V, S, M Action Action Duration: up to 1 min. Components: V
You place a magical command on a creature that Should you issue a suicidal command, the spell You imbue a creature you touch with positive Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S Flames wreathe one creature you can see within
you can see within range, forcing it to carry out ends. You can end the spell early by using an energy to undo a debilitating effect. You can You imbue a weapon you touch with holy power. On a successful save, a creature takes half as range. The target must make a Dexterity saving
some service or refrain from some action or action to dismiss it. A remove curse, greater reduce the targets exhaustion level by one, or Until the spell ends, the weapon emits bright much damage and isnt blinded. At the end of throw. It takes 8d6 fire damage on a failed save,
course of actiity as you decide. If the creature restoration, or wish spell also ends it. end one of the following effects on the target: * light in a 30foot radius and dim light for an each Ofits turns, a blinded creature can make a or half as much damage on a successful one. On
can understand you, it must succeed on a One effect that charmed or petrified the target * additional 30 feet. In addition, weapon attacks Constitution saving throw, ending the effect on a failed save, the target also burns for the spells
Wisdom saving throw or become charmed by One curse, including the targets attunement to a made with it deal an extra 2d8 radiant damage itselfon a success. duration. The burning target sheds bright light in
you for the duration. While the creature is cursed magic item * Any reduction to one of the on a hit. If the weapon isnt already a magic a 30-foot radius and dim light for an additional
charmed by you, it takes 5d10 psychic damage targets ability scores * One effect reducing the weapon, it becomes one for the duration. As a 30 feet. At the end of each of its turns, the target
each time it acts in a manner directly counter to targets hit point maximum bonus action on your turn, you can dismiss this repeats the saving throw. It takes 4d6 fire
your instructions, but no more than once each spell and cause the weapon to emit a burst of damage on a failed save, and the spell ends on a
day. A creature that cant understand you is At Higher Levels radiance. Each creature of your choice that you successful one. These magical flames cant be
unaffected by the spell. You can issue any When you cast this spell usinga spell slot of 7th can see within 30 feet ofyou must make a extinguished by nonmagical means.
command you choose, short of an activity that or 8th level, the duration is 1 year.When you cast Constitution saving throw. On a failed save, a
would result in certain death. this spell using a spell slot of 9th level, the spell creature takes 4d8 radiant damage, and it is
lasts until it is ended by one of the spells blinded for 1 minute.
mentioned above.

Hallow Hallow Hallow Immolation Infernal Calling Infernal Calling


5 Evocation
5 Evocation
5 Evocation
5 Evocation (Concen.)
5 Conjuration (Concen.)
5 Conjuration (Concen.)
Casting Time: 24 Hours Range:Touch Casting Time: 24 Hours Range:Touch Casting Time: 24 Hours Range:Touch Casting Time: 1 Action Range:90 feet Casting Time: 1 Minute Range:90 feet Casting Time: 1 Minute Range:90 feet
Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: up to 1 min. Components: V Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M
herbs oils, and incense worth at least 1, 000 gp, Any creature charmed, frightened, or possessed When a creature that would be affected enters If damage from this spell kills a target, the target a ruby worth at least 999 gp. It is under the Dungeon Masters control and acts
which the spell consumes. by such a creature is no longer charmed, the spells area for the first time on a turn or is turned to ash. Uttering a dark incantation, you summon a devil according to its nature on each of its turns,
You touch a point and infuse an area around it frightened, or possessed upon entering the area. starts its turn there, it can make a Charisma from the Nine Hells. You choose the devils type, which might result in its attacking you if it thinks
with holy (or unholy) power. The area can have a You can exclude one or more of those types of saving throw. On a success, the creature ignores which must be one of challenge rating 6 or lower, it can prevail, or trying to tempt you to undertake
radius up to 60 feet, and the spell fails if the creatures from this effect. Second, you can bind the extra effect until it leaves the area. Courage such as a barbed devil or a bearded devil. The an evil act in exchange for limited service. The
radius includes an area already under the effect an extra effect to the area. Choose the effect Affected creatures cant be frightened while in devil appears in an unoccupied space that you DM has the creatures statistics. On each of your
a hallow spell. The affected area is subject to the from the following list, or choose an effect the area. Darkness Darkness fills the area. can see within range. The devil disappears when turns, you can try to issue a verbal command to
following effects. First, celestials, elementals, offered by the DM. Som e of these effects apply Normal light, as well as magical light created by it drops to 0 hit points or when the spell ends. the devil (no action required by you). It obeys the
fey, fiends, and undead cant enter the area, nor to creatures in the area; you can designate spells of a lower level than the slot you used to The devil is unfriendly toward you and your command if the likely outcome is in accordance
can such creatures charm, frighten, or possess whether the effect applies to all creatures, cast this spell, cant illuminate the area. Daylight companions. Roll initiative for the devil, which with its desires, especially if the result would
creatures within it. creatures that follow a specific deity or leader, or Bright light fills the area. has its own turns. draw you toward evil.
creatures of a specific sort, such as ores or
trolls.
Infernal Calling Infernal Calling Insect Plague Mislead Modify Memory Modify Memory
5 Conjuration (Concen.)
5 Conjuration (Concen.)
5 Conjuration (Concen.)
5 Illusion (Concen.)
5 Enchantment (Concen.)
5 Enchantment (Concen.)
Casting Time: 1 Minute Range:90 feet Casting Time: 1 Minute Range:90 feet Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 1 hour Components: S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S
Otherwise, you must make a Charisma If your concentration ends before the spell a few grains of sugar some kernels of grain, and While you are using its senses, you are blinded You attempt to reshape another creatures While this charm lasts, you can affect the targets
(Deception, Intimidation, or Persuasion) check reaches its full duration, the devil doesnt a smear of fat. and deafened in regard to your own memories. One creature that you can see must memory of an event that it experienced within
contested by its Wisdom (Insight) check. You disappear if it has become immune to your Swarming, biting locusts fill a 20-foot-radius surroundings. make a Wisdom saving throw. If you are fighting the last 24 hours and that lasted no more than
make the check with advantage if you say the verbal commands. Instead, it acts in whatever sphere centered on a point you choose within the creature, it has advantage on the saving 10 minutes. You can permanently eliminate all
devils true name. Ifyour check fails, the devil manner it chooses for 3d6 minutes, and then it range. The sphere spreads around corners. The throw. On a failed save, the target becomes memory of the event, allow the target to recall
becomes immune to your verbal commands for disappears. If you possess an individual devils sphere remains for the duration, and its area is charmed by you for the duration. The charmed the event with perfect clarity and exacting detail,
the duration of the spell, though it can still carry talisman, you can summon that devil if it is of the lightly obscured. The spheres area is difficult target is incapacitated and unaware of its change its memory of the details of the event, or
out your commands if it chooses. If your check appropriate challenge rating plus 1, and it obeys terrain. When the area appears, each creature in surroundings, though it can still hear you. If it create a memory of some other event. You must
succeeds, the devil carries out your command all your commands, with no Charisma checks it must make a Constitution saving throw. A takes any damage or is targeted by another spell, speak to the target to describe how its memories
such as attack my enemies, explore the room required. creature takes 4d10 piercing damage on a failed this spell ends, and none of the targets are affected, and it must be able to understand
ahead," or bear this message to the queen" save, or half as much damage on a successful memories are modified. your language for the modified memories to take
until it completes the activity, at which point it one. root. Its mind fills in any gaps in the details of
returns to you to report having done so. At Higher Levels your description.
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.

Insect Plague Legend Lore Legend Lore Modify Memory Modify Memory Negative Energy Flood
5 Conjuration (Concen.)
5 Divination
5 Divination
5 Enchantment (Concen.)
5 Enchantment (Concen.)
5 Necromancy
Casting Time: 1 Action Range:300 feet Casting Time: 10 Range:Self Casting Time: 10 Range:Self Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:60 feet
Duration: up to 10 min.s Components: V, S, M Minutes Minutes Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: InstantaneousComponents: V, a
A creature must also make this saving throw Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M If the spell ends before you have finished A remove curse or greater restoration spell cast broken bone and a
incense worth at least 250 gp which the spell The more information you already have about the square of black silk
when it enters the spells area for the first time describing the modified memories, the creatures on the target restores the creatures true memory.
consumes, and four ivory strips worth at least 50 thing, the more precise and detailed the You send ribbons of negative energy at one
on a turn or ends its turn there. memory isnt altered. Otherwise, the modified
gp each. information you receive is. The information you creature you can see within range. Unless the
memories take hold when the spell ends. A
Name or describe a person, place, or object. The learn is accurate but might be couched in target is undead, it must make a Constitution
modified memory doesnt necessarily affect how
spell brings to your mind a brief summary of the figurative language. For example, if you have a saving throw, taking 5d12 necrotic damage on a
a creature behaves, particularly if the memory
significant lore about the thing you named. The mysterious magic axe on hand, the spell might failed save, or half as much damage on a
contradicts the creatures natural inclinations,
lore might consist of current tales, forgotten yield this information: Woe to the evildoer whose successful one. A target killed by this damage
alignment, or beliefs. An illogical modified
stories, or even secret lore that has never been hand touches the axe, for even the haft slices the rises up as a zombie at the start of your next
memory, such as implanting a memory of how
widely known. If the thing you named isnt of hand of the evil ones. Only a true Child of Stone, At Higher Levels turn. The zombie pursues whatever creature it
much the creature enjoyed dousing itself in acid,
legendary importance, you gain no information. lover and beloved of Moradin, may awaken the If you cast this spell using a spell slot of 6th level can see that is closest to it. Statistics for the
is dismissed, perhaps as a bad dream. The DM
true powers of the axe, and only with the sacred or higher, you can alter the targets memories of zombie are in the Monster Manual. If you target
might deem a modified memory too nonsensical
At Higher Levels word Rudnogg on the lips. an event that took place up to 7 days ago (6th an undead with this spell, the target doesnt
to affect a creature in a significant manner.
When you cast this spell using a spell slot of 6th level), 30 days ago (7th level), 1 year ago (8th make a saving throw. Instead, roll 5d12. The
level or higher, the damage increases by 1d10 for level), or any time in the creatures past (9th target gains half the total as temporary hit
each slot level above 5th. level). points.

Maelstrom Mass Cure Wounds Mislead Passwall Planar Binding Planar Binding
5 Evocation (Concen.)
5 Evocation
5 Illusion (Concen.)
5 Transmutation
5 Abjuration
5 Abjuration
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:30 feet Casting Time: 1 Hour Range:60 feet Casting Time: 1 Hour Range:60 feet
Duration: up to 1 min. Components: V, S, M Duration: InstantaneousComponents: V, S Duration: up to 1 hour Components: S Duration: 1 hour Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
(paper or leaf in the shape of a funnel) A mass of A wave of healing energy washes out from a You become invisible at the same time that an A passage appears at a point of your choice that a jewel worth at least 1 000 gp, which the spell If the creature w as summoned or created by
5-foot-deep water appears and swirls in a 30-foot point of your choice within range. Choose up to illusory double of you appears where you are you can see on a wooden, plaster, or stone consumes. another spell, that spells duration is extended to
radius centered on a point you can see within six creatures in a 30-foot-radius sphere centered standing. The double lasts for the duration, but surface (such as a wall, a ceiling, or a floor) With this spell, you attempt to bind a celestial, an match the duration of this spell. A bound
range. The point must be on ground or in a body on that point. Each target regains hit points the invisibility ends if you attack or cast a spell. within range, and lasts for the duration. You elemental, a fey, or a fiend to your service. The creature must follow your instructions to the
of water. Until the spell ends, that area is difficult equal to 3d8 + your spellcasting ability modifier. You can use your action to move your illusory choose the openings dimensions: up to 5 feet creature must be within range for the entire best of its ability. You might command the
terrain, and any creature that starts its turn there This spell has no effect on undead or constructs. double up to twice your speed and make it wide, 8 feet tall, and 20 feet deep. The passage casting of the spell. (Typically, the creature is creature to accompany you on an adventure, to
must succeed on a Strength saving throw or take gesture, speak, and behave in whatever way you creates no instability in a structure surrounding first summoned into the center of an inverted guard a location, or to deliver a message. The
6d6 bludgeoning damage and be pulled 10 feet choose. You can see through its eyes and hear it. When the opening disappears, any creatures magic circle in order to keep it trapped while this creature obeys the letter of your instructions, but
toward the center. through its ears as if you were located where it or objects still in the passage created by the spell is cast. ) At the completion of the casting, if the creature is hostile to you, it strives to twist
is. On each of your turns as a bonus action, you spell are safely ejected to an unoccupied space the target must make a Charisma saving throw. your words to achieve its own objectives. If the
can switch from using its senses to using your nearest to the surface on which you cast the On a failed save, it is bound to serve you for the creature carries out your instructions completely
own, or back again. spell. duration. before the spell ends, it travels to you to report
At Higher Levels this fact if you are on the same plane of
When you cast this spell using a spell slot of 6th existence.
level or higher, the healing increases by 1d8 for
each slot level above 5th.
Planar Binding Raise Dead Raise Dead Scrying Scrying Seeming
5 Abjuration
5 Necromancy
5 Necromancy
5 Divination (Concen.)
5 Divination (Concen.)
5 Illusion
Casting Time: 1 Hour Range:60 feet Casting Time: 1 Hour Range:Touch Casting Time: 1 Hour Range:Touch Casting Time: 10 Range:Self Casting Time: 10 Range:Self Casting Time: 1 Action Range:30 feet
Duration: 24 hours Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Minutes Minutes Duration: 8 hours Components: V, S
If you are on a different plane of existence, it a diamond worth at least 500 gp which the spell This spell doesnt, however, remove magical Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M This spell allows you to change the appearance
returns to the place where you bound it and consumes. diseases, curses, or similar effects; if these Knowledge The sensor moves with the target, remaining of any number of creatures that you can see
remains there until the spell ends. You return a dead creature you touch to life, arent first removed prior to casting the spell, Save Modifier Secondhand (you have heard of within 10 feet of it for the duration. A creature within range. You give each target you choose a
provided that it has been dead no longer than 10 they take effect when the creature returns to life. the target) +5 Firsthand (you have met the that can see invisible objects sees the sensor as new, illusory appearance. An unwilling target can
days. If the creatures soul is both willing and at The spell cant return an undead creature to life. target) +0 Familiar (you know the target a luminous orb about the size of your fist. make a Charisma saving throw, and if it
liberty to rejoin the body, the creature returns to This spell closes all mortal wounds, but it doesnt well) -5 Connection Instead of targeting a creature, you can choose a succeeds, it is unaffected by this spell. The spell
life with 1 hit point. This spell also neutralizes restore missing body parts. If the creature is Save Modifier location you have seen before as the target of disguises physicial appearances as well as
any poison and cures nonmagical diseases that lacking body parts or organs integral for its Likeness or picture -2 this spell. When you do, the sensor appears at clothing, armor, weapons, and equipment. You
affected the creature at the time it died. survival its head, for instance the spell Posession or garment -4 that location and doesnt move. can make each creature seem 1 foot shorter or
automatically fails. Coming back from the dead Body part, lock of hair, bit of nail, or the like -10 taller and appear thin, fat, or inbetween. You
At Higher Levels is an ordeal. The target takes a -4 penalty to all On a successful save, the target isnt affected, cant change a targets body type, so you must
When you cast this spell using a spell slot of a attack rolls, saving throws, and ability checks. and you cant use this spell against it again for choose a form that has the same basic
higher level, the duration increases to:10 days 24 hours. On a failed save, the spell creates an arrangement of limbs. Otherwise, the extent of
with a 6th-level slot,30 days with a 7th-level invisible sensor within 10 feet of the target. You the illusion is up to you.
slot,180 days with an 8th-level slot, 1 year and 1 can see and hear through the sensor as if you w
day with a 9th-level spell slot. ere there.

Raise Dead Rary’s Telepathic Bond Reincarnate Seeming Seeming Skill Empowerment
5 Necromancy
5 Divination (Ritual)
5 Transmutation
5 Illusion
5 Illusion
5 Transmutation (Concen.)
Casting Time: 1 Hour Range:Touch Casting Time: 1 Action Range:30 feet Casting Time: 1 Hour Range:Touch Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Touch
Duration: InstantaneousComponents: V, S, M Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: 8 hours Components: V, S Duration: 8 hours Components: V, S Duration: up to 1 hour Components: V, S
Every time the target finishes a long rest, the You forge a telepathic link among up to eight rare oils and unguents worth at least 1 000 gp, The spell lasts for the duration, unless you use A creature can use its action to inspect a target Your magic deepens a creatures understanding
penalty is reduced by 1 until it disappears. willing creatures of your choice within range, which the spell consumes. your action to dismiss it sooner. The changes and make an Intelligence (Investigation) check of its own talent. You touch one willing creature
psychically linking each creature to all the others You touch a dead humanoid or a piece of a dead wrought by this spell fail to hold up to physical against your spell save DC. If it succeeds, it and give it expertise in one skill of your choice;
for the duration. Creatures with Intelligence humanoid. Provided that the creature has been inspections. For example, if you use this spell to becomes aware that the target is disguised. until the spell ends, the creature doubles its
scores of 2 or less arent affected by this spell. dead no longer than 10 days, the spell forms a add a hat to a creatures outfitm objects pass proficiency bonus for ability checks it makes that
Until the spell ends, the targets can new adult body for it and then calls the soul to through the hat, and anyone who touches it use the chosen skill. You must choose a skill in
communicated telepathically through the bond enter that body. If the targets soul isnt free or would feel nothing or would feel the creatures which the target is proficient and that isnt
whether or not they have a common language. willing to do so, the spell fails. The magic head and hair. If you use this spell to appear already benefiting from an effect, such as
The communication is possible over any fashions a new body for the creature to inhabit, thinner then you are, the hand of someone who Expertise, that doubles its proficiency bonus.
distance, though it cant extend to other planes which likely causes the creatures race to change. reaches out to touch you would bump into you
of existence. while it was seemingly still in midair.

Reincarnate Scrying Steel Wind Strike Swift Quiver Synaptic Static


5 Transmutation
5 Divination (Concen.)
5 Conjuration
5 Transmutation (Concen.)
5 Enchantment
Casting Time: 1 Hour Range:Touch Casting Time: 10 Range:Self Casting Time: 1 Action Range:30 feet Casting Time: 1 Bonus Range:Touch Casting Time: 1 Action Range:120 feet
Duration: InstantaneousComponents: V, S, M Minutes Duration: InstantaneousComponents: S, M Action Duration: InstantaneousComponents: V, S
The DM rolls a d 100 and consults the following Duration: up to 10 min.s Components: V, S, M You flourish the weapon used in the casting and Duration: up to 1 min. Components: V, S, M You choose a point within range and cause
table to determine what form the creature takes a focus worth at least 1 000 gp, such as a crystal then vanish to strike like the wind. Choose up to You transmute your quiver so it produces an psychic energy to explode there. Each creature in
when restored to life, or the DM chooses a form. ball, a silver mirror, or a font filled with holy five creatures you can see within range. Make a endless supply of nonmagical ammunition, a 20-foot-radius sphere centered on that point
d100 Race 01-04 Dragonborn 05-13 Dwarf, hill water. melee spell attack against each target. On a hit, which seems to leap into your hand when you must make an Intelligence saving throw. A
14-21 Dwarf, mountain 22-25 Elf, dark 26-34 Elf, You can see and hear a particular creature you a target takes 6d10 force damage. You can then reach for it. On each of your turns until the spell creature with an Intelligence score of 2 or lower
high 35-42 Elf, wood 43-46 Gnome, forest 47-52 choose that is on the same plane of existence as teleport to an unoccupied space you can see ends, you can use a bonus action to make two cant be affected by this spell. A target takes 8d6
Gnome, rock 53-56 Half-elf 57-60 Half-orc 61-68 you. The target must make a W isdom saving within 5 feet of one of the targets you hit or attacks with a weapon that uses ammunition psychic damage on a failed save, or half as much
Halfling, lightfoot 69-76 Halfling, stout 77-96 throw, which is modified by how well you know missed. from the quiver. Each time you make such a damage on a successful one. After a failed save,
Human 97-00 Tiefling The reincarnated creature the target and the sort of physical connection ranged attack, your quiver magically replaces the a target has muddled thoughts for 1 minute.
recalls its former life and experiences. It retains you have to it. If a target knows youre casting piece of ammunition you used with a similar During that time, it rolls a d6 and subtracts the
the capabilities it had in its original form, except this spell, it can fail the saving throw voluntarily if piece of nonmagical ammunition. Any pieces of number rolled from all its attack rolls and ability
it exchanges its original race for the new one and it wants to be observed. ammunition created by this spell disintegrate checks, as well as its Constitution saving throws
changes its racial traits accordingly. when the spell ends. If the quiver leaves your to maintain concentration.
possession, the spell ends.
Synaptic Static Telekinesis Telekinesis Transmute Rock Transmute Rock Transmute Rock
5 Enchantment
5 Transmutation (Concen.)
5 Transmutation (Concen.)
5 Transmutation
5 Transmutation
5 Transmutation
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet
Duration: InstantaneousComponents: V, S Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M
The target can make an Intelligence saving throw You gain the ability to move or manipulate If you win the contest, you move the creature up A creature must also make the saving throw Nonmagical mud or quicksand in the area no
at the end of each of its turns, ending the effect creatures or objects by thought. When you cast to 30 feet in any direction, including upward but when it moves into the area for the first time on a more than 10 feet deep transforms into soft
on itself on a success. the spell, and as your action each round for the not beyond the range of this spell. Until the end turn or ends its turn there. On a failed save, a stone for the spells duration. Any creature in the
duration, you can exert your will on one creature of your next turn, the creature is restrained in creature sinks into the mud and is restrained, mud when it transforms must make a Dexterity
or object that you can see within range, causing your telekinetic grip. A creature lifted upward is though it can use an action to end the restrained saving throw. On a successful save, a creature is
the appropriate effect below. You can affect the suspended in mid-air. On subsequent rounds, you condition on itself by pulling itself free of the shunted safely to the surface in an unoccupied
same target round after round, or choose a new can use your action to attempt to maintain your mud. If you cast the spell on a ceiling, the mud space. On a failed save, a creature becomes
one at any time. If you switch targets, the prior telekinetic grip on the creature by repeating the falls. Any creature under the mud when it falls restrained by the rock. A restrained creature, or
target is no longer affected by the spell. Creature contest. Object You can try to move an object must make a Dexterity saving throw. A creature another creature within reach, can use an action
You can try to move a Huge or smaller creature. that weighs up to 1,000 pounds. If the object isnt takes 4d8 bludgeoning damage on a failed save, to try to break the rock by succeeding on a DC 20
Make an ability check with your spellcasting being worn or carried, you automatically move it or half as much damage on a successful one. Strength check or by dealing damage to it. The
ability contested by the creatures Strength up to 30 feet in any direction, but not beyond the Transmute Mud to Rock. rock has AC 15 and 25 hit points, and it is
check. range of this spell. immune to poison and psychic damage.

Telekinesis Telekinesis Teleportation Circle Tree Stride Tree Stride Wall of Force
5 Transmutation (Concen.)
5 Transmutation (Concen.)
5 Conjuration
5 Conjuration (Concen.)
5 Conjuration (Concen.)
5 Evocation (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Minute Range:10 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:120 feet
Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: 1 round Components: V, M rare Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 10 min.s Components: V, S, M
If the object is worn or carried by a creature, you chalks and inks infused You gain the ability to enter a tree and move from You can use this transportation ability once per a pinch of powder made by crushing a clear
with precious gems with
must make an ability check with your inside it to inside another tree of the same kind round for the duration. You must end each turn gemstone.
50 gp, which the spell
spellcasting ability contested by that creatures consumes within 500 feet. Both trees must be living and at outside a tree. An invisible wall of force springs into existence
Strength check. If you succeed, you pull the rare chalks and inks infused with precious gems least the same size as you. You must use 5 feet at a point you choose within range. The wall
object away from that creature and can move it with 50 gpwhich the spell consumes. of movement to enter a tree. You instantly know appears in any orientation you choose, as a
up to 30 feet in any direction but not beyond the As you cast the spell, you draw a 10-foot- the location of all other trees of the same kind horizontal or vertical barrier or at an angle. It can
range of this spell. You can exert fine control on diameter circle on the ground inscribed with within 500 feet and, as part of the move used to be free floating or resting on a solid surface. You
objects with your telekinetic grip, such as sigils that link your location to a permanent enter the tree, can either pass into one of those can form it into a hemispherical dome or a
manipulating a simple tool, opening a door or a teleportation circle of your choice whose sigil trees or step out of the tree youre in. You appear sphere with a radius of up to 10 feet, or you can
container, stowing or retrieving an item from an sequence you know and that is on the same in a spot of your choice within 5 feet of the shape a flat surface made up of ten 10-foot-by-
open container, or pouring the contents from a plane of existence as you. A shimmering portal destination tree, using another 5 feet of 10-foot panels. Each panel must be continguous
vial. opens within the circle you drew and remains movement. If you have no movement left, you with another panel. In any form, the wall is 1/4
open until the end of your next turn. appear within 5 feet of the tree you entered. inch thick. It lasts for the duration.

Teleportation Circle Teleportation Circle Transmute Rock Wall of Force Wall of Light Wall of Light
5 Conjuration
5 Conjuration
5 Transmutation
5 Evocation (Concen.)
5 Evocation (Concen.)
5 Evocation (Concen.)
Casting Time: 1 Minute Range:10 feet Casting Time: 1 Minute Range:10 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet
Duration: 1 round Components: V, M rare Duration: 1 round Components: V, M rare Duration: InstantaneousComponents: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M
chalks and inks infused chalks and inks infused clay and water. If the wall cuts through a creatures space when a hand mirror. On a failed save, a creature takes 4d8 radiant
with precious gems with with precious gems with
You choose an area of stone or mud that you can it appears, the creature is pushed to one side of A shimmering wall of bright light appears at a damage, and it is blinded for 1 minute. On a
50 gp, which the spell 50 gp, which the spell
consumes consumes see that fits within a 40-foot cube and is within the wall (your choice which side). Nothing can point you choose within range. The wall appears successful save, it takes half as much damage
Any creature that enters the portal instantly You can commit a new sigil sequence to memory range, and choose one of the following effects. physically pass through the wall. It is immune to in any orientation you choose: horizontally, and isnt blinded. A blinded creature can make a
appears within 5 feet of the destination circle or after studying it for 1 minute. You can create a Transmute Rock to Mud. Nonmagical rock of any all damage and cant be dispelled by dispel vertically, or diagonally. It can be free floating, or Constitution saving throw at the end of each of
in the nearest unoccupied space if that space is permanent teleportation circle by casting this sort in the area becomes an equal volume of magic. A disintegrate spell destroys the wall it can rest on a solid surface. The wall can be up its turns, ending the effect on itself on a success.
occupied. Many major temples, guilds, and other spell in the same location every day for one year. thick, flowing mud that remains for the spells instantly, however. The wall also extends into the to 60 feet long, 10 feet high, and 5 feet thick. The A creature that ends its turn in the walls area
important places have permanent teleportation You need not use the circle to teleport when you duration. The ground in the spells area becomes Ethereal Plane, blocking ethereal travel through wall blocks line of sight, but creatures and takes 4d8 radiant damage. Until the spell ends,
circles inscribed somewhere within their cast the spell in this way. muddy enough that creatures can sink into it. the wall. objects can pass through it. It emits bright light you can use an action to launch a beam of
confines. Each such circle includes a unique sigil Each foot that a creature moves through the mud out to 120 feet and dim light for an additional radiance from the wall at one creature you can
sequence a string of magical runes arranged in costs 4 feet of movement, and any creature on 120 feet. When the wall appears, each creature in see within 60 feet of it. Make a ranged spell
a particular pattern. When you first gain the the ground when you cast the spell must make a its area must make a Constitution saving throw. attack. On a hit, the target takes 4d8 radiant
ability to cast this spell, you learn the sigil Strength saving throw. damage.
sequences for two destinations on the Material
Plane, determined by the DM. You can learn
additional sigil sequences during your
Wall of Light Wall of Stone Wall of Stone Blade Barrier Blade Barrier Bones of the Earth
5 Evocation (Concen.)
5 Evocation (Concen.)
5 Evocation (Concen.)
6 Evocation (Concen.)
6 Evocation (Concen.)
6 Transmutation
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:120 feet
Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: InstantaneousComponents: V, S
Whether you hit or miss, reduce the length of the a small block of granite. If a creature would be surrounded on all sides by You create a vertical wall of whirling, razor-sharp On a successful save, the creature takes half as You cause up to six pillars of stone to burst from
wall by 10 feet. If the walls length drops to 0 feet, A nonmagical wall of solid stone springs into the wall (or the wall and another solid surface), blades made of magical energy. The wall much damage. places on the ground that you can see within
the spell ends. existence at a point you choose within range. that creature can make a Dexterity saving throw. appears within range and lasts for the duration. range. Each pillar is a cylinder that has a
The wall is 6 inches thick and is composed of ten On a success, it can use its reaction to move up You can make a straight wall up to 100 feet long, diameter of 5 feet and a height of up to 30 feet.
10-foot-by-10-foot panels. Each panel must be to its speed so that it is no longer enclosed by 20 feet high, and 5 feet thick, or a ringed wall up The ground where a pillar appears must be wide
contiguous with at least on other panel. the wall. The wall can have any shape you desire, to 60 feet in diameter, 20 feet high, and 5 feet enough for its diameter, and you can target
Alternatively, you can create 10-foot-by-20-foot though it cant occupy the same space as a thick. The wall provides three-quarters cover to ground under a creature if that creature is
panels that are only 3 inches thick. If the wall creature or object. the wall doesnt need to be creatures behind it, and its space is difficult Medium or smaller. Each pillar has AC 5 and 30
cuts through a creatures space when it appears, vertical or resting on any firm foundation. It terrain. When a creature enters the walls area for hit points. When reduced to 0 hit points, a pillar
the creature is pushed to one side of the wall must, however, merge with and be solidly the first time on a turn or starts its turn there, the crumbles into rubble, which creates an area of
(your choice). supported by existing stone. Thus you can use creature must make a Dexterity saving throw. On difficult terrain with a 10-foot radius. The rubble
this spell to bridge a chasm or create a ramp. a failed save, the creature takes 6 d10 slashing lasts until cleared.
At Higher Levels damage.
When you cast this spell using a spell slot of 6th
level or higher, the damage increases by 1d8 for
each slot level above 5th.

Wall of Stone Wrath of Nature Wrath of Nature Bones of the Earth Bones of the Earth Chain Lightning
5 Evocation (Concen.)
5 Evocation (Concen.)
5 Evocation (Concen.)
6 Transmutation
6 Transmutation
6 Evocation
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:150 feet
Duration: up to 10 min.s Components: V, S, M Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S, M
If you create a span greater than 20 feet in You call out to the spirits of nature to rouse them At the end of each of your turns, one creature of If a pillar is created under a creature, that At Higher Levels. When you cast this spell using You create a bolt of lightning that arcs toward a
length, you must halve the size of each panel to against your enemies. Choose a point you can your choice that is on the ground in the cube creature must succeed on a Dexterity saving a spell slot of 7th level or higher, you can create target of your choice that you can see within
create supports. You can crudely shape the wall see within range. The spirits cause trees, rocks, must succeed on a Strength saving throw or throw or be lifted by the pillar. A creature can two additional pillars for each slot level above range. Three bolts then leap from that target to
to create crenellations, battlements, and so on. and grasses in a 60-foot cube centered on that become restrained until the spell ends. A choose to fail the save. If a pillar is prevented 6th. as many as three other targets, each of which
The wall is an object made of stone that can be point to become animated until the spell ends. restrained creature can use an action to make a from reaching its full height because of a ceiling must be within 30 feet of the first target. A target
damaged and thus breached. Each panel has AC Grasses and Undergrowth. Any area of ground in Strength (Athletics) check against your spell or other obstacle, a creature on the pillar takes can be a creature or an object and can be
15 and 30 hit points per inch of thickness. the cube that is covered by grass or undergrowth save DC, ending the effect on itself on a success. 6d6 bludgeoning damage and is restrained, targeted by only one of the bolts. A target must
Reducing a panel to 0 hit points destroys it and is difficult terrain for your enemies. Trees. At the Rocks. As a bonus action on your turn, you can pinched between the pillar and the obstacle. The make a Dexterity saving throw. The target takes
might cause connected panels to collapse at the start of each of your turns, each of your enemies cause a loose rock in the cube to launch at a restrained creature can use an action to make a 10d8 lightning damage on a failed save, or half
DMs discretion. If you maintain your within 10 feet of any tree in the cube must creature you can see in the cube. Make a ranged Strength or Dexterity check (the creatures as much on a successful one.
concentration on this spell for its whole duration, succeed on a Dexterity saving throw or take 4d6 spell attack against the target. On a hit, the choice) against the spells saving throw DC. On a
the wall becomes permanent and cant be slashing damage from whipping branches. Roots target takes 3d8 nonmagical bludgeoning success, the creature is no longer restrained and At Higher Levels
dispelled. Otherwise, the wall disappears when and Vines. damage, and it must succeed on a Strength must either move off the pillar or fall off it. When you cast this spell using a spell slot of 7th
the spell ends. saving throw or fall prone. level or higher, one additional bolt leaps from the
first target to another target for each slot level
above 6th.

Wrath of Nature Arcane Gate Arcane Gate Circle of Death Conjure Fey Conjure Fey
5 Evocation (Concen.)
6 Conjuration (Concen.)
6 Conjuration (Concen.)
6 Necromancy
6 Conjuration (Concen.)
6 Conjuration (Concen.)
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:500 feet Casting Time: 1 Action Range:500 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Minute Range:90 feet Casting Time: 1 Minute Range:90 feet
Duration: up to 1 min. Components: V, S Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: InstantaneousComponents: V, S, M Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S
You create linked teleportation portals that Any creature or object entering the portal exits A sphere of negative energy ripples out in a 60- You summon a fey creature of challenge rating 6 If you dont issue any commands to the fey
remain open for the duration. Choose two points from the other portal as if the two were adjacent foot-radius sphere from a point within range. or lower, or a fey spirit that takes the form of a creature, it defends itself from hostile creatures
on the ground that you can see, one point within to each other; passing through a portal from the Each creature in that area must make a beast of challenge rating 6 or lower. It appears in but otherwise takes no actions. If your
10 feet of you and one point within 500 feet of nonportal side has no effect. The mist that fills Constitution saving throw. A target takes 8d6 an unoccupied space that you can see within concentration is broken, the fey creature doesnt
you. A circular portal, 10 feet in diameter, opens each portal is opaque and blocks vision through necrotic damage on a failed save, or half as range. The fey creature disappears when it drops disappear. Instead, you lose control of the fey
over each point. If the portal would open in the it. On your turn, you can rotate the rings as a much damage on a successful one. to 0 hit points or when the spell ends. The fey creature, it becomes hostile toward you and your
space occupied by a creature, the spell fails, and bonus action so that the active side faces in a creature is friendly to you and your companions companions, and it might attack. An uncontrolled
the casting is lost. The portals are two- different direction. for the duration. Roll initiative for the creature, fey creature cant be dismissed by you, and it
dimensional glowing rings filled with mist, which has its own turns. It obeys any verbal disappears 1 hour after you summoned it. The
hovering inches from the ground and commands that you issue to it (no action DM has the fey creatures statistics.
perpendicular to it at the points you choose. A required by you), as long as they dont violate its
ring is visible only from one side (your choice), alignment.
which is the side that functions as a portal. At Higher Levels
W hen you cast this spell using a spell slot of 7th
level or higher, the damage increases by 2d6 for
each slot level above 6th.
Conjure Fey Contingency Contingency Disintegrate Disintegrate Drawmij’s Instant
6 Conjuration (Concen.)
6 Evocation
6 Evocation
6 Transmutation
6 Transmutation 6 Summons
Casting Time: 1 Minute Range:90 feet Casting Time: 10 Range:Self Casting Time: 10 Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Conjuration (Ritual)
Duration: up to 1 hour Components: V, S Minutes Minutes Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Casting Time: 1 Minute Range:Touch
Duration: 10 days Components: V, S, M Duration: 10 days Components: V, S, M a lodestone and a pinch of dust. The creature can be restored to life only by Duration: Until dispelledComponents: V, S, M
a statuette of yourself carved from ivory and For example, a contingency cast with water A thin green ray springs from your pointing finger means of a true resurrection or a wish spell. This a sapphire worth 1 000 gp.
decorated with gems worth at least 1 500 gp. breathing might stipulate that water breathing to a target that you can see within range. The spell automatically disintegrates a Large or You touch an object weighing 10 pounds or less
Choose a spell of 5th level or lower that you can comes into effect when you are engulfed in target can be a creature, an object, or a creation smaller nonmagical object or a creation of whose longest dimension is 6 feet or less. The
cast, that has a casting time of 1 action, and that water or a similar liquid. The contingent spell of magical force, such as the wall created by wall magical force. If the target is a Huge or larger spell leaves an invisible mark on its surface and
can target you. You cast that spell called the takes effect immediately after the circumstance of force. A creature targeted by this spell must object or creation of force, this spell invisibly inscribes the name of the item on the
contingent spell as part of casting contingency, is met for the first time, whether or not you want make a Dexterity saving throw. On a failed save, disintegrates a 10-foot-cube portion of it. A sapphire you use as the material component.
expending spell slots for both, but the contingent it to. and then contingency ends. The contingent the target takes 10d6 + 40 force damage. If this magic item is unaffected by this spell. Each time you cast this spell, you must use a
spell doesnt come into effect. Instead, it takes spell takes effect only on you, even if it can damage reduces the target to 0 hit points, it is different sapphire. At any time thereafter, you
effect when a certain circumstance occurs. You normally target others. You can use only one disintegrated. A disintegrated creature and can use your action to speak the items name and
describe that circumstance when you cast the contingency spell at a time. If you cast this spell everything it is wearing and carrying, except crush the sapphire. The item instantly appears in
two spells. again, the effect of another contingency spell on magic items, are reduced to a pile of fine gray your hand regardless of physical or planar
At Higher Levels you ends. Also, contingency ends on you if its dust. At Higher Levels distances, and the spell ends.
When you cast this spell using a spell slot of 7th material component is ever not on your person. When you cast this spell using a spell slot of 7th
level or higher, the challenge rating increases by level or higher, the damage increases by 3d6 for
1 for each slot level above 6th each slot level above 6th.

Create Homunculus Create Homunculus Create Homunculus Drawmij’s Instant Druid Grove Druid Grove
6 Transmutation
6 Transmutation
6 Transmutation 6 Summons 6 Abjuration
6 Abjuration
Casting Time: 1 Hour Range:Touch Casting Time: 1 Hour Range:Touch Casting Time: 1 Hour Range:Touch Conjuration (Ritual) Casting Time: 10 Range:Touch Casting Time: 10 Range:Touch
Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Casting Time: 1 Minute Range:Touch Minutes Minutes
clay ash, and mandrake root, all of which the It is your faithful companion, and it dies if you The reduction to your hit point maximum cant be Duration: Until dispelledComponents: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
spell consumes, and a jewel-encrusted dagger die. Whenever you finish a long rest, you can removed by any means before then, except by If another creature is holding or carrying the mistletoe which the spell consumes, that was When you cast this spell, you can specify
worth at least 1, 000 gp. spend up to half your Hit Dice if the homunculus the homunculuss death. You can have only one item, crushing the sapphire doesnt transport the harvested with a golden sickle under the light of creatures as friends who are immune to the
While speaking an intricate incantation, you cut is on the same plane of existence as you. When homunculus at a time. If you cast this spell while item to you, but instead you learn who the a full moon. effects. You can also specify a password that,
yourself with a jewel-encrusted dagger, taking you do so, roll each die and add your your homunculus lives, the spell fails. creature possessing the object is and roughly You invoke the spirits of nature to protect an when spoken aloud, makes the speaker immune
2d4 piercing damage that cant be reduced in any Constitution modifier to it. Your hit point where that creature is located at that moment. area outdoors or underground. The area can be to these effects. The entire warded area radiates
way. You then drip your blood on the spells other maximum is reduced by the total, and the Dispel magic or a similar effect successfully as small as a 30foot cube or as large as a 90- magic. A dispel magic cast on the area, if
components and touch them, transforming them homunculuss hit point maximum and current hit applied to the sapphire ends this spells effect. foot cube. Buildings and other structures are successful, removes only one of the following
into a special construct called a homunculus. points are both increased by it. This process can excluded from the affected area. If you cast this effects, not the entire area. That spells caster
The statistics of the homunculus are in the reduce you to no lower than 1 hit point. and the spell in the same area every day for a year, the chooses which effect to end. Only when all its
Monster Manual. change to your and the homunculuss hit points spell lasts until dispelled. The spell creates the effects are gone is this spell dispelled. Solid Fog.
ends when you finish your next long rest. following effects within the area. 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.

Create Undead Create Undead Create Undead Druid Grove Druid Grove Druid Grove
6 Necromancy
6 Necromancy
6 Necromancy
6 Abjuration
6 Abjuration
6 Abjuration
Casting Time: 1 Minute Range:10 feet Casting Time: 1 Minute Range:10 feet Casting Time: 1 Minute Range:10 feet Casting Time: 10 Range:Touch Casting Time: 10 Range:Touch Casting Time: 10 Range:Touch
Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Minutes Minutes Minutes
one clay pot filled with grave dirt one clay pot ) As a bonus action on each of your turns, you The creature is under your control for 24 hours, Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
filled with brackish water, and one 150 gp black can mentally command any creature you after which it stops obeying any command you In addition, every foot of movement through the You can animate up to four trees in the area, The grove guardians cant leave the warded area.
onyx stone for each corpse. animated with this spell if the creature is within have given it. To maintain control of the creature fog costs 2 extra feet. To a creature immune to causing them to uproot themselves from the When the spell ends, the magic animating them
You can cast this spell only at night. Choose up 120 feet of you (if you control multiple creatures, for another 24 hours, you must cast this spell on this effect, the fog obscures nothing and looks ground. These trees have the same statistics as disappears, and the trees take root again if
to three corpses of Medium or Small humanoids you can command any or all of them at the same the creature before the current 24-hour period like soft mist, with motes of green light floating an awakened tree, which appears in the Monster possible. Additional Spell Effect. You can place
within range. Each corpse becomes a ghoul time, issuing the same command to each one). ends. This use of the spell reasserts your control in the air. Grasping Undergrowth. You can fill any Manual, except they cant speak, and their bark is your choice of one of the following magical
under your control. (The DM has game statistics You decide what action the creature will take and over up to three creatures you have animated number of 5-foot squares on the ground that covered with druidic symbols. If any creature not effects within the warded area: - A constant gust
for these creatures. where it will move during its next turn, or you can with this spell, rather than animating new ones. arent filled with fog with grasping weeds and immune to this effect enters the warded area, the of Wind in two locations of your choice - Spike
issue a general command, such as to guard a vines, as if they were affected by an entangle grove guardians fight until they have driven off or growth in one location of your choice - Wind wall
At Higher Levels
particular chamber or corridor. If you issue no spell. To a creature immune to this effect, the slain the intruders. The grove guardians also in two locations of your choice To a creature
When you cast this spell using a 7th-level spell
commands, the creature only defends itself weeds and vines feel soft and reshape obey your spoken commands (no action required immune to this effect, the winds are a fragrant,
slot, you can animate or reassert control over
against hostile creatures. Once given an order, themselves to serve as temporary seats or beds. by you) that you issue while in the area. Ifyou gentle breeze, and the area of spike growth is
four ghouls. When you cast this spell using an
the creature continues to follow it until its task is Grove Guardians. don’t give them commands and no intruders are harmless.
8th-level spell slot, you can animate or reassert
complete. present, the grove guardians do nothing.
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
Eyebite Eyebite Eyebite Forbiddance Globe of Invulnerability Guards and Wards
6 Necromancy (Concen.)
6 Necromancy (Concen.)
6 Necromancy (Concen.)
6 Abjuration (Ritual)
6 Abjuration (Concen.)
6 Abjuration
Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 10 Range:Touch Casting Time: 1 Action Range:Self (10-foot Casting Time: 10 Range:Touch
Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Minutes radius) Minutes
For the spells duration, your eyes become an Panicked The target is frightened of you. On Duration: 1 day Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: 24 hours Components: V, S, M
inky void imbued with dread power. One creature each of its turns, the frightened creature must A creature that speaks the password as it enters An immobile, faintly shimmering barrier springs burning incense a small measure of brimstone
of your choice within 60 feet of you that you can take the Dash action and move away from you by the area takes no damage from the spell. This into existence in a 10-foot radius around you and and oil, a knotted string, a small amount of
see must succeed on a Wisdom saving throw or the safest and shortest available route, unless spells area cant overlap with the area of another remains for the duration. Any spell of 5th level or umber hulk blood, and a small silver rod worth at
be affected by one of the following effects of there is nowhere to move. If the target moves to forbiddance spell. If you cast forbiddance every lower cast from outside the barrier cant affect least 10 gp.
your choice for the duration. On each of your a place at least 60 feet away from you where it day for 30 days in the same location, the spell creatures or objects within it, even if the spell is You create a ward that protects up to 2,500
turns until the spell ends, you can use your can no longer see you, this effect ends. Sickened lasts until it is dispelled, and the material cast using a higher level spell slot. Such a spell square feet of floor space (an area 50 feet
action to target another creature but cant target The target has disadvantage on attack rolls and components are consumed on the last casting. can target creatures and objects within the square, or one hundred 5-foot squares or twenty-
a creature again if it has succeeded on a saving ability checks. At the end of each of its turns, it barrier, but the spell has no effect on them. five 10-foot squares). The warded area can be up
throw against this casting of eyebite. Asleep The can make another Wisdom saving throw. If it Similarly, the area within the barrier is excluded to 20 feet tall, and shaped as you desire.
target galls unconscious. It wakes up if it takes succeeds, the effect ends. from the areas affected by such spells.
any damage or if another creature uses its action
to shake the sleeper awake. 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.

Find the Path Find the Path Flesh to Stone Guards and Wards Guards and Wards Guards and Wards
6 Divination (Concen.)
6 Divination (Concen.)
6 Transmutation (Concen.)
6 Abjuration
6 Abjuration
6 Abjuration
Casting Time: 1 Minute Range:Self Casting Time: 1 Minute Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 10 Range:Touch Casting Time: 10 Range:Touch Casting Time: 10 Range:Touch
Duration: up to 1 day Components: V, S, M Duration: up to 1 day Components: V, S, M Duration: up to 1 min. Components: V, S, M Minutes Minutes Minutes
a set of divinatory tools - such as bones ivory If you name a destination on another plan of a pinch of lime water, and earth. Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
sticks, cards, teeth, or carved runes - worth 100 existence, a destination that moves (such as a You attempt to turn one creature that you can You can ward several stories of a stronghold by In addition, at each intersection or branching These strands regrow in 10 minutes if they are
gp and an object from the location you wish to mobile fortress), or a destination that isnt see within range into stone. If the targets body is dividing the area among them, as long as you passage offering a choice of direction, there is a burned or torn away while guards and wards
find. specific (such as "a green dragons lair), the made of flesh, the creature must make a can walk into each contiguous area while you are 50 percent chance that a creature other than you lasts. Other Spell Effect You can place your
This spell allows you to find the shortest, most spell fails. For the duration, as long as you are on Constitution saving throw. On a failed save, it is casting the spell. When you cast this spell, you will believe it is going in the opposite direction choice of one of the following magical effects
direct physical route to a specific fixed location the same plane of existence as the destination, restrained as its flesh begins to harden. On a can specify individuals that are unaffected by from the one it chooses. Doors All doors in the within the warded area of the stronghold. " Place
that you are familiar with on the same plane of you know how far it is and in what direction it successful save, the creature isnt affected. A any or all of the effects that you choose. You can warded area are magically locked, as if sealed by dancing lights in four corridors. You can
existence. lies. While you are traveling there, whenever you creature restrained by this spell must make also specify a password that, when spoken an arcane lock spell. In addition, you can cover designatea simple program that the lights repeat
are presented with a choice of paths along the another Consititution saving throw at the end of aloud, makes the speaker immune to these up to ten doors with an illusion (equivalent to the as long as guards and wards lasts. " Place magic
way, you atomatically determine which path is each of its turns. If it successfully saves against effects. Guards and wards creates the following illusory object function of the m inor illusion mouth in two locations. " Place stinking cloud in
the shortest and most direct route (but not this spell three times, the spell ends. effects within the warded area. Corridors Fog spell) to make them appear as plain sections of two locations. The vaporsappear in the places
necessarily the safest route) to the destination. fills all the warded corridors, making them wall. Stairs Webs fill all stairs in the warded area you designate; they return within10 minutes if
heavily obscured. from top to bottom, as the web spell. dispersed by wind while guards andwards lasts. "
Place a constant gust of wind in one corridor or
room.

Flesh to Stone Forbiddance Forbiddance Guards and Wards Harm Heal


6 Transmutation (Concen.)
6 Abjuration (Ritual)
6 Abjuration (Ritual)
6 Abjuration
6 Necromancy
6 Evocation
Casting Time: 1 Action Range:60 feet Casting Time: 10 Range:Touch Casting Time: 10 Range:Touch Casting Time: 10 Range:Touch Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Duration: up to 1 min. Components: V, S, M Minutes Minutes Minutes Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S
If it fails saves three times, it is turned to stone Duration: 1 day Components: V, S, M Duration: 1 day Components: V, S, M Duration: 24 hours Components: V, S, M You unleash a virulent disease on a creature that Choose a creature that you can see within range.
and subjected to the petrified condition for the a sprinkling of holy water rare incense, and The spell proofs the area against planar travel, " Place a suggestion in one location. You select you can see within range. The target must make A surge of positive energy washes through the
duration. The successes and failures dont need powdered ruby worth at least 1, 000 gp. and therefore prevents creatures from accessing an areaof up to 5 feet square, and any creature a Constitution saving throw. On a failed save, it creature, causing it to regain 70 hit points. The
to be consecutive; keep track of both until the You create a ward against magical travel that the area by way of the Astral Plane, Ethereal that enters or passes through the area receives takes 14d6 necrotic damage, or half as much spell also ends blindness, deafness, and any
target collects three of a kind. If the creature is protects up to 40,000 square feet of floor space Plane, Feywild, Shadowfell, or the plane shift the suggestionmentally. The whole warded area damage on a successful save. The damage cant diseases affecting the target. This spell has no
physically broken while petrified, it suffers from to a height of 30 feet above the floor. For the spell. In addition, the spell damages types of radiates magic. A dispelmagic cast on a specific reduce the targets hit points below 1. If the effect on constructs or undead.
similar deformities if it reverts to its original duration, creatures cant teleport into the area or creatures that you choose when you cast it. effect, if successful, removesonly that effect. target fails the saving throw, its hit point
state. If you maintain your concentration on this use portals, such as those created by the gate Choose one or more of the following: celestials, You can create a permanently guarded and maximum is reduced for 1 hour by an amount
spell for the entire possible duration, the creature spell, to enter the area. elementals, fey, fiends, and undead. When a wardedstructure by casting this spell there every equal to the necrotic damage it took. Any effect
is turned to stone until the effect is removed. chosen creature enters the spells area for the dayfor one year. that removes a disease allows a creatures hit
first time on a turn or starts its turn there, the point maximum to return to normal before that
creature takes 5d10 radiant or necrotic damage time passes.
(your choice when you cast this spell). When you At Higher Levels
cast this spell, you can designate a password. When you cast this spell using aspell slot of 7th
level or higher, the amount of healing increases
by 10 for each slot level above 6th.
Heroes’ Feast Investiture of Flame Investiture of Flame Magic Jar Magic Jar Magic Jar
6 Conjuration
6 Transmutation (Concen.)
6 Transmutation (Concen.)
6 Necromancy
6 Necromancy
6 Necromancy
Casting Time: 10 Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Minute Range:Self Casting Time: 1 Minute Range:Self Casting Time: 1 Minute Range:Self
Minutes Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
Duration: InstantaneousComponents: V, S, M Flames race across your body, shedding bright A creature takes 4d8 fire damage on a failed a gem crystal, reliquary, or some other The only action you can take is to project your On a success, the target resists your efforts to
You bring forth a great feast, including light in a 30-foot radius and dim light for an save, or half as much damage on a successful ornamental container worth at least 500 gp. soul up to 100 feet out of the container, either possess it, and you cant attempt to possess it
magnificent food and drink. The feast takes 1 additional 30 feet for the spells duration. The one. Your body falls into a catatonic state as your returning to your living body (and ending the again for 24 hours. Once you possess a
hour to consume and disappears at the end of flames dont harm you. Until the spell ends, you soul leaves it and enters the container you used spell) or attempting to possess a humanoids creatures body, you control it. Your game
that time, and the beneficial effects dont set in gain the following benefits: " You are immune to for the spells material component. While your body. You can attempt to possess any humanoid statistics are replaced by the statistics of the
until this hour is over. Up to twelve other fire damage and have resistance to cold soul inhabits the container, you are aware of your within 100 feet of you that you can see creature though you retain your alignment and
creatures can partake of the feast. A creature damage. " Any creature that moves within 5 feet surroundings as if you were in the containers (creatures warded by a protection from evil and your Intelligence, Wisom, and Charisma scores.
that partakes of the feast gains several benefits. of you for the first time on a turn or ends its turn space. You cant move or use reactions. good or magic circle spells cant be possessed). You retain the benefit of your own class feature.
The creature is cured of all diseases and poison, there takes 1d10 fire damage. " You can use your The target must make a Charisma saving throw. If the target has any class levels, you cant use
becomes immune to poison and being action to create a line of fire 15 feet long and 5 On a failure, your soul moves into the targets any of its class features. Meanwhile, the
frightened, and makes all Wisdom saving throws feet wide extending from you in a direc- tion you body, and the targets soul becomes trapped in possessed creatures soul can perceive from the
with advantage. Its hit point maximum also choose. Each creature in the line must make a the container. container using its own senses, but it cant move
increases by 2d10, and it gains the same number Dexterity saving throw. or take actions at all.
of hit points. These benefits last for 24 hours.

Investiture of Ice Investiture of Ice Investiture of Stone Magic Jar Magic Jar Mass Suggestion
6 Transmutation (Concen.)
6 Transmutation (Concen.)
6 Transmutation (Concen.)
6 Necromancy
6 Necromancy
6 Enchantment
Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Minute Range:Self Casting Time: 1 Minute Range:Self Casting Time: 1 Action Range:60 feet
Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: 24 hours Components: V, M
Until the spell ends, ice rimes your body, and you A creature takes 4d6 cold damage on a failed Until the spell ends, bits of rock spread across While possessing a body, you can use your If another creatures soul is in the container when a snake’s tongue and either a bit of honeycomb
gain the following benefits: " You are immune to save, or half as much damage on a successful your body, and you gain the following benefits: " action to return from the host body to the it is destroyed, the creatures soul returns to its or a drop of sweet oil.
cold damage and have resistance to fire one. A creature that fails its save against this You have resistance to bludgeoning, piercing, container if it is within 100 feet of you, returning body if the body is alive and within 100 feet. You suggest a course of activity (limited to a
damage. " You can move across difficult terrain effect has its speed halved until the start of your and slashing damage from nonmagical the host creatures soul to its body. If the host Otherwise, that creature dies. When the spell sentence or two) and magically influence up to
created by ice or snow without spending extra next turn. weapons. " You can use your action to create a body dies while youre in it, the creature dies, and ends, the container is destroyed. twelve creatures of your choice that you can see
movement. " The ground in a 10-foot radius small earthquake on the ground in a 15-foot you must make a Charisma saving throw against within range and that can hear and understand
around you is icy and is difficult terrain for radius centered on you. Other creatures on that your own spellcasting DC. On a success, you you. Creatures that cant be charmed are immune
creatures other than you. The radius moves with ground must succeed on a Dexterity saving return to the container if it is within 100 feet of to this effect. The suggestion must be worded in
you. " You can use your action to create a 15-foot throw or be knocked prone. " You can move you. Otherwise, you die. If the container is such a manner as to make the course of action
cone of freezing wind extending from your across difficult terrain made of earth or stone destroyed or the spell ends, your soul sound reasonable.
outstretched hand in a direction you choose. without spending extra movement. You can immediately returns to your body. If your body is
Each creature in the cone must make a move through solid earth or stone as if it was air more than 100 feet away from you, or if your
Constitution saving throw. and without destabilizing it, but you cant end body is dead when you attempt to return to it,
your movement there. you die.

Investiture of Stone Investiture of Wind Investiture of Wind Mass Suggestion Mass Suggestion Mental Prison
6 Transmutation (Concen.)
6 Transmutation (Concen.)
6 Transmutation (Concen.)
6 Enchantment
6 Enchantment
6 Illusion (Concen.)
Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: up to 10 min.s Components: V, S Duration: 24 hours Components: V, M Duration: 24 hours Components: V, M Duration: up to 1 min. Components: S
If you do so, you are ejected to the nearest Until the spell ends, wind whirls around you, and If a Large or smaller creature fails the save, that Asking the creature to stab itself, throw itself For example, you might suggest that a group of You attempt to bind a creature within an illusory
unoccupied space, this spell ends, and you are you gain the following benefits: " Ranged weapon creature is also pushed up to 10 feet away from onto a spear, immolate itself, or do some other soldiers give all their money to the first beggar cell that only it perceives. One creature you can
stunned until the end of your next turn. attacks made against you have disad- vantage the center of the cube. obviously harmful act automatically negates the they meet. If the condition isnt met before the see within range must make an Intelligence
on the attack roll. " You gain a flying speed of 60 effect of the spell. Each target must make a spell ends, the activity isnt performed. If you or saving throw. The target succeeds automatically
feet. If you are still flying when the spell ends, Wisdom saving throw. On a failed save, it any of your companions damage a creature if it is immune to being charmed. On a
you fall, unless you can some- how prevent it. " pursues the course of action you described to affected by this spell, the spell ends for that successful save, the target takes 5d10 psychic
You can use your action to create a 15-foot cube the best of its ability. The suggested course of creature. damage, and the spell ends. On a failed save, the
of swirling wind centered on a point you can see action can continue for the entire duration. If the target takes 5d10 psychic damage, and you
within 60 feet of you. Each creature in that area suggested activity can be completed in a shorter make the area immediately around the targets
must make a Constitution saving throw. A time, the spell ends when the subject finishes space appear dangerous to it in some way. You
creature takes 2d10 bludgeoning damage on a what it was asked to do. You can also specify At Higher Levels might cause the target to perceive itself as being
failed save, or half as much damage on a conditions that will trigger a special activity When you cast this spell using a 7th-level spell surrounded by fire, floating razors, or hideous
successful one. during the duration. slot, the duration is 10 days.When you use an maws filled with dripping teeth.
8th-level spell slot, the duration is 30 days.When
you use a 9th-level spell slot, the duration is a
year and a day.
Mental Prison Move Earth Move Earth Planar Ally Planar Ally Planar Ally
6 Illusion (Concen.)
6 Transmutation (Concen.)
6 Transmutation (Concen.)
6 Conjuration
6 Conjuration
6 Conjuration
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 10 Range:60 feet Casting Time: 10 Range:60 feet Casting Time: 10 Range:60 feet
Duration: up to 1 min. Components: S Duration: up to 2 hours Components: V, S, M Duration: up to 2 hours Components: V, S, M Minutes Minutes Minutes
Whatever form the illusion takes, the target cant an iron blade and a small bag containing a So, if you affect a 40-foot square, you can create Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S
see or hear anything beyond it and is restrained mixture of soils-clay loam, and sand. a pillar up to 20 feet high, raise or lower the You can ask the creature to perform a service in As a rule of thumb, a task that can be measured After the creature completes the task, or when
for the spells duration. If the target is moved out Choose an area of terrain no larger than 40 feet squares elevation by up to 20 feet, dig a trench exchange for payment, but it isnt obliged to do in minutes requires a payment worth 100 gp per the agreed-upon duration of service expires, the
of the illusion, makes a melee attack through it, on a side within range. You can reshape dirt, up to 20 feet deep, and so on. It takes 10 so. The requested task could range from simple minute. A task measured in hours requires 1,000 creature returns to its home plane after reporting
or reaches any part of its body through it, the sand, or clay in the area in any manner you minutes for these changes to complete. At the (fly us across the chasm, or help us fight a gp per hour. And a task m easured in days (up to back to you, if appropriate to the task and if
target takes 10d10 psychic damage, and the choose for the duration. You can raise or lower end of every 10 minutes you spend battle) to complex (spy on our enemies, or 10 days) requires 10,000 gp per day. The DM can possible. If you are unable to agree on a price for
spell ends. the areas elevation, create or fill in a trench, concentrating on the spell, you can choose a new protect us during our foray into the dungeon). adjust these payments based on the the creatures service, the creature immediately
erect or flatten a wall, or form a pillar. The extent area of terrain to affect. Because the terrains You must be able to communicate with the circumstances under which you cast the spell. If returns to its home plane. A creature enlisted to
of any such changes cant exceed half the areas transformation occurs slowly, creatures in the creature to bargain for its services. Payment can the task is aligned with the creatures ethos, the join your group counts as a member of it,
largest dimension. area cant usually be trapped or injured by the take a variety of forms. A celestial might require payment might be halved or even waived. receiving a full share of experience points
grounds movement. This spell cant manipulate a sizable donation of gold or magic items to an Nonhazardous tasks typically require only half awarded.
natural stone or stone construction. Rocks and allied temple, while a fiend might demand a living the suggested payment, while especially
structures shift to accommodate the new terrain. sacrifice or a gift of treasure. Some creatures dangerous tasks might require a greater gift.
might exchange their service for a quest Creatures rarely accept tasks that seem suicidal.
undertaken by you.

Move Earth Otiluke’s Freezing Sphere Otiluke’s Freezing Sphere Planar Ally Primordial Ward Primordial Ward
6 Transmutation (Concen.)
6 Evocation
6 Evocation
6 Conjuration
6 Abjuration (Concen.)
6 Abjuration (Concen.)
Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:300 feet Casting Time: 10 Range:60 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: up to 2 hours Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Minutes Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S
If the way you shape the terrain would make a a small crystal sphere. Creatures that were swimming on the surface of Duration: InstantaneousComponents: V, S You have resistance to acid, cold, fire, lightning, You have resistance to acid, cold, fire, lightning,
structure unstable, it might collapse. Similarly, A frigid globe of cold energy streaks from your frozen water are trapped in the ice. A trapped and thunder damage for the spells duration. and thunder damage for the spells duration.
this spell doesnt directly affect plant growth. The fingertips to a point of your choice within range, creature can use an action to make a Strength When you take damage of one of those types, When you take damage of one of those types,
moved earth carries any plants along with it. where it explodes in a 60-foot-radius sphere. check against your spell save DC to break free. you can use your reaction to gain immunity to you can use your reaction to gain immunity to
Each creature within the area must make a You can refrain from firing the globe after that type of damage, including against the that type of damage, including against the
Constitution saving throw. On a failed save, a completing the spell, if you wish. A small globe triggering damage. If you do so, the resistances triggering damage. If you do so, the resistances
creature takes 10d6 cold damage. On a about the size of a sling stone, cool to the touch, end, and you have the immunity until the end of end, and you have the immunity until the end of
successful save, it takes half as much damage. appears in your hand. At any time, you or a your next turn, at which time the spell ends. your next turn, at which time the spell ends.
If the globe strikes a body of water or a liquid creature you give the globe to can throw the
that is principally water (not including water- globe (to a range of 40 feet) or hurl it with a sling
based creatures), it freezes the liquid to a depth (to the slings normal range). It shatters on
of 6 inches over an area 30 feet square. This ice impact, with the same effect as the normal
lasts for 1 minute. casting of the spell.

Otiluke’s Freezing Sphere Otto’s Irresistible Dance Planar Ally Programmed Illusion Programmed Illusion Programmed Illusion
6 Evocation
6 Enchantment (Concen.)
6 Conjuration
6 Illusion
6 Illusion
6 Illusion
Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:30 feet Casting Time: 10 Range:60 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet
Duration: InstantaneousComponents: V, S, M Duration: up to 1 min. Components: V Minutes Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
You can also set the globe down without Choose one creature that you can see within Duration: InstantaneousComponents: V, S a bit of fleece and jade dust worth at least 25 gp. Once the illusion finishes performing, it A creature that uses its action to examine the
shattering it. After 1 minute, if the globe hasnt range. The target begins a comic dance in place: You beseech an otherworldly entity for aid. The You create an illusion of an object, a creature, or disappears and remains dormant for 10 minutes. image can determine that it is an illusion with a
already shattered, it explodes. shuffling, tapping its feet, and capering for the being must be known to you: a god, a primordial, some other visible phenomenon within range After this time, the illusion can be activated successful Intelligence (Investigation) check
duration. Creatures that cant be charmed are a demon prince, or some other being of cosmic that activates when a specific condition occurs. again. The triggering condition can be as general against your spell save DC. If a creature discerns
immune to this spell. A dancing creature must power. That entity sends a celestial, an The illusion is imperceptible until then. It must be or as detailed as you like, though it must be the illusion for what it is, the creature can see
use all its movement to dance without leaving its elemental, or a fiend loyal to it to aid you, making no larger than a 30-foot cube, and you decide based on visual or audible conditions that occur through the image, and any noise it makes
space and has disadvantage on Dexterity saving the creature appear in an unoccupied space when you cast the spell how the illusion behaves within 30 feet of the area. For example, you could sounds hollow to the creature.
throws and attack rolls. While the target is within range. If you know a specific creatures and what sounds it makes. This scripted create an illusion of yourself to appear and warn
affected by this spell, other creatures have name, you can speak that name when you cast performance can last up to 5 minutes. When the off others who attempt to open a trapped door,
advantage on attack rolls against it. As an action, this spell to request that creature, though you condition you specify occurs, the illusion springs or you could set the illusion to trigger only when
a dancing creature makes a Wisdom saving might get a different creature anyway (DMs into existence and performs in the manner you a creature says the correct word or phrase.
throw to regain control of itself. On a successful choice). When the creature appears, it is under described. Physical interaction with the image reveals it to
At Higher Levels save, the spell ends. no compulsion to behave in any particular way. be an illusion, because things can pass through
When you cast this spell using a spell slot of 7th it.
level or higher, the damage increases by 1d6 for
each slot level above 6th
Scatter Soul Cage Soul Cage Transport via Plants True Seeing Wall of Ice
6 Conjuration
6 Necromancy
6 Necromancy
6 Conjuration
6 Divination
6 Evocation (Concen.)
Casting Time: 1 Action Range:30 feet Casting Time: Special Range:60 feet Casting Time: Special Range:60 feet Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:120 feet
Duration: InstantaneousComponents: V Duration: 8 hours Components: V, S, M Duration: 8 hours Components: V, S, M Duration: 1 round Components: V, S Duration: 1 hour Components: V, S, M Duration: up to 10 min.s Components: V, S, M
The air quivers around up to five creatures of a tiny silver cage worth 100 gp. While a soul is trapped, the dead humanoid it This spell creates a magical link between a Large This spell gives the willing creature you touch the a small piece of quartz.
your choice that you can see within range. An 1 reaction, which you take when a humanoid you came from cant be revived. Steal Life. You can or larger inanimate plant within range and ability to see things as they actually are. For the You create a wall of ice on a solid surface within
unwilling creature must succeed on a Wisdom can see within 60 feet of you dies This spell use a bonus action to drain vigor from the soul another plant, at any distance, on the same plane duration, the creature has truesight, notices range. You can form it into a hemispherical dome
saving throw to resist this spell. You teleport snatches the soul of a humanoid as it dies and and regain 2d8 hit points. Query Soul. You ask of existence. You must have seen or touched the secret doors hidden by magic, and can see into or a sphere with radius of up to 10 feet, or you
each affected target to an unoccupied space that traps it inside the tiny cage you use for the the soul a question (no action required) and destination plant at least once before. For the the Ethereal Plane, all out to a range of 120 feet. can shape a flat surfcae made up of ten 10-foot-
you can see within 120 feet of you. That space material component. A stolen soul remains receive a brief telepathic answer, which you can duration, any creature can step into the target square panels. Each panel must be contiguous
must be on the ground or on a floor. inside the cage until the spell ends or until you understand regardless of the language used. The plant and exit from the destination plant by using with another panel. In any form, the wall is 1 foot
destroy the cage, which ends the spell. While you soul knows only what it knew in life, but it must 5 feet of movement. thick and lasts for the duration. If the wall cuts
have a soul inside the cage, you can exploit it in answer you truthfully and to the best of its ability. through a creatures space when it appears, the
any of the ways described below. You can use a The answer is no more than a sentence or two creature within its area is pushed to one side of
trapped soul up to six times. Once you exploit a and might be cryptic. Borrow Experience. the wall and must make a Dexterity saving throw.
soul for the sixth time, it is released, and the
spell ends.

Soul Cage Soul Cage Sunbeam Wall of Ice Wall of Ice Wall of Thorns
6 Necromancy
6 Necromancy
6 Evocation (Concen.)
6 Evocation (Concen.)
6 Evocation (Concen.)
6 Conjuration (Concen.)
Casting Time: Special Range:60 feet Casting Time: Special Range:60 feet Casting Time: 1 Action Range:Self (60-foot Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet
Duration: 8 hours Components: V, S, M Duration: 8 hours Components: V, S, M line) Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M
You can use a bonus action to bolster yourself You receive visual and auditory information from Duration: up to 1 min. Components: V, S, M On a failed save, the creature takes 10d6 cold a handful of thorns.
with the souls life experience, making your next the sensor as if you were in its space using your a magnifying glass. damage, or half as much damage on a You create a wall of tough, pliable, tangled brush
attack roll, ability check, or saving throw with senses. A creature that can see the sensor (such A beam of brilliant light flashes out from your successful save. The wall is an object that can bristling with needle-sharp thorns. The wall
advantage. If you dont use this benefit before as one using see invisibility or truesight) sees a hand in a 5-foot-wide, 60-foot-line. Each creature be damaged and thus breached. It has AC 12 and appears within range on a solid surface and lasts
the start of your next turn, it is lost. Eyes of the translucent image of the tormented humanoid in the line must make a Constitution saving 30 hit points per 10-foot section, and it is for the duration. You choose to make the wall up
Dead. You can use an action to name a place the whose soul you caged. throw. On a failed save, a creature takes 6d8 vulnerable to fire damage. Reducing a 10-foot to 60 feet long, 10 feet high, and 5 feet thick or a
humanoid saw in life, which creates an invisible radiant damage and is blinded until your next section of wall to 0 hit points destroys it and circle that has a 20-foot diameter and is up to 20
sensor somewhere in that place if it is on the turn. On a successful save, it takes half as much leaves behind a sheet of frigid air int he space feet high and 5 feet thick. The wall blocks line of
plane of existence youre currently on. The damage and isnt blinded by this spell. Undead the wall occupied. A creature moving through the sight. When the wall appears, each creature
sensor remains for as long as you concentrate, and oozes have disadvantage on this saving sheet of frigid air for the first time on a turn must within its area must make a Dexterity saving
up to 10 minutes (as if you were concentrating throw. You can create a new line of radiance as make a Constitution saaving throw. The creature At Higher Levels throw. On a failed save, a creature takes 7d8
on a spell). your action on any turn until the spell ends. For takes 5f6 cold damage on a failed save, or half When you cast this spell using a spell slot of 7th piercing damage, or half as much damage on a
the duration, a mote of brilliant radiance shines as much damage on a successful one. level or higher, the damage the wall deals when it successful save.
in your hand. appears increases by 2d6, and the damage from
passing through the sheet of frigid air increases
by 1d6, for each slot level above 6th.

Sunbeam Tenser’s Transformation Tenser’s Transformation Wall of Thorns Wind Walk Wind Walk
6 Evocation (Concen.)
6 Transmutation (Concen.)
6 Transmutation (Concen.)
6 Conjuration (Concen.)
6 Transmutation
6 Transmutation
Casting Time: 1 Action Range:Self (60-foot Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:120 feet Casting Time: 1 Minute Range:30 feet Casting Time: 1 Minute Range:30 feet
line) Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: 8 hours Components: V, S, M Duration: 8 hours Components: V, S, M
Duration: up to 1 min. Components: V, S, M a few hairs from a bull. - You can attack twice, instead of once, when you A creature can move through the wall, albeit fire and holy water. If a creature is in cloud form and flying when the
It sheds bright light in a 30-foot radius and dim You endow yourself with endurance and martial take the Attack action on your turn. You ignore slowly and painfully. For every 1 foot a creature You and up to ten willing creatures you can see effect ends, the creature descends 60 feet per
light for an additional 30 feet. The light is prowess fueled by magic. Until the spell ends, this benefit if you already have a feature, like moves through the wall, it must spend 4 feet of within range assume a gaseous form for the round for 1 minute until it lands, which it does
sunlight. you cant cast spells, and you gain the following Extra Attack, that gives you extra attacks. movement. Furthermore, the first time a creature duration, appearing as wisps of cloud. While in safely. If it cant land after 1 minute, the creature
benefits: - You gain 50 temporary hit points. If Immediately after the spell ends, you must enters the wall on a turn or ends its turn there, this cloud form, a creature has a flying speed of falls the remaining distance.
any of these remain when the spell ends, they are succeed on a DC 15 Constitution saving throw or the creature must make a Dexterity saving throw. 300 feet and has resistance to damage from
lost. - You have advantage on attack rolls that suffer one level of exhaustion. It takes 7d8 slashing damage on a failed save, or nonmagical weapons. The only actions a
you make with simple and martial weapons. - half as much on a successful save. creature can take in this form are the Dash
When you hit a target with a weapon attack, that action or to revert to its normal form. Reverting
target takes an extra 2d12 force damage. - You takes 1 minute, during which time a creature is
have proficiency with all armor, shields, simple incapacitated and cant move. Until the spell
weapons, and martial weapons. - You have ends, a creature can revert to cloud form, which
proficiency in Strength and Constitution saving At Higher Levels also requires the 1-minute transformation.
throws. When you cast this spell using a spell slot of 7th
level or higher, both types o f damage increase
by 1d8 for each slot level above 6th.
Word of Recall Conjure Celestial Conjure Celestial Divine Word Etherealness Etherealness
6 Conjuration
7 Conjuration (Concen.)
7 Conjuration (Concen.)
7 Evocation
7 Transmutation
7 Transmutation
Casting Time: 1 Action Range:5 feet Casting Time: 1 Minute Range:90 feet Casting Time: 1 Minute Range:90 feet Casting Time: 1 Bonus Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: InstantaneousComponents: V Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S Action Duration: Up to 8 hours Components: V, S Duration: Up to 8 hours Components: V, S
You and up to five willing creatures within 5 feet You summon a celestial of challenge rating 4 or Duration: InstantaneousComponents: V You step into the border regions of the Ethereal Creatures that arent on the Ethereal Plance cant
of you instantly teleport to a previously lower, which appears in an unoccupied space On a failed save, a creature suffers an effect Plane, in the area where it overlaps with your perceive you and cant interact with you, unless a
designated sanctuary. You and any creatures that you can see within range. The celestial based on its current hit points: " 50 hit points or current plane. You remain in the Border Ethereal special ability or magic has given them the ability
that teleport with you appear in the nearest disappears when it drops to 0 hit points or when fewer: deafened for 1 minute " 40 hit points or for the duration or until you use your action to to do so. You ignore all objects and effects that
unoccupied space to the spot you designated the spell ends. The celestial is friendly to you and fewer: deafened and blinded for 10 minutes " 30 dismiss the spell. During this time, you can move arent on the Ethereal Plane, allowing you to
when you prepared your sanctuary (see below). If your companions for the duration. Roll initiative hit points or fewer: blinded, deafened, and in any direction. If you move up or down, every move through objects you perceive on the plan
you cast this spell without first preparing a for the celestial, which has its own turns. It stunned for 1 hour " 20 hit points or fewer: killed foot of movement costs an extra foot. You can you originated from. When the spell ends, you
sanctuary, the spell has no effect. You must obeys any verbal commands that you issue to it instantly Regardless of its current hit points, a see and hear the plan you originated from, but immediately return to the plane you originiated
designate a sanctuary by casting this spell within (no action required by you), as long as they dont celestial, an elemental, a fey, or a fiend that fails everything there looks gray, and you cant see from in teh spot you currently occupy.
a location, such as a temple, dedicated to or violate its alignment. If you dont issue any its save is forced back to its plane of origin (if it anything more than 60 feet away. While on the
strongly linked to your deity. If you attempt to commands to the celestial, it defends itself from isnt there already) and cant return to your Ethereal Plane, you can only affect and be
cast the spell in this manner in an area that isnt hostile creatures but otherwise takes no actions current plane for 24 hours by any means short of affected by other creatures on that plane.
dedicated to your deity, the spell has no effect. The DM has the celestials statistics. At Higher Levels a wish spell.
When you cast this spell using a 9th-level spell
slot, you summon a celestial of challenge rating
5 or lower.

Crown of Stars Crown of Stars Delayed Blast Fireball Etherealness Finger of Death Fire Storm
7 Evocation
7 Evocation
7 Evocation (Concen.)
7 Transmutation
7 Necromancy
7 Evocation
Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:150 feet
Duration: 1 hour Components: V, S Duration: 1 hour Components: V, S Duration: up to 1 min. Components: V, S, M Duration: Up to 8 hours Components: V, S Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S
Seven star-like motes of light appear and orbit a tiny ball of bat guano and sulfur. If you occupy the same spot as a solid object or You send negative energy coursing through a A storm made up of sheets of roaring flame
your head until the spell ends. You can use a A beam of yellow light flashes from your pointing creature when this happens, you are imediately creature that you can see within range, causing it appears in a location you choose within range.
bonus action to send one of the motes streaking finger, then condenses to linger at a chosen point shunted to the neares unoccupied space that you searing pain. The target must make a The area of the storm consists of up to ten 10-
toward one creature or object within 120 feet of within range as a glowing bead for the duration. can occupy and take force damage equal to Constitution saving throw. It takes 7d8 + 30 foot cubes, which you can arrange as you wish.
you. When you do so, make a ranged spell When the spell ends, either because your twice the number of feet you are moved. This necrotic damage on a failed save, or half as Each cube must have at least one face adjacent
attack. On a hit. the target takes 4d12 radiant concentration is broken or because you decide to spell has no effect if you cast it while you are on much damage on a successful one. A humanoid to the face of another cube. Each creature in the
damage. Whether you hit or miss, the mote is end it, the bead blossoms with a low roar into an the Ethereal Plane or a plane that doesnt border killed by this spell rises at the start of your next area must make Dexterity saving throw. It takes
expended. The spell ends early if you expend the explosion of flame that spreads around corners. it, such as one of the Outer Planes. turn as a zombie that is permanently under your 7d10 fire damage on a failed save, or half as
last mote. If you have four or more motes Each creature in a 20-foot-radius sphere command, following your verbal orders to the much damage on a successful one. The fire
remaining, they shed bright light in a 30-foot centered on that point must make a Dexterity best of its ability. damages objects in the area and ignites
radius and dim light for an additional 30 feet. saving throw. At Higher Levels flammable objects that arent being worn or
Ifyou have one to three motes remaining, they When you cast this spell using a spell slot of 8th carried. If you choose, plant life in the area is
shed dim light in a 30foot radius. At Higher Levels level or higher, you can target up to three willing unaffected by this spell.
When you cast this spell using a spell slot of 8th creatures (including you) for each slot level
level or higher, the number of motes created above 7th. The creatures must be within 10 feet
increases by two for each slot level above 7th. of you when you cast the spell.

Delayed Blast Fireball Delayed Blast Fireball Divine Word Forcecage Forcecage Forcecage
7 Evocation (Concen.)
7 Evocation (Concen.)
7 Evocation
7 Evocation
7 Evocation
7 Evocation
Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Bonus Range:30 feet Casting Time: 1 Action Range:100 feet Casting Time: 1 Action Range:100 feet Casting Time: 1 Action Range:100 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Action Duration: 1 hour Components: V, S, M Duration: 1 hour Components: V, S, M Duration: 1 hour Components: V, S, M
A creature takes fire damage equal to the total The fire damages objects in the area and ignites Duration: InstantaneousComponents: V ruby dust worth 1 500 gp. When you cast the spell, any creature that is The cage also extends into the Ethereal Plane,
accumulated damage on a failed save, or half as flammable objects that arent being worn or You utter a divine word, imbued with the power An immobile, invisible, cube-shaped prison completely inside the cages area is trapped. blocking ethereal travel. This spell cant be
much damage on a successful one. The spells carried. that shaped the world at the dawn of creation. composed of magical force springs into Creatures only partially within the area, or those dispelled by dispel magic.
base damage is 12d6. If at the end of your turn Choose any number of creatures you can see existence around an area you choose within too large to fit inside the area, are pushed away
the bead has not yet detonated, the damage within range. Each creature that can hear you range. The prison can be a cage or a solid box as from the center of the area until they are
increases by 1d6. If the glowing bead is touched must make a Charisma saving throw. you choose. A prison in the shape of a cage can completely outside the area. A creature inside
before the interval has expired, the creature be up to 20 feet on a side and is made from 1/2- the cage cant leave it by nonmagical means. If
touching it must make a Dexterity saving throw. inch diameter bars spaced 1/2 inch apart. A the creature tries to use teleportation or
On a failed save, the spell ends immediately, prison in the shape of a box can be up to 10 feet interplanar travel to leave the cage, it must first
causing the bead to erupt in flame. On a on a side, creating a solid barrier that prevents make a Charisma saving throw. On a success,
successful save, the creature can throw the bead any matter from passing through it and blocking the creature can use that magic to exit the cage.
up to 40 feet. When it strikes a creature or a solid any spells cast into or out of the area. On a failure, the creature cant exit the cage and
object, the spell ends, and the bead explodes. At Higher Levels wastes the use of the spell or effect.
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.
Mirage Arcane Mirage Arcane Mirage Arcane Plane Shift Power Word Pain Power Word Pain
7 Illusion
7 Illusion
7 Illusion
7 Conjuration
7 Enchantment
7 Enchantment
Casting Time: 10 Range:Sight Casting Time: 10 Range:Sight Casting Time: 10 Range:Sight Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
Minutes Minutes Minutes Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V
Duration: 10 days Components: V, S Duration: 10 days Components: V, S Duration: 10 days Components: V, S Choose a creature within your reach and make a You speak a word of power that causes waves of Finally, if the target tries to cast a spell, it must
You make terrain in an area up to 1 mile square The illusion includes audible, visual, tactile, and melee spell attack against it. On a hit, the intense pain to assail one creature you can see first succeed on a Constitution saving throw, or
look, sound, smell, and even feel like some other olfactory elements, so it can turn clear ground creature must make a Charisma saving throw. If within range. If the target has 100 hit points or the casting fails and the spell is wasted. A target
sort of terrain. The terrains general shape into difficult terrain (or vice versa) or otherwise the creature fails the save, it is transported to a fewer, it is subject to crippling pain. Otherwise, suffering this pain can make a Constitution
remains the same, however. Open fields or a impede movement through the area. Any piece of random location on the plane of existence you the spell has no effect on it. A target is also saving throw at the end of each of its turns. On a
road could be made to resemble a swamp, hill, the illusory terrain (such as a rock or stick) that specify. A creature so transported must find its unaffected if it is immune to being charmed. successful save, the pain ends.
crevasse, or some other difficult or impassable is removed from the spells area disappears own way back to your current plane of existence. While the target is affected by crippling pain, any
terrain. A pond can be made to seem like a immediately. Creatures with truesight can see speed it has can be no higher than 10 feet. The
grassy meadow, a precipice like a gentle slope, through the illusion to the terrains true target also has disadvantage on attack rolls,
or a rock-strewn gully like a wide and smooth formhowever, all other elementsof the illusion ability checks, and saving throws, other than
road. Similarly, you can alter the appearance of remain, so while the creature is aware ofthe Constitution saving throws.
structures, or add them where none are present. illusions presence, the creature can still
The spell doesnt disguise, conceal, or add physicallyinteract with the illusion.
creatures.

Mordenkainen’s Mordenkainen’s Mordenkainen’s Prismatic Spray Prismatic Spray Prismatic Spray


7 Magnificent Mansion 7 Magnificent Mansion 7 Magnificent Mansion 7 Evocation
7 Evocation
7 Evocation
Conjuration Conjuration Conjuration Casting Time: 1 Action Range:Self (60-foot Casting Time: 1 Action Range:Self (60-foot Casting Time: 1 Action Range:Self (60-foot
Casting Time: 1 Minute Range:300 feet Casting Time: 1 Minute Range:300 feet Casting Time: 1 Minute Range:300 feet cone) cone) cone)
Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S

a miniature portal carved from ivory a small You can open or close the portal if you are within They are completely obedient to your orders. Eight multicolored rays of light flash from your The target takes 10d6 poison damage on a failed Violet. On a failed save, the target is blinded. It
piece of polished marble, and a tiny silver spoon, 30 feet of it. While closed, the portal is invisible. Each servant can perform any task a normal hand. Each ray is a different color and has a save, or half as much damage on a successful must then make a Wisdom saving throw at the
each item worth at least 5 gp. Beyond the portal is a magnificent foyer with human servant could perform, but they cant different power and purpose. Each creature in a one. 5. Blue. The target takes 10d6 cold damage start of your next turn. A successful save ends
You conjure an extradimensional dwelling in numerous chambers beyond. The atmosphere is attack or take any action that would directly 60-foot cone must make a Dexterity saving on a failed save, or half as much damage on a the blindness. If it fails that save, the creature is
range that lasts for the duration. You choose clean, fresh, and warm. You can create any floor harm another creature. Thus the servants can throw. For each target, roll a d8 to determine successful one. 6. Indigo. On a failed save, the transported to another plane of existence of the
where its one entrance is located. The entrance plan you like, but the space cant exceed 50 fetch things, clean, mend, fold clothes, light fires, which color ray affects it. 1. Red. The target target is restrained. It must then make a DMs choosing and is no longer blinded.
shimmers faintly and is 5 feet w ide and 10 feet cubes, each cube being 10 feet on each side. The serve food, pour wine, and so on. The servants takes 10d6 fire damage on a failed save, or half Constitution saving throw at the end of each of (Typically, a creature that is on a plane that isnt
tall. You and any creature you designate when place is furnished and decorated as you choose. can go anywhere in the mansion but cant leave as much damage on a successful one. 2. its turns. If it successfully saves three times, the its home plane is banished home, while other
you cast the spell can enter the extradimensional It contains sufficient food to serve a ninecourse it. Furnishings and other objects created by this Orange. The target takes 10d6 acid damage on a spell ends. If it fails its save three times, it creatures are usually cast into the Astral or
dwelling as long as the portal remains open. banquet for up to 100 people. A staff of 100 spell dissipate into smoke if removed from the failed save, or half as much damage on a permanently turns to stone and is subjected to Ethereal planes. ) 8. Special. The target is struck
near-transparent servants attends all who enter. mansion. When the spell ends, any creatures successful one. 3. Yellow. The target takes 10d6 the petrified condition. The successes and by two rays. Roll twice more, rerolling any 8.
You decide the visual appearance of these inside the extradimensional space are expelled lightning damage on a failed save, or half as failures dont need to be consecutive; keep track
servants and their attire. into the open spaces nearest to the entrance. much damage on a successful one. 4. Green. of both until the target collects three of a kind. 7.

Mordenkainen’s Sword Plane Shift Plane Shift Prismatic Spray Project Image Project Image
7 Evocation (Concen.)
7 Conjuration
7 Conjuration
7 Evocation
7 Illusion (Concen.)
7 Illusion (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Self (60-foot Casting Time: 1 Action Range:500 miles Casting Time: 1 Action Range:500 miles
Duration: up to 1 min. Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M cone) Duration: up to 1 day Components: V, S, M Duration: up to 1 day Components: V, S, M
You create a sword-shaped plane of force that a forked metal rod worth at least 250 gp, attuned If you are trying to reac the City of Brass, for Duration: InstantaneousComponents: V, S a small replica of you made from materials worth You can see through its eyes and hear through
hovers within range. It lasts for the duration. to a particular plane of existence. example, you might arrive in its Street of Steel, at least 5 gp. its ears as if you were in its space. On your turn
When the sword appears, you make a melee You and up to eight willing creatures who link before its Gate of Ashes, or looking at the city You create an illusory copy of yourself that lasts as a bonus action, you can switch from using its
spell attack against a target of your choice within hands in a circle are transported to a different from across the Sea of Fire, at the DMs for the duration. The copy can appear at any senses to using your own, or back again. While
5 feet of the sword. On a hit. the target takes plane of existence. You can specify a target discretion. Alternatively, if you know the sigil location within range that you have seen before, you are using its senses, you are blinded and
3d10 force damage. Until the spell ends, you can destination in general terms, such as the City of sequence of a teleportation circle on another regardless of intervening obstacles. The illusion deafened in regard to your own surroundings.
use a bonus action on each of your turns to Brass on the Elemental Plane of Fire or the plane of existence, this spell can take you to that looks and sounds like you but is intangible. If the Physical interaction with the image reveals it to
move the sword up to 20 feet to a spot you can palace of Dispater on the second level of the circle. If the teleportation circle is too small to illusion takes any damage, it disappears, and the be an illusion, because things can pass through
see and repeat this attack against the same Nine Hells, and you appear in or near that hold all the creatures you transported, they spell ends. You can use your action to move this it. A creature that uses its action to examine the
target or a different one. destination. appear in the closest unoccupied spaces next to illusion up to twice your speed, and make it image can determine that it is an illusion with a
the circle. You can use this spell to banish an gesture, speak, and behave in whatever way you successful Intelligence (Investigation) check
unwilling creature to another plane. choose. It mimics your mannerisms perfectly. against your spell save DC.
Project Image Regenerate Resurrection Simulacrum Simulacrum Simulacrum
7 Illusion (Concen.)
7 Transmutation
7 Necromancy
7 Illusion
7 Illusion
7 Illusion
Casting Time: 1 Action Range:500 miles Casting Time: 1 Minute Range:Touch Casting Time: 1 Hour Range:Touch Casting Time: 12 Hours Range:Touch Casting Time: 12 Hours Range:Touch Casting Time: 12 Hours Range:Touch
Duration: up to 1 day Components: V, S, M Duration: 1 hour Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
If a creature discerns the illusion for what it is, You touch a creature and stimulate its natural a diamond worth at least 1 000 gp, which the You shape an illusory duplicate of one beast or It obeys your spoken commands, moving and If you cast this spell again, any currently active
the creature can see through the image, and any healing ability. The target regains 4d8 + 15 hit spell consumes. humanoid that is within range for the entire acting in accordance with your wishes and duplicates you created with this spell are
noise it makes sounds hollow to the creature. points. For the duration of the spell, the target You touch a dead creature that has been dead casting time of the spell. The duplicate is a acting on your turn in combat. The simulacrum instantly destroyed.
regains 1 hit point at the start of each of its turns for no more than a century, that didnt die of old creature, partially real and formed from ice or lacks the ability to learn or become more
(10 hit points each minute). The targets severed age, and that isnt undead. If its soul is free and snow, and it can take actions and otherwise be powerful, so it never increases its level or other
body members (fingers, legs, tails, and so on), if willing, the target returns to life with all its hit affected as a normal creature. It appears to be abilities, nor can it regain expended spell slots. If
any, are restored after 2 minutes. If you have the points. This spell neutralizes any poisons and the same as the original, but it has half the the simulacrum is damaged, you can repair it in
severed part and hold it to the stump, the spell cures normal diseases afflicting the creature creatures hit point maximum and is formed an alchemical laboratory, using rare herbs and
instantaneously causes the limb to knit to the when it died. It doesnt, however, remove magical without any equipment. Otherwise, the illusion minerals worth 100 gp per hit point it regains.
stump. diseases, curses, and the like; if such affects uses all the statistics of the creature it The simulacrum lasts until it drops to 0 hit
arent removed prior to casting the spell, they duplicates. The simulacrum is friendly to you and points, at which point it reverts to snow and
afflict the target on its return to life. creatures you designate. melts instantly.

Resurrection Reverse Gravity Reverse Gravity Symbol Symbol Symbol


7 Necromancy
7 Transmutation (Concen.)
7 Transmutation (Concen.)
7 Abjuration
7 Abjuration
7 Abjuration
Casting Time: 1 Hour Range:Touch Casting Time: 1 Action Range:100 feet Casting Time: 1 Action Range:100 feet Casting Time: 1 Minute Range:Touch Casting Time: 1 Minute Range:Touch Casting Time: 1 Minute Range:Touch
Duration: InstantaneousComponents: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
This spell closes all mortal wounds and restores a lodestone and iron filings. If an object or creature reaches the top of the or triggered or triggered or triggered
any missing body parts. Coming back from the This spell reverses gravity in a 50-foot-radius, area without striking anything, it remains there, mercury phosphorus, and powdered diamond If you choose an object, that object must remain For glyphs inscribed within an object, the most
dead is an ordeal. The target takes a -4 penalty to 100-foot high cylinder centered on a point within oscillating slightly, for the duration. At the end of and opal with a total value of at least 1, 000 gp, in its place; if the object is moved more than 10 common triggers are opening the object,
all attack rolls, saving throws, and ability checks. range. All creatures and objects that arent the duration, affected objects and creatures fall which the spell consumes. feet from where you cast this spell, the glyph is approaching within a certain distance of it, or
Every time the target finishes a long rest, the somehow anchored to the ground in the area fall back down. When you cast this spell, you inscribe a harmful broken, and the spell ends without being seeing or reading the glyph. You can further
penalty is reduced by 1 until it disappears. upward and reach the top of the area when you glyph either on a surface (such as a section of triggered. The glyph is nearly invisible, requiring refine the trigger so the spell is activated only
Casting this spell to restore life to a creature that cast this spell. A creature can make a Dexterity floor, a wall, or a table) or within an object that an Intelligence (Investigation) check against your under certain circumstances or according to a
has been dead for one year or longer taxes you saving throw to grab onto a fixed object it can can be closed to conceal the glyph (such as a spell save DC to find it. You decide what triggers creature’s physical characteristics (such as
greatly. Until you finish a long rest, you cant cast reach, thus avoiding the fall. If some solid object book, a scroll, or a treasure chest). If you choose the glyph when you cast the spell. For glyphs height or weight), or physical kind (for example,
spells again, and you have disadvantage on all (such as a ceiling) is encountered in this fall, a surface, the glyph can cover an area of the inscribed on a surface, the most typical triggers the ward could be set to affect hags or
attack rolls, ability checks, and saving throws. falling objects and creatures strike it just as they surface no larger than 10 feet in diameter. include touching or stepping on the glyph, shapechangers). You can also specify creatures
would during a normal downward fall. removing another object covering it, approaching that don’t trigger the glyph, such as those who
within a certain distance of it, or manipulating say a certain password. When you inscribe the
the object that holds it. glyph, choose one of the options below for ist
effect.

Sequester Sequester Simulacrum Symbol Symbol


7 Transmutation
7 Transmutation
7 Illusion
7 Abjuration
7 Abjuration
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:Touch Casting Time: 12 Hours Range:Touch Casting Time: 1 Minute Range:Touch Casting Time: 1 Minute Range:Touch
Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
a powder composed of diamond emerald, ruby, Time ceases to flow for it, and it doesnt grow snow or ice in quantities sufficient to made a or triggered or triggered
and sapphire dust worth at least 5, 000 gp, which older. You can set a condition for the spell to end life-size copy of the duplicated creature; some Once triggered, the glyph glows, filling a 60-foot- During this time, it is incapable of meaningful
the spell consumes. early. The condition can be anything you choose, hair fingernail clippings, or other piece of that radius sphere with dim light for 10 minutes, after communication and has disadvantage on attack
By means of this spell, a willing creature of an but it must occur or be visible within 1 mile of creature’s body placed inside the snow or ice; which time the spell ends. Each creature in the rolls and ability checks. Fear Each target must
object can be hidden away, safe from detection the target. Examples include after 1,000 years or and powdered ruby worth 1, 500 gp, sprinkled sphere when the glyph activates is targeted by make a Wisdom saving throw and becomes
for the duration. When you cast the spell and when the tarrasque awakes. This spells also over the duplicate and consumed by the spell. its effect, as is a creature that enters the sphere frightened for 1 minute on a failed save. While
touch the target, it becomes invisible and cant ends if the target takes any damage. for the first time on a turn or ends its turn there. frightened, the target drops whatever it is holding
be targeted by divination spells or perceived Death Each target must make a Constitution and must move at least 20 feet away from the
through scrying sensors created by the divination saving throw, taking 10d10 necrotic damage on a glyph on each of ist turns, if able. Hopelessness
of spells. If the target is a crreature, it falls into a failed save, or half as much damage on a Each target must make a Charisma saving throw.
state of suspended animation. successful save. Discord Each target must make On a failed save, the target is overwhelmed with
a Constitution saving throw. On a failed save, a despair for 1 minute. During this time, it can’t
target bickers and argues with other creatures attack or target any creature with harmful
for 1 minute. abilities, spells, or other magical effects.
Symbol Symbol Teleport Temple of the Gods Temple of the Gods Temple of the Gods
7 Abjuration
7 Abjuration
7 Conjuration
7 Conjuration
7 Conjuration
7 Conjuration
Casting Time: 1 Minute Range:Touch Casting Time: 1 Minute Range:Touch Casting Time: 1 Action Range:10 feet Casting Time: 1 Hour Range:120 feet Casting Time: 1 Hour Range:120 feet Casting Time: 1 Hour Range:120 feet
Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: InstantaneousComponents: V Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
or triggered or triggered This spell instantly transports you and up to a holy symbol worth at least 5 gp. Only you and any creatures you designate when On a failed save, it cant enter the temple for 24
Insanity Each target must make an Intelligence Stunning Each target must make a Wisdom eight willing creatures of your choice that you You cause a temple to shimmer into existence you cast the spell can open or close the door. hours. Even if the creature can enter the temple,
saving throw. On a failed save, the target is saving throw and becomes stunned for 1 minute can see within range, or a single object that you on ground you can see within range. The temple The temples interior is an open space with an the magic there hinders it; whenever it makes an
driven insane for 1 minute. An insane creature on a failed save. can see within range, to a destination you select. must fit within an unoccupied cube of space, up idol or altar at one end. You decide whether the attack roll, an ability check, or a saving throw
can’t take actions, can’t understand what other If you target an object, it must be able to fit to 120 feet on each side. The temple remains temple is illuminated and whether that inside the temple, it must roll a d4 and subtract
creatures say, can’t read, and speaks only in entirely inside a 10-foot cube, and it cant be held until the spell ends. It is dedicated to whatever illumination is bright light or dim light. The smell the number rolled from the d20 roll. In addition,
gibberish. The DM controls its movement, which or carried by an unwilling creature. The god, pantheon, or philosophy is represented by of burning incense fills the air within, and the the sensors created by divination spells cant
is erratic. Pain Each target must make a destination you choose must be known to you, the holy symbol used in the casting. You make all temperature is mild. The temple opposes types appear inside the temple, and creatures within
Constitution saving throw and becomes and it must be on the same plane of existence as decisions about the temples appearance. The of creatures you choose when you cast this cant be targeted by divination spells. Finally,
incapacitated with excruciating pain for 1 minute you. Your familiarity with the destination interior is enclosed by a floor, walls, and a roof, spell. Choose one or more of the following: whenever any creature in the temple regains hit
on a failed save. Sleep Each target must make a determines whether you arrive there with one door granting access to the interior and celestials, elementals, fey, fiends, or undead. If a points from a spell of 1st level or higher, the
Wisdom saving throw and falls unconscious for successfully. The DM rolls d100 and consults the as many windows as you wish. creature of the chosen type attempts to enter the creature regains additional hit points equal to
10 minutes on a failed save. A creature awakens table. temple, that creature must make a Charisma your Wisdom modifier (minimum 1 hit point).
if it takes damage or if someone uses an action saving throw.
to shake or slap it awake.

Teleport Teleport Teleport Temple of the Gods Whirlwind Whirlwind


7 Conjuration
7 Conjuration
7 Conjuration
7 Conjuration
7 Evocation (Concen.)
7 Evocation (Concen.)
Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:10 feet Casting Time: 1 Hour Range:120 feet Casting Time: 1 Action Range:300 feet Casting Time: 1 Action Range:300 feet
Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Duration: 24 hours Components: V, S, M Duration: up to 1 min. Components: V, M Duration: up to 1 min. Components: V, M
Familiarity Mishap SimilarArea "Associated object" means that you possess an "Description" is a place whose location and The temple is made from opaque magical force a piece of straw. A creature takes 10d6 bludgeoning damage on a
OffTarget OnTarget Permanent circle object taken from the desired destination within appearance you know through someone else’s that extends into the Ethereal Plane, thus A whirlwind howls down to a point that you can failed save, or half as much damage on a
01-100 the last six months, such as a book from a description, perhaps from a map. "False blocking ethereal travel into the temples interior. see on the ground within range. The whirlwind is successful one. In addition, a Large or smaller
Associated object wizard’s library, bed linen from a royal suite, or a destination" is a place that doesn’t exist. Perhaps Nothing can physically pass through the temples a 10-foot-radius, 30-foot-high cylinder centered creature that fails the save must succeed on a
01-100 Very familiar 01-05 chunk of marble from a lich’s secret tomb. "Very you tried to scry an enemy’s sanctum but instead exterior. It cant be dispelled by dispel magic, and on that point. Until the spell ends, you can use Strength saving throw or become restrained in
06-13 14-24 25-100 Seen familiar" is a place you have been very often, a viewed an illusion, or you are attempting to antimagic field has no effect on it. A disintegrate your action to move the whirlwind up to 30 feet the whirlwind until the spell ends. When a
casually 01-33 34-43 44-53 place you have carefully studied, or a place you teleport to a familiar location that no longer spell destroys the temple instantly. Casting this in any direction along the ground. The whirlwind creature starts its turn restrained by the
54-100 Viewed once 01-43 44- can see when you cast the spell. "Seen casually" exists. On Target You and your group (or the spell on the same spot every day for a year sucks up any Medium or smaller objects that whirlwind, the creature is pulled 5 feet higher
53 54-73 74-100 Description is someplace you have seen more than once but target object) appear where you want to. Off makes this effect permanent. arent secured to anything and that arent worn or inside it, unless the creature is at the top. A
01-43 44-53 54-73 with which you aren’t very familiar. "Viewed once" Target You and your group (or the target object) carried by anyone. A creature must make a restrained creature moves with the whirlwind and
74-100 False destination 01-50 51- is a place you have seen once, possibly using appear a random distance away from the Dexterity saving throw the first time on a turn falls when the spell ends, unless the creature has
100 Familiarity. magic. destination in a random direction. Distance off that it enters the whirlwind or that the whirlwind some means to stay aloft.
"Permanent circle" means a permanent target is 1d10 x 1d10 percent of the distance enters its space, including when the whirlwind
teleportation circle whose sigil sequence you that was to be traveled. first appears.
know.

Teleport Teleport Teleport Whirlwind Abi-Dalzim’s Horrid Animal Shapes


7 Conjuration
7 Conjuration
7 Conjuration
7 Evocation (Concen.) 8 Wilting 8 Transmutation (Concen.)
Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:10 feet Casting Time: 1 Action Range:300 feet Necromancy Casting Time: 1 Action Range:30 feet
Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Duration: up to 1 min. Components: V, M Casting Time: 1 Action Range:150 feet Duration: up to 24 hoursComponents: V, S
For example, if you tried to travel 120 miles, If you are heading for your home laboratory, for A restrained creature can use an action to make Duration: InstantaneousComponents: V, S, M Your magic turns others into beasts. Choose any
landed off target, and rolled a 5 and 3 on the two example, you might wind up in another wizard’s a Strength or Dexterity check against your spell You draw the moisture from every creature in a number of willing creatures that you can see
d10s, then you would be off target by 15 percent, laboratory or in an alchemical supply shop that save DC. If successful, the creature is no longer 30-foot cube centered on a point you choose within range. You transform each target into the
or 18 miles. The DM determines the direction off has many of the same tools and implements as restrained by the whirlwind and is hurled 3d6 within range. Each creature in that area must form of a large or smaller beast with a challenge
target randomly by rolling a d8 and designating 1 your laboratory. Generally, you appear in the 10 feet away from it in a random direction. make a Constitution saving throw. Constructs rating of 4 or lower. On subsequent turns, you
as north, 2 as northeast, 3 as east, and so on closest similar place, but since the spell has no and undead arent affected, and plants and water can use your actions to transform affected
around the points of the compass. If you were range limit, you could conceivably wind up elementals make this saving throw with creatures into new forms. The transformation
teleporting to a coastal city and wound up 18 anywhere on the plane. Mishap The spell’s disadvantage. A creature takes 12d8 necrotic lasts for the duration for each target, or until the
miles out at sea, you could be in trouble. Similar unpredictable magic results in a difficult journey. damage on a failed save, or half as much target drops to 0 hit points or dies. You can
Area You and your group (or the target object) Each teleporting creature (or the target object) damage on a successful one. Nonmagical plants choose a different form for each target.
wind up in a different area that’s visually or takes 3d10 force damage, and the DM rerolls on in the area that arent creatures, such as trees
thematically similar to the target area. the table to see where you wind up (multiple and shrubs, wither and die instantly.
mishaps can occur, dealing damage each time).
Animal Shapes Animal Shapes Antimagic Field Antipathy/Sympathy Antipathy/Sympathy Antipathy/Sympathy
8 Transmutation (Concen.)
8 Transmutation (Concen.)
8 Abjuration (Concen.)
8 Enchantment
8 Enchantment
8 Enchantment
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self (10-foot- Casting Time: 1 Hour Range:60 feet Casting Time: 1 Hour Range:60 feet Casting Time: 1 Hour Range:60 feet
Duration: up to 24 hoursComponents: V, S Duration: up to 24 hoursComponents: V, S radius sphere) Duration: 10 days Components: V, S, M Duration: 10 days Components: V, S, M Duration: 10 days Components: V, S, M
A targets game statistics are replaced by the The creature is limited in the actions it can Duration: up to 1 hour Components: V, S M If the creature moves more than 60 feet fromthe When the creaturehas done so, it cant willingly In addition, a creature affected bythe spell is
statistics of the chosen beast, though the target perform by the nature of its new form, and it a pinch of powdered iron or iron filings. target and cant see it, the creature is no move away from the target. If the target allowed another Wisdom saving throw every24
retains its alignment and Intelligence, Wisdom, cant speak or cast spells. The targets gear A 10-foot-radius invisible sphere of antimagic longerfrightened, but the creature becomes damages or otherwise harms an hours while the spell persists. A creature that
and Charisma scores. The target assumes the hit melds into the new form. The target cant surrounds you. This area is divorced from the frightened again ifit regains sight of the target or affectedcreature, the affected creature can make successfully saves against this effectis immune
points of its new form, and when it reverts to its activate, wield, or otherwise benefit from any of magical energy that suffeses the multiverse. moves within 60 feet of it. Sympathy. The a Wisdomsaving throw to end the effect, as to it for 1 minute, after which time it can
normal form, it returns to the number of hit point its equipment. Within the sphere, spells cant be cast, enchantment causes the specifiedcreatures to described below. Ending the Effect. If an affected beaffected again.
it had before it transformed. If it reverts as a summoned creatures disappear, and even magic feel an intense urge to approach the targetwhile creature ends itsturn while not within 60 feet of
result of dropping to 0 hit points, any excess items become mundane. Until the spell ends, the within 60 feet of it or able to see it. When such the target or able to seeit, the creature makes a
damage carries over to its normal form. As long spere moves with you, centered on you. Spells acreature can see the target or comes within 60 Wisdom saving throw. On asuccessful save, the
as the excess damage doesnt reduce the and other magical effects, except those created feet o fit,the creature must succeed on a creature is no longer affected bythe target and
creatures normal form to 0 hit points, it isnt by an artifact or a deity, are suppressed in the Wisdom saving throw oruse its movement on recognizes the feeling of repugnance
knocked unconcious. sphere and cant protrude into it. A slot expended each of its turns to enter the areaor move within orattraction as magical.
to cast a suppressed spell is consumed. reach of the target.

Antimagic Field Antimagic Field Antimagic Field Clone Control Weather Control Weather
8 Abjuration (Concen.)
8 Abjuration (Concen.)
8 Abjuration (Concen.)
8 Necromancy
8 Transmutation (Concen.)
8 Transmutation (Concen.)
Casting Time: 1 Action Range:Self (10-foot- Casting Time: 1 Action Range:Self (10-foot- Casting Time: 1 Action Range:Self (10-foot- Casting Time: 1 Hour Range:Touch Casting Time: 10 Range:Self (5-mile Casting Time: 10 Range:Self (5-mile
radius sphere) radius sphere) radius sphere) Duration: InstantaneousComponents: V, S, M Minutes radius) Minutes radius)
Duration: up to 1 hour Components: V, S M Duration: up to 1 hour Components: V, S M Duration: up to 1 hour Components: V, S M Duration: up to 8 hours Components: V, S, M Duration: up to 8 hours Components: V, S, M
While an effect is suppressed, it doesnt function, For example, the flames created by a wall of fire If a magic weapon or piece of magic ammunition You take control of the weather within 5 miles of When you change the weather conditions, find a
but the time it spends suppressed counts are suppressed within the sphere, creating a gap fully leaves the sphere (For example, if you fire a you for the duration. You must be outdoors to current condition on the following tables and
against its duration. Targeted Effects. Spells and in the wall if the overlap is large enough. Spells. magic arrow or throw a magic spear at a target cast this spell. Moving to a place where you dont change its stage by one, up or down. When
other magical effects, such as magic missle and Any active spell or other magical effect on a outside the sphere), the magic of the item have a clear path to the sky ends the spell early. changing the wind, you can change its direction.
charm person, that target a creature or an object creature or an object in the sphere is suppressed ceases to be supressed as soon as it exits. When you cast the spell, you change the current
in the sphere have no effect on that target. Areas while the creature or object is in it. Magic Items. Magical Travel. Teleportation and planar travel weather conditions, which are determined by the
of Magic. The area of another spell or magical The properties and powers of magic items are fail to work in the sphere, whether the sphere is DM based on the climate and season. You can
effect, such as fireball, cant extend into the suppressed in the sphere. Forexample, a +1 the destination or the departure point for such change precipitation, temperature, and wind. It
sphere. If the sphere overlaps an area of magic, longsword in the sphere functions as a magical travel. A portal to another location, takes 1d4 x 10 minutes for the new conditions to
the part of the area that is covered by the sphere nonmagical longsword. A magic weapons world, or plane of existence, as well as an take effect. Once they do so, you can change the
is suppressed. properties and powers are suppressed if it is opening to an extradimensional space such as conditions again. When the spell ends, the
used against a target in the sphere or wielded by that created by the rope trick spells, temporarily weather gradually returns to normal.
an attacker in the sphere. closes while in the sphere. Creatures and
Objects.

Antimagic Field Antipathy/Sympathy Antipathy/Sympathy Control Weather Demiplane Demiplane


8 Abjuration (Concen.)
8 Enchantment
8 Enchantment
8 Transmutation (Concen.)
8 Conjuration
8 Conjuration
Casting Time: 1 Action Range:Self (10-foot- Casting Time: 1 Hour Range:60 feet Casting Time: 1 Hour Range:60 feet Casting Time: 10 Range:Self (5-mile Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet
radius sphere) Duration: 10 days Components: V, S, M Duration: 10 days Components: V, S, M Minutes radius) Duration: 1 hour Components: S Duration: 1 hour Components: S
Duration: up to 1 hour Components: V, S M either a lump of alum soaked in vinegar for the Choose antipathy or sympathy as the auras Duration: up to 8 hours Components: V, S, M You create a shadowy door on a flat solid Additionally, if you know the nature and contents
A creature or object summoned or created by antipathy effect or a drop of honey for the effect. Antipathy. The enchantment causes Precipitation Stage 1 Clear, Stage 2 Light surface that you can see within range. The door of a demiplane created by a casting of this spell
magic temporarily winks out of existence in the sympathy effect. creatures of thekind you designated to feel an clouds, Stage 3 Overcast or ground fog, Stage is large enough to allow Medium creatures to by another creature, you can have the shadowy
sphere. Such a creature instantly reappears once This spell attracts or repels creatures of your intense urge to leave thearea and avoid the 4 Rain, hail or snow, Stage 5 Torrential rain, pass through unhindered. When opened, the door door connect to its demiplane instead.
the space the creature occupied is no longer choice. You target something within range, either target. When such a creature cansee the target driving hail or blizzard Temperature Stage 1 leads to a demiplane that appears to be an
withinthe sphere. Dispel Magic. Spells and a Huge or smaller object or creature or an area or comes within 60 feet of it, the creaturemust Unbearable heat, Stage 2 Hot, Stage 3 Warm, empty room 30 feet in each dimension, made of
magical effects such as dispel magic have no that is no larger than a 200-foot cube. Then succeed on a Wisdom saving throw or Stage 4 Cool, Stage 5 Cold, Stage 6 Arctic wood or stone. When the spell ends, the door
effect on the sphere. Likewise, the spheres specify a kind of intelligent creature, such as red becomefrightened. The creature remains cold Wind Stage 1 Calm, Stage 2 Moderate disappears, and any creatures or objects inside
created by different antimagic field spells dont dragons, goblins, or vampires. You invest the frightened while it cansee the target or is within wind, Stage 3 Strong wind, Stage 4 Gale, the demiplane remain trapped there, as the door
nullify each other. target with an aura that either attracts or repels 60 feet of it. While frightenedby the target, the Stage 5 Storm also disappears from the other side. Each time
the specified creatures for the duration. creature must use its movement tomove to the you cast this spell, you can create a new
nearest safe spot from which it cant seethe demiplane, or have the shadowy door connect to
target. a demiplane you created with a previous casting
of this spell.
Dominate Monster Dominate Monster Dominate Monster Glibness Holy Aura Illusory Dragon
8 Enchantment (Concen.)
8 Enchantment (Concen.)
8 Enchantment (Concen.)
8 Transmutation
8 Abjuration (Concen.)
8 Illusion (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:120 feet
Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S Duration: 1 hour Components: V Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: S
You attempt to beguile a creature that you can You can specify a simple and general course of Each time the target takes damage, it makes a Until the spell ends, when you make a Charisma Divine light washes out from you and coalesces By gathering threads of shadow material from
see within range. It must succeed on a Wisdom action, such as "Attack that creature", "Run over new Wisdom saving throw against the spell. If check, you can replace the number you roll with a in a soft radiance in a 30-foot radius around you. the Shadowfell, you create a Huge shadowy
saving throw or be charmed by you for the there", or "Fetch that object". If the creature the saving throw succeeds, the spell ends. 15. Additionally, no matter what you say, magic Creatures of your choice in that radius when you dragon in an unoccupied space that you can see
duration. If you or creatures that are friendly to completes the order and doesnt receive further that would determine if you are telling the truth cast this spell shed dim light in a 5-foot radius within range. The illusion lasts for the spells
you are fighting it, it has advantage on the saving direction from you, it defends and preserves indicates that you are being truthful. and have advantage on all saving throws, and duration and occupies its space, as if it were a
throw. While the creature is charmed, you have a itself to the best of its ability. You can use your other creatures have disadvantage on attack creature. When the illusion appears, any of your
telepathic link with it as long as the two of you action to take total and precise control of the rolls against them until the spell ends. In enemies that can see it must succeed on a
are on the same plane of existence. You can use target. Until the end of your next turn, the addition, when a fiend or an undead hits an Wisdom saving throw or become frightened of it
this telepathic link to issue commands to the creature takes only the actions you choose, and affected creature with a melee attack, the aura for 1 minute. If a frightened creature ends its
creature while you are conscious (no action doesnt do anything that you dont allow it to do. flashes with brilliant light. The attacker must turn in a location where it doesnt have line of
required), which it does its best to obey. During this time, you can also cause the creature succeed on a Constitution saving throw or be sight to the illusion, it can repeat the saving
to use a reaction, but this requires you to use blinded until the spell ends. throw, ending the effect on itself on a success.
your own reaction as well.
At Higher Levels
When you cast this spell with a 9th-level spell
slot, the duration is concentration, up to 8 hours.

Earthquake Earthquake Earthquake Illusory Dragon Illusory Dragon Incendiary Cloud


8 Evocation (Concen.)
8 Evocation (Concen.)
8 Evocation (Concen.)
8 Illusion (Concen.)
8 Illusion (Concen.)
8 Conjuration (Concen.)
Casting Time: 1 Action Range:500 feet Casting Time: 1 Action Range:500 feet Casting Time: 1 Action Range:500 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:150 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: S Duration: up to 1 min. Components: S Duration: up to 1 min. Components: V, S
a pinch o f dirt a piece o f rock, and a lump of When you cast this spell and at the end of each A creature standing on a spot where a fissure As a bonus action on your turn, you can move the it succeeds on all saving throws, and it is A swirling cloud of smoke shot through with
clay. turn you spend concentrating on it, each creature opens must succeed on a Dexterity saving throw illusion up to 60 feet. At any point during its immune to all damage and conditions. A creature white-hot embers appears in a 20-foot-radius
You create a seismic disturbance at a point on on the ground in the area must make a Dexterity or fall in. A creature that successfully saves movement, you can cause it to exhale a blast of that uses an action to examine the dragon can sphere centered on a point within range. The
the ground that you can see within range. For the saving throw. On a failed save, the creature is moves with the fissures edge as it opens. A energy in a 60-foot cone originating from its determine that it is an illusion by succeeding on cloud spreads around corners and is heavily
duration, an intense tremor rips through the knocked prone. This spell can have additional fissure that opens beneath a structure causes it space. When you create the dragon, choose a an Intelligence (Investigation) check against your obscured. It lasts for the duration or until a wind
ground in a 100-foot- radius circle centered on effects depending on the terrain in the area, as to automatically collapse (see below). damage type: acid, cold, fire, lightning, necrotic, spell save DC. If a creature discerns the illusion of moderate or greater speed (at least 10 miles
that point and shakes creatures and structures in determined by the DM. Fissures. Fissures open Structures. The tremor deals 50 bludgeoning or poison. Each creature in the cone must make for what it is, the creature can see through it and per hour) disperses it. When the cloud appears,
contact with the ground in that area. The ground throughout the spells area at the start of your damage to any structure in contact with the an Intelligence saving throw, taking ’7d6 damage has advantage on saving throws against its each creature in it must make a Dexterity saving
in the area becomes difficult terrain. Each next turn after you cast the spell. A total of 1d6 ground in the area when you cast the spell and at of the chosen damage type on a failed save, or breath. throw. A creature takes 10d8 fire damage on a
creature on the ground that is concentrating such fissures open in locations chosen by the the start of each of your turns until the spell half as much damage on a successful one. The failed save, or half as much damage on a
must make a Constitution saving throw. On a DM. Each is 1d10 x 10 feet deep, 10 feet wide, ends. If a structure drops to 0 hit points, it illusion is tangible because of the shadow stuff successful one. A creature must also make this
failed save, the creatures concentration is and extends from one edge of the spells area to collapses and potentially damages nearby used to create it, but attacks miss it saving throw when it enters the spells area for
broken. the opposite side. creatures. automatically. the first time on a turn or ends its turn there.

Earthquake Feeblemind Feeblemind Incendiary Cloud Maddening Darkness Maze


8 Evocation (Concen.)
8 Enchantment
8 Enchantment
8 Conjuration (Concen.)
8 Evocation (Concen.)
8 Conjuration (Concen.)
Casting Time: 1 Action Range:500 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:60 feet
Duration: up to 1 min. Components: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: up to 1 min. Components: V, S Duration: up to 10 min.s Components: V, M Duration: up to 10 min.s Components: V, S
A creature within half the distance of a a handful of clay crystal, glass, or mineral At the end of every 30 days, the creature can The cloud moves 10 feet directly away from you Magical darkness spreads from a point you You banish a creature that you can see within
structures height must make a Dexterity saving spheres. repeat its saving throw against this spell. If it in a direction that you choose at the start of each choose within range to fill a 60footradius range into a labyrinthine demiplane. The target
throw. On a failed save, the creature takes 5d6 You blast the mind of a creature that you can see succeeds on its saving throw, the spell ends. The of your turns. sphere until the spell ends. The darkness remains there for the duration or until it escapes
bludgeoning damage, is knocked prone, and is within range, attempting to shatter its intellect spell can also be ended by greater restoration, spreads around corners. A creature with the maze. The target can use its action to
buried in the rubble, requiring a DC 20 Strength and personality. The target takes 4d6 psychic heal or wish. darkvision cant see through this darkness. attempt to escape. When it does so, it makes a
(Athletics) check as an action to escape. The DM damage and must make an Intelligence saving Nonmagical light, as well as light created by DC 20 Intelligence check. If it succeeds, it
can adjust the DC higher or lower, depending on throw. On a failed save, the creatures Intelligence spells of 8th level or lower, can’t illuminate the escapes, and the spell ends (a minotaur or
the nature of the rubble. On a successful save, and Charisma scores become 1. The creature area. Shrieks, gibbering, and mad laughter can be goristro demon automatically succeeds). When
the creature takes half as much damage and cant cast spells, activate magic items, heard within the sphere. Whenever a creature the spell ends, the target reappears in the space
doesnt fall prone or become buried. understand language, or communicate in any starts its turn in the sphere, it must make a it left or, if that space is occupied, in the nearest
intelligible way. The creature can, however, Wisdom saving throw, taking 8d8 psychic unoccupied space.
identify its friends, follow them, and even protect damage on a failed save, or half as much
them. damage on a successful one.
Mighty Fortress Mighty Fortress Mighty Fortress Telepathy Trap the Soul Tsunami
8 Conjuration
8 Conjuration
8 Conjuration
8 Evocation
8 Conjuration
8 Conjuration (Concen.)
Casting Time: 1 Minute Range:1 mile Casting Time: 1 Minute Range:1 mile Casting Time: 1 Minute Range:1 mile Casting Time: 1 Action Range:Unlimited Casting Time: 1 Action Range: Casting Time: 1 Minute Range:Sight
Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: 24 hours Components: V, S, M Duration: Components: Duration: up to 6 roundsComponents: V, S
a diamond worth at least 500 gp which the spell Each wall is 1 foot thick and is composed of The floors of the keep are connected by stone The spell enables a creature with an Intelligence -"Trap the soul shouldnt appear on the spell list" A wall of water springs into existence at a point
consumes. panels that are 10 feet wide and 20 feet tall. staircases, its walls are 6 inches thick, and score of at least 1 to understand the meaning of Source: Players Handbook Errata (version 1. 1) you choose within range. You can make the wall
A fortress of stone erupts from a square area of Each panel is contiguous with two other panels interior rooms can have stone doors or open your words and take in the scope of any sensory up to 300 feet long, 300 feet high, and 50 feet
ground of your choice that you can see within or one other panel and a turret. You can place up archways as you choose. The keep is furnished messages you send to it. thick. The wall lasts for the duration. When the
range. The area is 120 feet on each side, and it to four stone doors in the fortresss outer wall. A and decorated however you like, and it contains wall appears, each creature within its area must
must not have any buildings or other structures small keep stands inside the enclosed area. The sufficient food to serve a nine-course banquet make a Strength saving throw. On a failed save, a
on it. Any creatures in the area are harmlessly keep has a square base that is 50 feet on each for up to 100 people each day. Furnishings, food, creature takes 6d10 bludgeoning damage, or half
lifted up as the fortress rises. The fortress has side, and it has three floors with 10-foot-high and other objects created by this spell crumble as much damage on a successful save. At the
four turrets with square bases, each one 20 feet ceilings. Each of the floors can be divided into as to dust if removed from the fortress. A staff of start of each of your turns after the wall appears,
on a side and 30 feet tall, with one turret on each many rooms as you like, provided each room is one hundred invisible servants obeys the wall, along with any creatures in it, moves 50
corner. The turrets are connected to each other at least 5 feet on each side. anycommand given to them by creatures you feet away from you.
by stone walls that are each 80 feet long, designate when you cast the spell. Each servant
creating an enclosed area. functions as if created by the unseen servant
spell.

Mighty Fortress Mighty Fortress Mind Blank Tsunami Tsunami Astral Projection
8 Conjuration
8 Conjuration
8 Abjuration
8 Conjuration (Concen.)
8 Conjuration (Concen.)
9 Necromancy
Casting Time: 1 Minute Range:1 mile Casting Time: 1 Minute Range:1 mile Casting Time: 1 Action Range:Touch Casting Time: 1 Minute Range:Sight Casting Time: 1 Minute Range:Sight Casting Time: 1 Hour Range:10 feet
Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: 24 hours Components: V, S Duration: up to 6 roundsComponents: V, S Duration: up to 6 roundsComponents: V, S Duration: Special Components: V, S, M
The walls, turrets, and keep are all made of stone Until the spell ends, one willing creature you Any Huge or smaller creature inside the wall or Because of the force of the wave, though, the for each creature you affect with this spell you
that can be damaged. Each 10footbya10-foot touch is immune to psychic damage, any effect whose space the wall enters when it moves must creature must make a successful Strength must provide one jacinth worth at least 1, 000 gp
section of stone has AC 15 and 30 hit points per that would sense its emotions or read its succeed on a Strength saving throw or take 5d10 (Athletics) check against your spell save DC in and one ornately carved bar of silver worth at
inch of thickness. It is immune to poison and thoughts, divination spells, and the charmed bludgeoning damage. A creature can take this order to move at all. If it fails the check, it cant least 100 gp, all of which the spell consumes.
psychic damage. Reducing a section of stone to condition. The spell even foils wish spells and damage only once per round. At the end of the move. A creature that moves out of the area falls You and up to eight willing creatures within
0 hit points destroys it and might cause spells or effects of similar power used to affect turn, the walls height is reduced by 50 feet, and to the ground. rangeproject your astral bodies into the Astral
connected sections to buckle and collapse at the the target’s mind or to gain information about the the damage creatures take from the spell on Plane (thespell fails and the casting is wasted if
DMs discretion. After 7 days or when you cast target. subsequent rounds is reduced by 1d10. When you are alreadyon that plane).
this spell somewhere else, the fortress the wall reaches 0 feet in height, the spell ends.
harmlessly crumbles and sinks back into the A creature caught in the wall can move by
ground, leaving any creatures that were inside it swimming.
safely on the ground. Casting this spell on the
same spot once every 7 days for a year makes
the fortress permanent.

Power Word Stun Sunburst Telepathy Astral Projection Astral Projection


8 Enchantment
8 Evocation
8 Evocation
9 Necromancy
9 Necromancy
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:150 feet Casting Time: 1 Action Range:Unlimited Casting Time: 1 Hour Range:10 feet Casting Time: 1 Hour Range:10 feet
Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V, S, M Duration: 24 hours Components: V, S, M Duration: Special Components: V, S, M Duration: Special Components: V, S, M
You speak a word of power that can overwhelm Brilliant sunlight flashes in a 60-foot radius a pair of linked silver rings. The material body you leave behind If the cord is cut something that can happenonly
the mind of one creature you can see within centered on a point you choose within range. You create a telepathic link between yourself and isunconscious and in a state of suspended when an effect specifically states that it does
range, leaving it dumbfounded. If the target has Each creature in that light must make a a willing creature with which you are familiar. The animation; itdoesnt need food or air and doesnt yoursoul and body are separated, killing you
150 hit points or fewer, it is stunned. Otherwise, Constitution saving throw. On a failed save, a creature can be anywhere on the same plane of age. Your astral body resembles your mortal instantly. Your astral form can freely travel
the spell has no effect. The stunned target must creature takes 12d6 radiant damage and is existence as you. The spell ends if you or the form inalmost every way, replicating your game through the AstralPlane and can pass through
make a Constitution saving throw at the end of blinded for 1 minute. On a successful save, it target are no longer on the same plane. Until the statistics andpossessions. The principal portals there leading to anyother plane. If you
each of its turns. On a successful save, this takes half as much damage and isnt blinded by spell ends, you and the target can difference is the addition ofa silvery cord that enter a new plane or return to theplane you were
stunning effect ends. this spell. Undead and oozes have disadvantage instantaneously share words, images, sounds, extends from between your shoulderblades and on when casting this spell, your body
on this saving throw. A creature blinded by this and other sensory messages with one another trails behind you, fading to invisibility after1 foot. andpossessions are transported along the silver
spell makes another Constitution saving throw at through the link, and the target recognizes you as This cord is your tether to your material body. cord, allowingyou to re-enter your body as you
the end of each of its turns. On a successful the creature it is communicating with. Aslong as the tether remains intact, you can find enter the new plane. Your astral form is a
save, it is no longer blinded. This spell dispels your wayhome. separate incarnation.
any darkness in its area that was created by a
spell.
Astral Projection Astral Projection Foresight Imprisonment Imprisonment Imprisonment
9 Necromancy
9 Necromancy
9 Divination
9 Abjuration
9 Abjuration
9 Abjuration
Casting Time: 1 Hour Range:10 feet Casting Time: 1 Hour Range:10 feet Casting Time: 1 Minute Range:Touch Casting Time: 1 Minute Range:30 feet Casting Time: 1 Minute Range:30 feet Casting Time: 1 Minute Range:30 feet
Duration: Special Components: V, S, M Duration: Special Components: V, S, M Duration: 8 hours Components: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M
Any damageor other effects that apply to it have Ifthe spell ends and the silver cord is intact, the You touch a willing creature and bestow a limited Minimus Containment The target shrinks to a The special component for this version of the A dispel magic spell can end the spell only if it is
no effect on yourphysical body, nor do they cord pullsthe creatures astral form back to its ability to see into the immediate future. For the heightof 1 inch and is imprisoned inside a spellconsists of rare soporific herbs. Ending the castas a 9th-level spell, targeting either the
persist when you return to it. The spell ends for body, ending itsstate of suspended animation. If duration, the target cant be surprised and has gemstone or similarobject. Light can pass Spell During the casting of the spell,in any of its prison or thespecial component used to create it.
you and your companions whenyou use your you are returned to your body prematurely, advantage on attack rolls, ability checks, and through the gemstone normally(allowing the versions, you can specify a condition thatwill You can use a particular special component to
action to dismiss it. When the spell ends,the yourcompanions remain in their astral forms and saving throws. Additionally, other creatures have target to see out and other creatures to seein), cause the spell to end and release the target. createonly one prison at a time. If you cast the
affected creature returns to its physical body,and must findtheir own way back to their bodies, disadvantage on attack rolls against the target but nothing else can pass through, even by Thecondition can be as specific or as elaborate spell againusing the same component, the target
it awakens. The spell might also end early for usually by droppingto 0 hit points. for the duration. This spell immediately ends if means ofteleportation or planar travel. The as youchoose, but the DM must agree that the of the first casting is immediately freed from its
you or one of yourcompanions. A successful you cast it again before its duration ends. gemstone cant be cutor broken while the spell condition isreasonable and has a likelihood of binding.
dispel magic spell usedagainst an astral or remains in effect. The special component for this coming to pass. Theconditions can be based on
physical body ends the spell for thatcreature. If a version of the spellis a large, transparent a creatures name, identity,or deity but otherwise
creatures original body or its astral formdrops to gemstone, such as a corundum,diamond, or ruby. must be based on observableactions or qualities
0 hit points, the spell ends for that creature. Slumber The target falls asleep and cant be and not based on intangibles such aslevel, class,
awoken. or hit points.

Gate Gate Gate Invulnerability Mass Heal Mass Polymorph


9 Conjuration (Concen.)
9 Conjuration (Concen.)
9 Conjuration (Concen.)
9 Abjuration (Concen.)
9 Evocation
9 Transmutation (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:120 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 10 min.s Components: V, S, M Duration: InstantaneousComponents: V, S Duration: up to 1 hour Components: V. S, M
a diamond worth at least 5 000 gp. Deities and other planar rulers can prevent You are immune to all damage until the spell A flood of healing energy flows from you into a caterpillar cocoon.
You conjure a portal linking an unoccupied space portals created by this spell from opening in their ends. injured creatures around you. You restore up to You transform up to ten creatures of your choice
you can see within range to a precise location on presence or anywhere within their domains. 700 hit points, divided as you choose among any that you can see within range. An unwilling target
a different plane of existence. The portal is a When you cast this spell, you can speak the number of creatures that you can see within must succeed on a Wisdom saving throw to
circular opening, which you can make 5 to 20 name of a specific creature (a pseudonym, title, range. Creatures healed by this spell are also resist the transformation. An unwilling
feet in diameter. You can orient the portal in any or nickname doesnt work). If that creature is on cured of all diseases and any effect making them shapechanger automatically succeeds on the
direction you choose. The portal lasts for the a plane other than the one you are on, the portal blinded or deafened. This spell has no effect on save. Each target assumes a beast form of your
duration. The portal has a front and a back on opens in the named creatures immediate vicinity undead or constructs. choice, and you can choose the same form or
each plane where it appears. Travel through the and draws the creature through it to the nearest different ones for each target. The new form can
portal is possible only by moving through its unoccupied space on your side of the portal. You be any beast you have seen whose challenge
front. Anything that does so is instantly gain no special power over the creature, and it is rating is equal to or less than the targets (or half
transported to the other plane, appearing in the free to act as the Dm deems appropriate. It the targets level, if the target doesnt have a
unoccupied space nearest to the portal. might leave, attack you, or help you. challenge rating).

Imprisonment Imprisonment Imprisonment Mass Polymorph Mass Polymorph Meteor Swarm


9 Abjuration
9 Abjuration
9 Abjuration
9 Transmutation (Concen.)
9 Transmutation (Concen.)
9 Evocation
Casting Time: 1 Minute Range:30 feet Casting Time: 1 Minute Range:30 feet Casting Time: 1 Minute Range:30 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:1 mile
Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: Until dispelledComponents: V, S, M Duration: up to 1 hour Components: V. S, M Duration: up to 1 hour Components: V. S, M Duration: InstantaneousComponents: V, S
a vellum depiction or a carved statuette in the While affected by this spell, the creature doesn’t The target is restrained until the spell ends, and The targets game statistics, including mental The creature is limited in the actions it can Blazing orbs of fire plummet to the ground at
likeness of the target and a special component needto breathe, eat, or drink, and it doesnt age. it cant move or be moved by anymeans until ability scores, are replaced by the statistics of perform by the nature of its new form. It cant four different points you can see within range.
that varies according to the version of the spell Divinationspells cant locate or perceive the then. The special component for this version of the chosen beast, but the target retains its hit speak, cast spells, or do anything else that Each creature in a 40-foot-radius sphere
you choose, worth at least 500 gp per Hit Die of target. When you cast the spell, you choose one the spell is afine chain of precious metal. points, alignment, and personality. Each target requires hands or speech. The targets gear centered on each point you choose must make a
the target. of thefollowing forms of imprisonment. Burial Hedged Prison The spell transports the target gains a number of temporary hit points equal to melds into the new form. The target cant Dexterity saving throw. The sphere spreads
You create a magical restraint to hold a creature The target is entombed far beneath the earthin a intoa tiny demiplane that is warded against the hit points of its new form. These temporary activate, use, wield, or otherwise benefit from around corners. A creature takes 20d6 fire
thatyou can see within range. The target must sphere of magical force that is just large enough teleportationand planar travel. The demiplane hit points cant be replaced by temporary hit any of its equipment. damage and 20d6 bludgeoning damage on a
succeed ona Wisdom saving throw or be bound tocontain the target. Nothing can pass through can be a labyrinth, acage, a tower, or any similar points from another source. A target reverts to failed save, or half as much damage on a
by the spell; if itsucceeds, it is immune to this the sphere,nor can any creature teleport or use confined structure or areaof your choice. The its normal form when it has no more temporary sucessful one. A creature in the area of more
spell if you cast it again. planar travel to getinto or out of it. The special special component for this version of the spell is hit points or it dies. If the spell ends before then, than one fiery burst is affected only once. The
component for this version of the spell is asmall aminiature representation of the prison made the creature loses all its temporary hit points and spell damages objects in the area and ignites
mithral orb. Chaining Heavy chains, firmly rooted from jade. reverts to its normal form. flammable objects that arent being worn or
in the ground,hold the target in place. carried.
Power Word Heal Power Word Kill Prismatic Wall Psychic Scream Shapechange Shapechange
9 Evocation
9 Enchantment
9 Abjuration
9 Enchantment
9 Transmutation (Concen.)
9 Transmutation (Concen.)
Casting Time: 1 Action Range:Touch Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:90 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V Duration: 10 min.s Components: V, S Duration: InstantaneousComponents: S Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M
A wave of healing energy washes over the You utter a word of power that can compel one A shimmering, multicolored plane of light forms You unleash the power of your mind to blast the a jade circlet worth at least 1 500 gp, which you Your game statistics are replaced by the
creature you touch. The target regains all its hit creature you can see within range to die a vertical opaque wallup to 90 feet long, 30 feet intellect of up to ten creatures of your choice must place on your head before you cast the statistics of the chosen creature, though you
points. If the creature is charmed, frightened, instantly. If the creature you chose has 100 hit high, and 1 inch thickcentered on a point you can that you can see within range. Creatures that spell. retain your alignment and Intelligence, Wisdom,
paralyzed, or stunned, the condition ends. If the points or fewer, it dies. Otherwise, the spell has seewithin range. Alternatively, you can shape the have an Intelligence score of 2 or lower are You assume the form of a different creature for and Charisma scores You also retain all of your
creature is prone, it can use its reaction to stand no effect. wall into a sphere up to 30 feet in diameter unaffected. Each target must make an the duration. The new form can be any creature skill and saving throw proficiencies, in addition to
up. This spell has no effect on undead or centered on a point you choose within range. The Intelligence saving throw. On a failed save, a with a challenge rating equal to your level or gaining those of the creature, If the creature has
constructs. wall remains in place for the duration. If you target takes 14d6 psychic damage and is lower. The creature cant be a construct or an the same proficiency as you, and the bonus
position the wall so that it passes through a stunned. On a successful save, a target takes undead, and you must have seen the sort of listed in its statistics is higher than yours, use
space occupied by a creature, the spell fails, and half as much damage and isnt stunned. If a creature at least once. You transform into an the creatures bonus in place of yours. You cant
your action and the spell slot are wasted. The target is killed by this damage, its head explodes, average example of that creature, one without use any legendary actions or lair actions of the
wall sheds bright light out to a range of 100 feet assuming it has one. A stunned target can make any class levels or the Spellcasting trait. new form. You assume the hit points and Hit
and dim light for an additional 100 feet. an Intelligence saving throw at the end of each of Dice of the new form.
its turns. On a successful save, the stunning
effect ends.

Prismatic Wall Prismatic Wall Prismatic Wall Shapechange Shapechange Shapechange


9 Abjuration
9 Abjuration
9 Abjuration
9 Transmutation (Concen.)
9 Transmutation (Concen.)
9 Transmutation (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: 10 min.s Components: V, S Duration: 10 min.s Components: V, S Duration: 10 min.s Components: V, S Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M
You and creatures you designate at the time you As it passes or reaches through each layer, the The layer can be destroyed by dealing at least 25 When you revert to your normal, you return to the You can only speak if the creature can normally During this spells duration, you can use your
cast the spell can pass through and remain near creature must make a Dexterity saving throw or cold damage to it. 2. Orange. The creature takes number of hit points you had before you speak. When you transform, you choose whether action to assume a different form following the
the wall without harm. If another creature that be affected by that layers properties as 10d6 acid damage on a failed save, or half as transformed. If you revert as a result of dropping your equipment falls to the ground, merges into same restrictions and rules for the original form,
can see the wall moves to within 20 feet of it or described below. The wall can be destroyed, also much damage on a successful one. While this to 0 hit points, any excess damage carries over the new form, or is worn by it. Worn equipment with one exception: if your new form has more
starts its turn there, the creature must succeed one layer at a time, in order from red to violet, by layer is in place, magical ranged attacks cant to your normal form. As long as the excess functions as normal. The DM determines hit pints than your current one, your hit points
on a Constitution saving throw or become means specific to each layer. Once a layer is pass through the wall. The layer is destroyed by a damage doesnt reduce your normal form to 0 whether it is practical for the new form to wear a remain at their current value.
blinded for 1 minute. The wall consists of seven destroyed, it remains so for the duration of the strong wind. 3. Yellow. The creature takes 10d6 hitpoints, you arent knocked unconscious. You piece of equipment, based on the creatures
layers, each with a different color. When a spell. A rod of cancellation destroys a prismatic lightning damage on a failed save, or half as retain the benefit of any features from your class, shape and size. Your equipment doesnt change
creature attempts to reach into or pass through wall, but an antimagic field has no effect on it. 1. much damage on a successful one. This layer race, or other source and can use them, provided shape or size to match the new form, and any
the wall, it does so one layer at a time through all Red. The creature takes 10d6 fire damage on a can be destroyed by dealing at least 60 force that your new form is physically capable of doing equipment that the new form cant wear must
the walls layers. failed save, or half as much damage on a damage to it. 4. Green. The creature takes 10d6 so. You cant use any special senses you have either fall to the ground or merge into your new
successful one. While this layer is in place, poison damage on a failed save, or half as much (for example, darkvision) unless your new form form. Equipment that merges has no effect in
nonmagical ranged attacks cant pass through damage on a successful one. also has that sense. that state.
the wall.

Prismatic Wall Prismatic Wall Prismatic Wall Storm of Vengeance Storm of Vengeance Storm of Vengeance
9 Abjuration
9 Abjuration
9 Abjuration
9 Conjuration (Concen.)
9 Conjuration (Concen.)
9 Conjuration (Concen.)
Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:60 feet Casting Time: 1 Action Range:Sight Casting Time: 1 Action Range:Sight Casting Time: 1 Action Range:Sight
Duration: 10 min.s Components: V, S Duration: 10 min.s Components: V, S Duration: 10 min.s Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S
A passwall spell, or another spell of equal or The successes and failures dont need to be (Typically, a creature that is on a plane that isnt A churning storm cloud forms, centered on a Round 3You call six bolts of lightning from the Ranged weapon attacks in the area are
greater level that can open a portal on a solid consecutive; keep track of both until the creature its home plane is banished home, while other point you can see and spreading to a radius of cloud to strike six creatures or objects of your impossible. The wind and rain count as a severe
surface, destroys this layer. 5. Blue. The creature collects three of a kind. While this layer is in creatures are usually cast into the Astral or 360 feet. Lightning flashes in the area, thunder choice beneath the cloud. A given creature or distraction for the purposes of maintaining
takes 10d6 cold damage on a failed save, or half place, spells cant be cast through the wall. The Ethereal planes. ) This layer is destroyed by a booms, and strong winds roar. Each creature object cant be struck by more than one bolt. A concentration on spells. Finally, gusts of strong
as much damage on a successful one. This layer layer is destroyed by bright light shed by a dispel magic spell or similar spell of equal or under the cloud (no more than 5,000 feet struck creature must make a Dexterity saving wind (ranging from 20 to 50 miles per hour)
can be destroyed by dealing at least 25 fire daylight spell or a similar spell of equal or higher higher level that can end spells and magical beneath the cloud) when it appears must make a throw. The creature takes 10d6 lightning damage automatically disperse fog, mists, and similar
damage to it. 6. Indigo. On a failed save, the level. 7. Violet. On a failed save, the creature is effects. Constitution saving throw. On a failed save, a on a failed save, or half as much damage on a phenomena in the area whether mundane or
creature is restrained. It must then make a blinded. It must then make a Wisdom saving creature takes 2d6 thunder damage and successful one. Round 4 Hailstones rain down magical.
Constitution saving throw at the end of each of throw at the start of your next turn. A successful becomes deafened for 5 minutes. Each round from the cloud. Each creature under the cloud
its turns. If it successfully saves three times, the save ends the blindness. If it fails that save, the you maintain concentration on this spell, the takes 2d6 bludgeoning damage. Round 5-10
spell ends. If it fails its save three times, it creature is transported to another plane of the storm produces additional effects on your turn. Gusts and freezing rain assail the area under the
permanently turns to stone and is subjected to DMs choosing and is no longer blinded. Round 2 Acidic rain falls from the cloud. Each cloud. the area becomes difficult terrain and is
the petrified condition. creature and object under the cloud takes 1d6 heavily obscured. Each creature there takes 1d6
acid damage. cold damage.
Time Stop True Polymorph True Polymorph Wish Wish Wish
9 Transmutation
9 Transmutation (Concen.)
9 Transmutation (Concen.)
9 Conjuration
9 Conjuration
9 Conjuration
Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: InstantaneousComponents: V Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V
You briefly stop the flow of time for everyone but a drop of mercury a dollop of gum arabic, and a An unwilling creature can make a Wisdom saving The object can be no more than 300 feet in any " You undo a single recent event by forcing a The DM has great latitude in ruling what occurs
yourself. No time passes for other creatures, wisp of smoke. throw, and if it succeeds, it isnt affected by this dimension, and it appears in an unoccupied reroll of any roll made within the last round in such an instance; the greater the wish, the
while you take 1d4 + 1 turns in a row, during Choose one creature or nonmagical object that spell. Creature into Creature If you turn a space you can see on the ground. " You allow up (including your last turn). Reality reshapes itself greater the likelihood that something goes
which you can use actions and move as normal. you can see within range. You transform the creature into another kind of creature, the new to twenty creatures that you can see to regain all to accommodate the new result. For example, a wrong. This spell might simply fail, the effect you
This spell ends if one of the actions you use creature into a different creature, the creature form can be any kind you choose whose hit points, and you end all effects on them wish spell could undo an opponents successful desire
during this period, or any effects that you create into an object, or the object into a creature (the challenge rating is equal to or less than the described in the greater restoration spell. " You save, a foes critical hit, or a friends failed save. mightonlybepartlyachieved,oryoumightsuffersome
during this period, affects a creature other than object must be neither worn nor carried by targets (or its level, if the target doesnt have a grant up to ten creatures that you can see You can force the reroll to be made with unforeseen consequence as a result of how you
you or an object being worn or carried by another creature). The transformation lasts for challenge rating). The targets game statistics, resistance to a damage type you choose. " You advantage or disadvantage, and you can choose worded the wish. For example, wishing that a
someone other than you. In addition, the spell the duration, or until the target drops to 0 hit including mental ability scores, are replaced by grant up to ten creatures you can see immunity whether to use the reroll or the original roll. You villain were dead might propel you forward in
ends if you move to a place more than 1,000 feet points or dies. If you concentrate on this spell for the statistics of the new form. It retains its to a single spell or other magical effect for 8 might be able to achieve something beyond the time to a period when that villain is no longer
from the location where you cast it. the full duration, the transformation becomes alignment and personality. hours. For instance, you could make yourself and scope of the above examples. State your wish to alive, effectively removing you from the game.
permanent. Shapechangers arent affected by all your com panions immune to a lichs life drain the DM as precisely as possible. Similarly, wishing for a legendary magic item or
this spell. attack. artifact might instantly transport you to the
presence of the items current owner.

True Polymorph True Polymorph True Polymorph Wish Wish


9 Transmutation (Concen.)
9 Transmutation (Concen.)
9 Transmutation (Concen.)
9 Conjuration
9 Conjuration
Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:30 feet Casting Time: 1 Action Range:Self Casting Time: 1 Action Range:Self
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V
The target assumes the hit points of its new The targets gear melds into the new form. The It might remain friendly to you, depending on The stress of casting this spell to produce any Finally, there is a 33 percent chance that you are
form, and when it reverts to its normal form, the creature cant activate, use, wield, or otherwise how you have treated it. Creature into Object If effect other than duplicating another spell unable to cast wish ever again if you suffer this
creature returns to the number of hit points it benefit from any of its equipment. Object into you turn a creature into an object, it transforms weakens you. After enduring that stress, each stress.
had before it transformed. If it reverts as a result Creature You can turn an object into any kind of along with whatever it is wearing and carrying time you cast a spell until you finish a long rest,
of dropping to 0 hit points, any excess damage creature, as long as the creatures size is no into that form. The creatures statistics become you take 1d10 necrotic damage per level of that
carries over to its normal form. As long as the larger than the objects size and the creatures those of the object, and the creature has no spell. This damage cant be reduced or prevented
excess damage doesnt reduce the creatures challenge rating is 9 or lower. The creature is memory of time spent in this form, after the spell in any way. In addition, your Strength drops to 3,
normal form to 0 hit points, it isnt knocked friendly to you and your companions. It acts on ends and it returns to its normal form. This spell if it isnt 3 or lower already, for 2d4 days. For
unconscious. The creature is limited in the each of your turns. You decide what action it cant affect a target that has 0 hit points. each of those days that you spend resting and
actions it can perform by the nature of its new takes and how it moves. The DM has the doing nothing more than light activity, your
form, and it cant speak, cast spells, or take any creatures statistics and resolves all of its actions remaining recovery time decreases by 2 days.
other action that requires hands or speech and movement. If the spell becomes permanent,
unless its new form is capable of such actions. you no longer control the creature.

True Resurrection Weird Wish


9 Necromancy
9 Illusion (Concen.)
9 Conjuration
Casting Time: 1 Hour Range:Touch Casting Time: 1 Action Range:120 feet Casting Time: 1 Action Range:Self
Duration: InstantaneousComponents: V, S, M Duration: up to 1 min. Components: V, S Duration: InstantaneousComponents: V
You touch a creature that has been dead for no Drawing on the deepest fears of a group of Wish is the mightiest spell a mortal creature can
longer than 200 years and that died for any creatures, you create illusory creatures in their cast. By simply speaking aloud, you can alter the
reason except old age. If the creatures soul is minds, visible only to them. Each creature in a very foundations of reality in accord with your
free and willing, the creature is restored to life 30-foot-radius sphere centered on a point of your desires. The basic use of this spell is to duplicate
with all its hit points. This spell closes all choice within range must make a Wisdom saving any other spell of 8th level or lower. You dont
wounds, neutralizes any poison, cures all throw. On a failed save, a creature becomes need to meet any requirements in that spell,
diseases, and lifts any curses affecting the frightened for the duration. The illusion calls on including costly components. The spell simply
creature when it died. The spell replaces the creatures deepest fears, manifesting its takes effect. Alternatively, you can create one of
damaged or missing organs or limbs. The spell worst nightmares as an implacable threat. At the the following effects of your choice: " You create
can even provide a new body if the original no end of each of the frightened creatures turns, it one object of up to 25,000 gp in value that isnt a
longer exists, in which case you must speak the must succeed on a Wisdom saving throw or take magic item.
creatures name. The creature then appears in an 4d10 psychic damage. On a successful save, the
unoccupied space you choose within 10 feet of spell ends for that creature.
you.

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