Acid Splash
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Level: 0 School: Evocation Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Acid Roll Type: Dexterity Save
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You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6 when your reach levels 5 (2d6), 11 (3d6), and 17 (4d6)
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Aid
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Level: 2 School: Abjuration Range: 30 Feet
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Casting Time: Action Duration: 8 Hours Use: Healing
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Components: V, S, M Material: a strip of white cloth Effect: Max Hit Points
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Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.
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Alarm
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Level: 1 School: Abjuration Ritual: Yes Range: 30 Feet
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Casting Time: 1 Minute Duration: 8 Hours Use: Utility
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Components: V, S, M Material: a bell and silver wire
Effect: Sensory Information
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You set an alarm against intrusion. Choose
a door, a window, or an area within range that is no
larger than a 20-foot cube. Until the spell ends, an alarm
alerts you whenever a creature touches
or enters the warded area. When you cast the spell, you
can designate creatures that won’t set off the alarm. You
also choose whether the alarm is audible or mental.
Audible Alarm. The alarm produces the sound of a hand bell
for 10 seconds within 60 feet.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area.
This ping awakens you if you are sleeping.
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Alter Self
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Level: 2 School: Transmutation Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S Effect: Body Transmutation
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You alter your physical form. Choose one of the following options. Its effect lasts for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow
webs between your fingers. You can breathe
underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance.
You decide what you look like, including your height,
weight, facial features, sound of your voice, hair length,
coloration, and other distinguishing characteristics.
You can make yourself appear as a member of another
species, though none of your statistics change.
You can’t appear as a creature of a different size,
and your basic shape stays the same; if you're bipedal,
you can’t use this spell to become quadrupedal, for
instance. For the duration you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing,
horns (Piercing) or hooves (Bludgeoning).When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parenthese instead of dealing the normal damage for your Unarmed Strike, and you use your spellcsting modifier for the attack and damage rolls rather than using Strength
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Animal Friendship
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Level: 1 School: Enchantment Range: 30 Feet
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Casting Time: Action Duration: 24 Hours Use: Utility
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Components: V, S, M Material: a morsel of food
Effect: Charms Roll Type: Wisdom Save
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Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damae to the target, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1
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Animal Messenger
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Level: 2 School: Enchantment Ritual: Yes Range: 30 Feet
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Casting Time: Action Duration: 24 Hours Use: Utility
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Components: V, S, M Material: A mosel of food Effect: Correspondence Roll Type: Charisma Save
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A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge rating isn't 0, it automatically suceeds). You specify a location you have visted and a recipient who matches a general description, such as "a person dressed in the uniform of the town guard" or a red-haired dwarf wearing a pointed hat". You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering 25 miles per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2.
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Animal Shapes
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Level: 8 School: Transmutation Range: 30 Feet
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Casting Time: Action Duration: 24 hours Use: Utility
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Components: V, S Effect: Body Transmutation
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Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller beast of your choice with a Challenge Rating of 4 or
lower. You can choose a different form for each taget. On later turns, you can take a Magic action to transform the targets again.
A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability communicate; and Intelligence, Wisdom and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form and the target can't use any of that equipment while in that form.
The target gains a number of Temporary Hit Points equal to the Beasts form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action
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Animate Dead
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Level: 3 School: Necromancy Range: 10 Feet
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Casting Time: 1 Minute Duration: Instantaneous Use: Minion/Summon
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Components: V, S, M Material: a drop o f blood, a piece of flesh,
and a pinch o f bone dust
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Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (See appendix B in the 2024 PHB for the stat blocks).
On each of your turns, you can take a Bonus Action
to mentally command any creature you made with
this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the
creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until the task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
Using a Higher-Level Spell Slot. You animate or reassert control over two addtional Undead creatures for each spell slot above 3. Each of the creatures must come from a different corpse or pile of bones.
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Animate Objects
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Level: 5 School: Transmutation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Minion/Summon
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Components: V, S
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Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maxiumim number of objects is equal to your spellcasting ability modifer; for this number, a Medium or smaller target counts as one object. a Large target counts as two, and a Huge target counts as three.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; (see 2024 PHB pg.241) this creature is under your control until the spell ends or it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediatley after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you ( if you control mutiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no command to any of them the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d5 ( Medium or smaller), 1d6 (Large) or 1d12 (Huge) for each spell slot level above 5.
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Antilife Shell
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Level: 5 School: Abjuration Requires Concentration: Yes Range: Self 10-Foot Emanation
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S Effect: Creature Protection
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An arua extends from you in a 10-foot Emanation
for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or makes attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forces to pass through the barrier, the spell ends.
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Antimagic Field
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Level: 8 School: Abjuration Requires Concentration: Yes Range: Self 10-Foot Emanation
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: iron filings Effect: Anti Magic
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An aura of antimagic surround you in a 10-foot Emanation.
No one can cast spells, take Magic actions, or create
other magical effects inside the aura, and those things can't target or otherwise affect anything inside its. Magical properties of magic items don't work inside the aura or on anything inside it.
Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.
Ongoing spells, except those cast by an Artifact or deity,
are supressed in the area.While an effect is supressed, it doesn't function, but the time it spends supressed counts against its duration.
Dispel Magic has no effect on the aura, and the auras created by different Antimagic field spells don't nullify each other.
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Antipathy/Sympathy
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Level: 8 School: Enchantment Range: 60 Feet
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Casting Time: 1 Hour Duration: 10 Days Use: Utility
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Components: V, S, M Material: a mix of vinegar and honey Effect: Options Roll Type: Wisdom Save
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As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller.Then specify a kind of creature, such as red dragons, goblins, or vampires.
A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save.
Antipathy. The creature has the Frightened conditon. The Frightened creature must use its movement on its turn to get as far away as possible from the target, moving by the safest route.
Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turn to get as close as possible to the target, moving by the safest route. If the creature is within 5 ft of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can makes a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If the Frightened of Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom svaing throw. On a successful save the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
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Arcane Eye
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Level: 4 School: Divination Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: a bit of bat fur Effect: Sensory Information
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You create an invisible, invunerable eye within range that
hovers in the air for the duration.
You mentally receive visual information from the eye,
which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action you can move the eye up to 30 feet in
any direction. A solid barrier blocks the eyes's movement, but the eye can pass through an opening as small as 1 inch in diameter.
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Arcane Gate
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Level: 6 School: Conjuration Requires Concentration: Yes Range: 500 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S Effect: Transposition
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You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in the each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings
filled with mist that block sight. They hover inches from the ground and are perpendicular to it
A portal is open on only one side (you choose which).
Anything entering the open side of the portal exits from the open side of the other portal as if the two were adjacent to each other.
As a Bonus Action you can change the facing of the open sides.
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Arcane Lock
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Level: 2 School: Abjuration Range: Touch
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Casting Time: Action Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: gold dust worth at least 25 gp,
which the spell consumes
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You touch a closed door, window, gate, container or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
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Arcane Vigor
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Level: 2 School: Abjuration Range: Self
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Casting Time: Bonus Action Duration: Instantaneous Use: Healing
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Components: V, S
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You tap into your lifeforce to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
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Armour Of Agathys
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Level: 1 School: Abjuration Range: Self
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Casting Time: Bonus Action Duration: 1 Hour Use: Protection/Damage
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Components: V, S, M Material: a shard of blue glass
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Protective magical frost surrounds you.
You gain 5 temporary hit points. If a
creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
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Arms Of Hadar
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Level: 1 School: Conjuration Range: Self 10-foot Emanation
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Necrotic Roll Type: Strength Save
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Invoking Hadar, you cause tendrils to erupt form yourself. Each creature in a 10-foot Emanation originating from you makes a Stength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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Astral Projection
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Level: 9 School: Necromancy Range: 10 Feet
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Casting Time: 1 Hour Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: for each of the spell's target's one jacinth worth 1,000+ GP and one silver bar worth 100+ gp, all of which the spell consumes Effect: Planar Travel
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You and up to eight willing creatures within range
project your astral bodies into the Astral Plane (the
spell end instantly if you are already
on that plane). Each targets body is left behind in a
a state of suspended animation; it has the Unconcious condition doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between your shoulder
blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which only happens when an effects states that it does so— the targets body and astral form both die.
A target's astral form can freely travel through the Astral
Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.
Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.
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Augry
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Level: 2 School: Divination Ritual: Yes Range: Self
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Casting Time: 1 Minute Duration: Instantaneous Use: Utility
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Components: V, S, M Material: specially marked sticks, bones,
cards or other divinatory tokens woth 25+ gp Effect: Divination Intel
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You receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the omen from this Omens table.
• Weal — Good
• Woe — Bad
• Weal and woe — Good and Bad
• Indifference — Neither good nor bad
The spell doesn’t take into account circumstances that might change the results.
If you cast the spell more than once before finishing a long rest, there is a cumulative 25 percent chance for each casting after the first that you get no asnwer.
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Aura Of Life
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Level: 4 School: Abjuration Requires Concentration: Yes Range: Self 30-Foot Emanation
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Casting Time: Action Duration: <= 10 Minutes Use: Protection/Healing
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Components: V Effect: Resistances Roll Type: Necrotic
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An aura radiates from you in 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point Maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
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Aura Of Purity
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Level: 4 School: Abjuration Requires Concentration: Yes Range: Self 30-Foot Emanation
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Casting Time: Action Duration: <= 10 Minutes Use: Protection
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Components: V Effect: Resistances Roll Type: Poison
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An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafended, Frightened, Paralyzed, Poisoned, or Stunned condition.
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Aura Of Vitality
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Level: 3 School: Abjuration Requires Concentration: Yes Range: Self 30-Foot Emanation
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Casting Time: Action Duration: <= 1 Minutes Use: Healing
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Components: V
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An aura radiates from you in a 30-foot Emination for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 hit points to one creature in it.
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Awaken
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Level: 5 School: Transmutation Range: Touch
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Casting Time: 8 Hours Duration: Instantaneous Use: Minion/Summon
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Components: V, S, M Material: an agate 1,000+ gp,
which the spell consumes
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You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature within an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence o f 10. The target also gains the ability to speak one language you know. If the target is a natural Plant, its becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened Plant, such as the statistics for the
Awakened Shrub or Awakened Tree in the Monster Manual.
The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it.
When that condition ends, the awakened creature chooses its attitude toward you.
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Bane
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Level: 1 School: Enchantment Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: a drop of blood Roll Type: Charisma Save
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Up to three creatures of your choice that you can see
within range must make a Charisma saving throw.
Whenever a target that fails this saving throw makes
an attack roll or a saving throw before the spell ends,
the target must subtract 1d4 from the attack roll or save
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
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Banishing Smite
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Level: 5 School: Conjuration Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: <= 1 Minute Use: Damage
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Components: V Effect: Banish Roll Type: Force Roll Type: Charisma Save
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The target hit by the attack roll takes and extra 5d10 Force damage from the attack. If the attack reduces the target
to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
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Banishment
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Level: 4 School: Abjuration Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: a pentacle Roll Type: Charisma Save
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One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapcitated condition. When the spell ends, the target reappears in the space it left or the nearest unoccupied space if that space is occupied.
If the target is an Abberation, Celestial, Elemental, Fey, or Fiend, the target doesn't return if the spell last for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
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Barkskin
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Level: 2 School: Transmutation Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Protection
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Components: V, S, M Material: a handful of bark
Effect: AC Increase
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You touch a willing creature. Until the spell ends, the
target’s skin assumes a bark-like appearance, and the target has and Armour Class of 17 if its AC is lower than that.
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Beacon Of Hope
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Level: 3 School: Abjuration Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Protection/Healing
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Components: V, S
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Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws, and regains the maximum
number of hit points possible from any healing.
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Beast Sense
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Level: 2 School: Divination Requires Concentration: Yes Ritual: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: S Effect: Sensory Information
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You touch a willing beast. For the duration, you can percieve through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.
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Befuddlement
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Level: 8 School: Enchantment Range: 150 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a key ring with no keys Effect: Anti Magic Roll Type: Intelligence Save
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You blast the mind of a creature that you can see within range. The target makes in Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
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Bestow Curse
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Level: 3 School: Necromancy Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S Roll Type: Wisdom Save
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You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration of the spell.Until the curse ends, the target sufferes one of the following effects of your choice:
• Choose one ability. The target has disadvantage on ability checks and saving throws made with that ability.
• The target has disadvantage on attack
rolls against you.
• In Combat, the target must make a Wisdom saving
throw at the start of each of its turns or be forced to take the Dodge action on that turn.
• If you deal damage to the target with an attack roll or spell, the target takes an extra 1d8 Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled
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Bigby's Hand
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Level: 5 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: an eggshell and a glove
Roll Type: Force Roll Type: Mixed
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You create a Large hand of shimmering magical energy in an unoccupied space that you can see within
range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and Hit Points
equal to your Hit Point maximum. If it drops to 0 hit
points, the spell ends.
When you cast the spell and as a Bonus Action on your
later turns, you can move the hand up to 60 feet
and then cause one of the following effects with it.
Clenched Fist. The hand strikes a target within 5 feet of it.
Make a melee spell attack. On a hit, the target takes 5d8 force damage.
Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it.The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifie. The hand moves with the target, remaining within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge
or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with and escape DC equal to you spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it,dealing Bludgeoning damage to the target equal to 4d6 pluss your spellcasting ability modifier.
Interposing Hand. The hand grants you Half Cover against attackers and over effects that orginiate from its space or that pass though it. In addition, its space counts as Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of the Clenched Fist increased by 2d8 and the damge of the Grasping hand increases by 2d6 for each spell slot level above 5.
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Blade Barrier
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Level: 6 School: Evocation Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S Roll Type: Force Roll Type: Dexterity Save
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You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters, and its space is difficult terrain.
Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much on a successful one.A creature also makes that save if it enters the wall's spaces or ends its turn there. A crature makes that save only one per turn.
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Blade Ward
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Level: 0 School: Abjuration Range: Self
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Casting Time: Action Duration: <= 1 Minute Use: Protection
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Components: V, S
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Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
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Bless
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Level: 1 School: Enchantment Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Buff
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Components: V, S, M Material: a Holy Symbol worth 5+ GP
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You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll orsave.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
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Blight
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Level: 4 School: Necromancy Range: 30 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Necrotic Roll Type: Constitution Save
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A creature you can see within range, makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on successful one.
A Plant creature automatically fails the save.
Alternatively, target a non magical plant that isn't a creature, such as a tree or shrub. It doesn't make a save: it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spells slot level above 4
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Blinding Smite
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Level: 3 School: Evocation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: 1 Minute Use: Damage/Debuff
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Components: V Roll Type: Radiant Roll Type: Constitution Save
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The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded Condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.
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Blindness/Deafness
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Level: 2 School: Transmutation Range: 120 Feet
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Casting Time: Action Duration: 1 Minute Use: Debuff
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Components: V Effect: Conditions Roll Type: Constitution Save
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One creature that you can see within range must succeed on a Constitution saving , or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
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Blink
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Level: 3 School: Transmutation Range: Self
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Casting Time: Action Duration: 1 Minute Use: Utility
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Components: V, S Effect: Transposition
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Roll a 1d6 at the end of each of your turns for the duration. On a rol of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane ( the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything more than 60 feet away. You can affect and be affected only by other creature on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unocupied space.
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Blur
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Level: 2 School: Illusion Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Minute Use: Protection
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Components: V
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Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker
is immune to this effect if it doesn’t rely on sight,
as with Blindsight or Truesight.
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Burning Hands
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Level: 1 School: Evocation Range: Self 15-Foot Cone
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Fire Roll Type: Dexterity Save
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A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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Call Lightning
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Level: 3 School: Conjuration Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S Roll Type: Lightning Roll Type: Dexterity Save
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A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning Damage on a failed save or half as much on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again targeting the same point or a different one.
If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
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Calm Emotions
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Level: 2 School: Enchantment Requires Concentration: Yes Range: 60 feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S Roll Type: Charisma Save
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Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature)
• The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
• The creature becomes Indifferent about creatures of your choice that it's Hostile towards. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.
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Chain Lightning
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Level: 6 School: Evocation Range: 150 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: three silver pins
Roll Type: Lightning Roll Type: Dexterity Save
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You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target must make a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot above 6.
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Charm Monster
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Level: 4 School: Enchantment Range: 30 Feet
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Casting Time: Action Duration: 1 Hour Use: Charm
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Components: V, S Roll Type: Wisdom Save
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One creature you can see within range makes a Wisdom saving throw. It does so with advantage if you or your allies are fighting it. If it fails the saving throw, it has the Charmed condition until the spell ends or until you or your allies damage it. The charmed creature is Friendly to you. When the spell ends, the target knows it was charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4
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Charm Person
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Level: 1 School: Enchantment Range: 30 Feet
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Casting Time: Action Duration: 1 Hour Use: Charm
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Components: V, S Roll Type: Wisdom Save
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One a Humanoid you can see within range makes a Wisdom saving throw.
It does so with advantage if you or your allies are fighting it.
On a failed save, the target has the Charmed condition until
the spell ends or until you or your allies damage it.
The charmed creature is Friendly to you. When the spell ends, the
target knows it was charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spel slot level above 1.
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Chill Touch
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Level: 0 School: Necromancy Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Necrotic Roll Type: Attack Roll
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Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)
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Chromatic Orb
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Level: 1 School: Evocation Range: 90 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a diamond worth at least 50+ gp Roll Type: Choice Roll Type: Attack Roll
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You hurl a orb of energy at a target within range.
Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack
against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a mamimum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of the this spell.
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Circle Of Death
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Level: 6 School: Necromancy Range: 150 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: the powder of a crushed black pearl worth 500+ GP Roll Type: Necrotic Roll Type: Constitution Save
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Negative energy ripples out in a 60-foot radius Sphere from a point you choose within range. Each creature
in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.
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Circle Of Power
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Level: 5 School: Abjuration Requires Concentration: Yes Range: Self 30-Foot Emanation
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Casting Time: Action Duration: <= 10 Minutes Use: Protection
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Components: V
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An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
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Clairvoyance
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Level: 3 School: Divination Requires Concentration: Yes Range: 1 Mile
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Casting Time: 10 Minutes Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing Effect: Sensory Information
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You create an Invisible sensor within range in a location
familiar to you (a place you have visited or seen before)
or in an obvious location that is unfamiliar to you (such
as behind a door, around a corner, or in a grove of trees).
The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that can sees the sensor (such as a creature
benefiting from See Invisibility or Truesight) sees a
luminous orb about the size of your fist.
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Clone
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Level: 8 School: Necromancy Range: Touch
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Casting Time: 1 Hour Duration: Instantaneous Use: Utility
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Components: V, S, M Material: a diamond worth at least 1,000+
GP which the spell consumes and a sealable vessel worth at least 2,00+ GP that is large enough to hold the creature being cloned.
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You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and ednures indefinitely while its vessel remains undisturbed.
If the orginal creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same pesonaility, memories, and abilities, but none of the original's equipment. The creature's original remains, if any become inert and can't be revived, since the creature's soul is elsewhere.
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Cloud Of Daggers
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Level: 2 School: Conjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a sliver of glass Roll Type: Slashing
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You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cobe moves into its space. A creature takes this damage only once per turn. On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
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Cloudkill
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Level: 5 School: Conjuration Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S Roll Type: Poison Roll Type: Constitution Save
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You create a 20-foot-radius Sphere of yellow-green
fog centered on a point within range.
The fog last for the duration or until strong wind such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution saving throw taking 5d8 poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once. The Sphere moves 10 feet away from you at the start of each of your turns.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
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Color Spray
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Level: 1 School: Illusion Range: Self 15-Foot Cone
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Casting Time: Action Duration: Instantaneous Use: Debuff
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Components: V, S, M Material: a pinch of colourful sand Effect: Blinded Roll Type: Constitution Save
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You launch dazzling array of flashing, colourful light.
your hand. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or havethe Blinded condition until the end of your next turn.
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Command
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Level: 1 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Control
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Components: V Roll Type: Wisdom Save
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You speak a one-word command to a creature you can
see within range. The target must succeed on a Wisdom
saving throw or follow the command on its next turn.
Choose the command from these options.
Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop. The target drops whatever it is holding and then
ends its turn.
Flee. The target spends its turn moving away from
you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creatture for each spell slot level above 1.
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Commune
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Level: 5 School: Divination Ritual: Yes Range: Self
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Casting Time: 1 Minute Duration: 1 Minute Use: Utility
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Components: V, S, M Material: incense Effect: Information
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You contact a deity or a divine proxy and ask up to
three questions that can be answered with a yes or no.
You must ask your questions before the spell ends. You
receive a correct answer for each question.
Divine beings aren’t necessarily omniscient, so you
might receive “unclear” as an answer if a question
pertains to information that lies beyond the deity’s
knowledge. In a case where a one-word-answer could be
misleading or contrary to the deity’s interests, the DM
might offer a short phrase as an answer instead.
If you cast the spell more than once before finishing
a Long Rest, there is a cumulative 25 percent
chance for each casting after the first that you get no
answer.
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Commune With Nature
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Level: 5 School: Divination Ritual: Yes Range: Self
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Casting Time: 1 Minute Duration: Instantaneous Use: Utility
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Components: V, S Effect: Information
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You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts; you learn those facts as they pertain to the spell’s area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
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Compelled Duel
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Level: 1 School: Enchantment Requires Concentration: Yes Range: 30 Feet
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Casting Time: Bonus Action Duration: <= 1 Minute Use: Control
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Components: V
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You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target is has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, ifyou cats a spell on an enemy other than the target, if an ally of youres damages the target, or if you end your turn more than 30 feet away from the target.
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Comprehend Languages
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Level: 1 School: Divination Ritual: Yes Range: Self
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a pinch of soot and salt Effect: Information
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For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
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Compulsion
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Level: 4 School: Enchantment Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Charm / Control
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Components: V, S Roll Type: Wisdom Save
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Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
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Cone of Cold
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Level: 5 School: Evocation Range: Self 60-Foot Cone
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a small crystal or glass cone Roll Type: Cold Roll Type: Constitution Save
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You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
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Confusion
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Level: 4 School: Enchantment Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: three nut shells Roll Type: Wisdom Save
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Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10 Behavior for the turn
1.
The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2-6
The target doesn’t move or take actions.
7-8
The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.
9-10
The target chooses its behavior.
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.
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Conjure Animals
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Level: 3 School: Conjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Minion/Summon
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Components: V, S
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You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds.
You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.
Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
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Conjure Barrage
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Level: 3 School: Conjuration Range: Self 60-Foot Cone
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a Melee or Ranged weapon worth at least 1 CP Roll Type: Force Roll Type: Dexterity Save
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You Brandish the weapon used to cast the spell and conjure a similar spectral weapons (or ammunition approriate to the weapon) that launch forward and the disappear. Each creature of your choice that you can seen in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damages increases by 1d8 for each spell slot level above 3.
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Conjure Celestial
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Level: 7 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S Effect: Options Roll Type: Radiant Roll Type: Dexterity Save
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You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.
Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.
Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.
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Conjure Elemental
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Level: 5 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Minion/Summon
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Components: V, S Roll Type: Choice
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You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
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Conjure Fey
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Level: 6 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Minion/Summon
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Components: V, S Effect: Frightend Roll Type: Psychic Roll Type: Attack Roll
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You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 6.
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Conjure Minor Elementals
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Level: 4 School: Conjuration Requires Concentration: Yes Range: Self 15-Foot Emanation
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S Effect: Difficult Terrain Roll Type: Choice Roll Type: Attack Roll
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You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.
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Conjure Volley
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Level: 5 School: Conjuration Range: 150 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a Melee or Ranged weapon worth at least 1 CP Roll Type: Force Roll Type: Dexterity Save
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You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and the disappear.
Each creature of your choice that you can see in a 40-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save.
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Conjure Woodland Beings
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Level: 4 School: Conjuration Requires Concentration: Yes Range: Self 10-foot Emanation
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S Effect: Disengage Roll Type: Force Roll Type: Wisdom Save
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You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
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Contact Other Plane
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Level: 5 School: Divination Ritual: Yes Range: Self
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Casting Time: 1 Minute Duration: 1 Minute Use: Utility
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Components: V Effect: Information
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You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.r.
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Contagion
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Level: 5 School: Necromancy Range: Touch
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Casting Time: Action Duration: 7 Days Use: Damage/Debuff
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Components: V, S Effect: Poisoned Roll Type: Necrotic Roll Type: Constitution Save
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Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.
Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
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Contingency
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Level: 6 School: Abjuration Range: Self
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Casting Time: 10 Minutes Duration: 10 Days Use: Utility
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Components: V, S, M Material: a gem-encrusted statuette of yourself worth 1,500+ GP
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Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
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Continual Flame
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Level: 2 School: Evocation Range: Touch
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Casting Time: Action Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: ruby dust worth 50 gp, which the
spell consumes
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A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
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Control Water
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Level: 4 School: Transmutation Requires Concentration: Yes Range: 300 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a mixture of water and dust
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Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
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Control Weather
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Level: 8 School: Transmutation Requires Concentration: Yes Range: Self 5 Mile Radius
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Casting Time: 10 Minutes Duration: <= 8 Hours Use: Utility
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Components: V, S, M Material: burning incense
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You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage| Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Temperature
Stage | Condition
1 Heat Wave
2 Hot
3 Warm
4 Cool
5 Cold
6 Freezing
Wind
Stage| Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm
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Cordon Of Arrows
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Level: 2 School: Transmutation Range: Touch
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Casting Time: Action Duration: 8 Hours Use: Trap
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Components: V, S, M Material: an ornametal braid
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You touch up to four nonmagical Arrows Or Bolts and plants them in the them in ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammuntion for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succed on a Dexterity saving throw or take 2d4 piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remain planted in the ground. When you cast this spell, you designate any creature you choose, and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.
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Counterspell
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Level: 3 School: Abjuration Range: 60 Feet
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Casting Time: Reaction Duration: Instantaneous Use: Utility
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Components: S Effect: Anti Magic Roll Type: Constitution Save
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You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
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Create Food And Water
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Level: 3 School: Conjuration Range: 30 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S
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You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
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Create Or Destroy Water
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Level: 1 School: Transmutation Range: 30 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S, M Material: a mix of water and sand
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You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
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Create Undead
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Level: 6 School: Necromancy Range: 10 Feet
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Casting Time: 1 Minute Duration: Instantaneous Use: Minion/Summon
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Components: V, S, M Material: one 150+ GP black onyx stone for each corpse
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You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.
Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
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Creation
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Level: 5 School: Illusion Range: 30 Feet
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Casting Time: 1 Minute Duration: Special Use: Utility
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Components: V, S, M Material: a paintbrush
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You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail.
Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute
At Higher Levels. The Cube increases by5 feet for each spell slot level above 5.
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Crown Of Madness
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Level: 2 School: Enchantment Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Charm
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Components: V, S
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One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the
duration. The creature succeeds automatically if it isn’t Humanoid.
A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a
melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no
creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on
a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
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Crusader's Mantle
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Level: 3 School: Evocation Requires Concentration: Yes Range: Self 30-Foot Emanation
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Casting Time: Action Duration: <= 1 Minute Use: Buff
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Components: V
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You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage
when hitting with a weapon or an Unarmed Strike.
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Cure Wounds
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Level: 1 School: Abjuration Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Healing
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Components: V, S
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A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
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Dancing Lights
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Level: 0 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a bit o f phosphorus Effect: Light
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You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the
duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light
created by this spell, and a light vanishes if it exceeds the spell’s range.
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Darkness
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Level: 2 School: Evocation Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, M Material: bat fur and a piece of coal Effect: Darkness
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For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see
through it, and nonmagical light can’t illuminate it.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation
originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is
dispelled.
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Darkvision
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Level: 2 School: Transmutation Range: Touch
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Casting Time: Action Duration: 8 Hours Use: Utility
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Components: V, S, M Material: a dried carrot
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For the duration, a willing creature you touch has Darkvision with a range of 150 feet
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Daylight
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Level: 3 School: Evocation Range: 60 Feet
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S
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For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light
and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation
originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
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Death Ward
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Level: 4 School: Abjuration Range: Touch
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Casting Time: Action Duration: 8 Hours Use: Utility
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Components: V, S Effect: Life Perseverance
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You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before
the spell ends, the target instead drops to 1 Hit Point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is
negated against the target, and the spell ends.
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Delayed Blast Fireball
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Level: 7 School: Evocation Requires Concentration: Yes Range: 150 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a ball of bat
guano and sulfur Roll Type: Dexterity Save
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A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When
the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving
throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a
successful one.
The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the
spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead
enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
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Demiplane
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Level: 8 School: Conjuration Range: 60 Feet
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: S
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You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and
it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice)
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain
unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest
to the door’s former space.
Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a
previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by
another creature, you can connect the shadowy door to that demiplane instead.
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Destructive Wave
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Level: 5 School: Evocation Range: Self 30-Foot Emanation
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V Roll Type: Choice Roll Type: Constitution Save
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Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a
Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice)
and has the Prone condition. On a successful save, a target takes half as much damage only.
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Detect Evil And Good
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Level: 1 School: Divination Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S Effect: Information
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For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You
also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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Detect Magic
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Level: 1 School: Divination Requires Concentration: Yes Ritual: Yes Range: Self
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S Effect: Information
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For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the
Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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Detect Poison And Disease
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Level: 1 School: Divination Requires Concentration: Yes Ritual: Yes Range: Self
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a yew leaf Effect: Information
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For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of
yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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Detect Thoughts
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Level: 2 School: Divination Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Minutes Use: Utility
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Components: V, S, M Material: 1 copper piece Effect: Information
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You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or
are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you
detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any
languages and isn’t telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a
Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind
(such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its
mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an
Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
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Dimension Door
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Level: 4 School: Conjuration Range: 500 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V Effect: Transposition
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You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize,
or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the
northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space
within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you
and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
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Disguise Self
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Level: 1 School: Illusion Range: Self
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Casting Time: Action Duration: 1 Hour Use: Illusion
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Components: V, S
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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell
ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic
arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an
Intelligence (Investigation) check against your spell save DC
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Disintergrate
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Level: 6 School: Transmutation Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a lodestone and of dust Roll Type: Force Roll Type: Dexterity Save
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You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of
magical force, such as the wall created by Wall of Force.
A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this
damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The
target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6
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Dispel Evil And Good
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Level: 5 School: Abjuration Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: powdered silver and iron
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For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the
spell early by using either of the following special functions.
Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition
from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above.
The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
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Dispel Magic
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Level: 3 School: Abjuration Range: 120 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S Effect: Anti Magic
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Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each
ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level).
On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of
the spell slot you use
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Dissonant Whispers
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Level: 1 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V Roll Type: Psychic Roll Type: Wisdom Save
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One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom
saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far
away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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Divination
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Level: 4 School: Divination Ritual: Yes Range: Self
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Casting Time: Action Duration: Instantaneous Use: Information
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Components: V, S, M Material: incense worth at least 25+ GP, which the spell consumes
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This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur
within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for
circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after
the first that you get no answer.
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Divine Favor
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Level: 1 School: Transmutation Range: Self
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Casting Time: Bonus Action Duration: 1 Minute Use: Damage
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Components: V, S Roll Type: Radiant
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Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
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Divine Smite
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Level: 1 School: Evocation Range: Self
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Casting Time: Bonus Action Duration: Instantaneous Use: Damage
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Components: V Roll Type: Radiant
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The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
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Divine Word
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Level: 7 School: Evocation Range: 30 Feet
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Casting Time: Bonus Action Duration: Instantaneous Use: Debuff
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Components: V Effect: Conditions Roll Type: Charisma Save
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You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw.
On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine
Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back
to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Hit Points Effect
0-20 The target dies
21-30 The target has the Blinded, Deafened, and Stunned conditions for 1 hour
31-40 The target has the Blinded and Deafened conditions for 10 minutes.
41-50 The target has the Deafened condition for 1 minute.
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Dominate Beast
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Level: 4 School: Enchantment Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Charm / Control
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Components: V, S Roll Type: Wisdom Save
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One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The
target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending
the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can
use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that
object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts
and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour),
or 7+ (up to 8 hours)
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Dominate Monster
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Level: 8 School: Enchantment Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Charm / Control
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Components: V, S Roll Type: Wisdom Save
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One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save,
ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can
use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that
object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts
and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours)
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Dominate Person
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Level: 5 School: Enchantment Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Charm / Control
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Components: V, S Roll Type: Wisdom Save
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One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can
use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that
object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts
and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours
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Dragon's Breath
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Level: 2 School: Transmutation Requires Concentration: Yes Range: Touch
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Casting Time: Bonus Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a hot pepper Roll Type: Choice Roll Type: Dexterity Save
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You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic
action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type
on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
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Drawij's Instant Summons
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Level: 6 School: Conjuration Ritual: Yes Range: Touch
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Casting Time: 1 Minute Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: a sapphire worth 1,000+ GP
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You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less.
The spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this
spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in your
hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that
creature is and where that creature is currently located.
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Dream
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Level: 5 School: Illusion Range: Special
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Casting Time: 1 Minute Duration: 8 Hours Use: Utility
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Components: V, S, M Material: a handful of sand Roll Type: Psychic Roll Type: Wisdom Save
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You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a
dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other
images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon
waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.
You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten
words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes
3d6 Psychic damage when it wakes up
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DruidCraft
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Level: 0 School: Transmutation Range: 30 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S
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Whispering to the spirits of nature, you create one of the following effects within range.
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect
persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
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Earthquake
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Level: 8 School: Transmutation Requires Concentration: Yes Range: 500 Feet
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Casting Time: Action Duration: <= 1 Minutes Use: Damage
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Components: V, S, M Material: a fractured rock Roll Type: Bludgeoning Roll Type: Dexterity Save
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Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-
foot-radius circle centered on that point. The ground there is Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a
Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which
can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to
another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that
successfully saves moves with the fissure’s edge as it opens.
Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the
spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.
A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a
failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20
Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
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Eldritch Blast
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Level: 0 School: Evocation Range: 120 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Force Roll Type: Attack Roll
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You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes
1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the
beams at the same target or at different ones. Make a separate attack roll for each beam.
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Elemental Weapon
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Level: 3 School: Transmutation Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Hour Use: Damage
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Components: V, S Roll Type: Choice
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A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning,
or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it
hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage
increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.
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Elementalism
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Level: 0 School: Transmutation Range: 30 Feet
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Casting Time: action Duration: Instantaneous Use: Utility
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Components: V, S Roll Type: Choice
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You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word toappear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
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Enhance Ability
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Level: 2 School: Transmutation Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Hour Use: Buff
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Components: V, S, M Material: fur or a feather Effect: Ability
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You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage
on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a
different ability for each target.
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Enlarge/Reduce
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Level: 2 School: Transmutation Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a pinch of powdered iron
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For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A
targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On
a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on
Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4
damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on
Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less
damage on a hit (this can’t reduce the damage below 1)
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Ensnaring Strike
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Level: 1 School: Conjuration Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: <= 1 Minute Use: Debuff
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Components: V Effect: Restrained Roll Type: Piercing Roll Type: Strength Save
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As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage
on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel
away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it
can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
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Entangle
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Level: 1 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S Effect: Restrained Roll Type: Strength Save
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Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area
into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained
condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell
save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
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Enthrall
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Level: 2 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: 1 Minute Use: Utility
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Components: V, S Roll Type: Wisdom Save
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You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving
throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
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Etherealness
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Level: 7 School: Conjuration Range: Self
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Casting Time: Action Duration: <= 8 Hours Use: Utility
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Components: V, S Effect: Planar Travel
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You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal
for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra
foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that
aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you
appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number
of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer
Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7.
The creatures must be within 10 feet of you when you cast the spell.
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Evards Black Tentacles
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Level: 4 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a tentacle Effect: Restrained Roll Type: Bludgeoning Roll Type: Strength Save
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Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the
ground in that area into Difficult Terrain.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the
Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature
makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on
itself on a success.
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Expeditious Retreat
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Level: 1 School: Transmutation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: <= 10 Minutes Use: Utility
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Components: V, S Effect: Movement
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You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
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Eyebite
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Level: 6 School: Necromancy Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S Effect: Conditions Roll Type: Wisdom Save
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For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed
on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.
On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if
it has succeeded on a save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to
shake it awake.
Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move
away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it
can’t see you, this effect ends.
Sickened. The target has the Poisoned condition.
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Fabricate
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Level: 4 School: Transmutation Range: 120 Feet
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Casting Time: 10 Minutes Duration: Instantaneous Use: Utility
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Components: V, S
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You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of
trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube
or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral
substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any
fabricated objects is based on the quality of the raw materials.
Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—
such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects
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Faerie Fire
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Level: 1 School: Evocation Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V Roll Type: Dexterity Save
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Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also
outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and
can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
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False Life
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Level: 1 School: Necromancy Range: Self
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S, M Material: a drop of alcohol
Effect: Temporary Hit Points
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You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
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Fear
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Level: 3 School: Illusion Requires Concentration: Yes Range: Self 30-Foot Cone
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: a white feather Effect: Frightend Roll Type: Wisdom Save
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Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened
condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is
nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom
saving throw. On a successful save, the spell ends on that creature.
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Feather Fall
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Level: 1 School: Transmutation Range: 60 feet
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Casting Time: Reaction Duration: 1 Minute Use: Utility
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Components: V, M Material: a small feather or piece of down
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Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends.
If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature
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Feign Death
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Level: 3 School: Necromancy Ritual: Yes Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a pinch o f graveyard dirt
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You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has
the Blinded and Incapacitated conditions, and its Speed is 0.
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Find Familiar
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Level: 1 School: Conjuration Ritual: Yes Range: 10 Feet
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Casting Time: 1 Hour Duration: Instantaneous Use: Minion/Summon
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Components: V, S, M Material: burning incense worth 10+ GP, which the spell consumes
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You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat,
Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the
familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a
Beast. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a
Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of
any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of
you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it
can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again.
As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a
Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you.
Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was
wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead
cause it to adopt a new eligible form.
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Find Steed
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Level: 2 School: Conjuration Range: 30 Feet
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Casting Time: Action Duration: Instantaneous Use: Minion/Summon
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Components: V, S
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You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This
creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast
the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount
while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn
immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a
different one.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
See the Statblock on page pg.273 of The 2024 PlayersHandbook.
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Find The Path
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Level: 6 School: Divination Requires Concentration: Yes Range: Self
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Casting Time: 1 Minute Duration: <= 1 Day Use: Utility
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Components: V, S, M Material: a set of divination tools—such as cards or runes—worth 100+ GP
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You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell
fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific
destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction
it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
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Find Traps
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Level: 2 School: Divination Range: 120 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S
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You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism
that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you
sense.
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Finger Of Death
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Level: 7 School: Necromancy Range: 60 feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Necrotic Roll Type: Constitution Save
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You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8
+ 30 Necrotic damage on a failed save or half as much damage on a successful one.
A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders
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Fire Bolt
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Level: 0 School: Evocation Range: 120 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Fire Roll Type: Attack Roll
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You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)
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Fire Shield
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Level: 4 School: Evocation Range: Self
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Casting Time: Action Duration: 10 Minutes Use: Protection
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Components: V, S, M Material: a bit of phosphorus or a firefly Effect: Resistances Roll Type: Choice
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Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold
damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker
takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
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Fire Storm
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Level: 7 School: Evocation Range: 150 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Fire Roll Type: Dexterity Save
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A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like.
Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10
Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
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Fireball
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Level: 3 School: Evocation Range: 150 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a tiny ball of bat
guano and sulfur Roll Type: Fire Roll Type: Dexterity Save
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A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each
creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save
or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
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Flame Blade
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Level: 2 School: Evocation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: <= 10 Minutes Use: Damage
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Components: V, S, M Material: a sumac leaf Roll Type: Fire Roll Type: Attack Roll
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You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let
go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus
your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
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Flame Strike
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Level: 5 School: Evocation Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: pinch of sulfur Roll Type: Mixed Roll Type: Dexterity Save
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A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a
point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as
much damage on a successful one.
Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.
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Flaming Sphere
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Level: 2 School: Conjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a ball of wax Roll Type: Fire Roll Type: Dexterity Save
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You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any
creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or
half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s
space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable
objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2
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Flesh to Stone
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Level: 6 School: Transmutation Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: a cockatrice feather Effect: Conditions Roll Type: Constitution Save
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You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a
failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn.
Constructs automatically succeed on the save.
A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this
spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration.
The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.
If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended
by Greater Restoration or similar magic.
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Fly
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Level: 3 School: Transmutation Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a feather Effect: Movement
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You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target
falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3..
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Fog Cloud
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Level: 1 School: Conjuration Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S
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You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the
duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
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Forbiddance
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Level: 6 School: Abjuration Ritual: Yes Range: Touch
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Casting Time: 10 Minutes Duration: 1 Day Use: Utility
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Components: V, S, M Material: ruby dust worth 1,000+ GP Effect: Anti Magic
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You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.
For the duration, creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The
spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the
Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following:
Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first
time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).
You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no
damage from the spell.
The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same
location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.
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Forcecage
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Level: 7 School: Evocation Range: 100 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: ruby dust worth 1,500+ GP, which the spell consumes
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An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within
range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A
prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it
and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area,
or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to
leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a
failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane,
blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
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Forsight
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Level: 9 School: Divination Range: Touch
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Casting Time: 1 Minute Duration: 8 Hours Use: Buff
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Components: V, S, M Material: A hummingbird feather
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You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
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Fount of Moonlight
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Level: 4 School: Evocation Range: Self
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Casting Time: Action Duration: <= 10 Minutes Use: Buff
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Components: V, S Effect: Resistances Roll Type: Radiant Roll Type: Constitution Save
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A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of
your next turn.
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Freedom Of Movement
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Level: 4 School: Abjuration Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Buff
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Components: V, S, M Material: a leather strap Effect: Movement
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You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4
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Friends
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Level: 0 School: Enchantment Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Minute Use: Charm
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Components: S, M Material: some makeup Effect: Charms Roll Type: Charisma Save
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You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a
Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if
you’re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw.
When the spell ends, the target knows it was Charmed by you
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Gaseous Form
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Level: 3 School: Transmutation Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: a bit of gauze
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A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The
spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and
occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity
to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise
interacted with. Finally, the target can’t attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
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Gate
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Level: 9 School: Conjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a diamond worth at least 5,000+ GP Effect: Planar Travel
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You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose.
The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its
front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that
creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest
unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems
appropriate. It might leave, attack you, or help you.
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Geas
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Level: 5 School: Enchantment Range: 60 Feet
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Casting Time: 1 Minute Duration: 30 Days Use: Charm / Control
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Components: V Effect: Command Roll Type: Wisdom Save
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You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an
action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition
for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this
damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal
command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
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Gentle Repose
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Level: 2 School: Necromancy Ritual: Yes Range: Touch
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Casting Time: Action Duration: 10 Days Use: Utility
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Components: V, S, M Material: 2 Copper Pieces,which the spell consumes Effect: Death Negating
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You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
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Giant Insect
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Level: 4 School: Conjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Minion/Summon
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Components: V, S
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You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see
within range and uses the Giant Insect stat bloc (pg. 279). The form you choose determines certain details in its stat block. The creature
disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
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Glibness
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Level: 8 School: Enchantment Range: Self
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Casting Time: Action Duration: 1 Hour Use: Buff
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Components: V
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Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what
you say, magic that would determine if you are telling the truth indicates that you are being truthful.
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Globe Of Invulnerability
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Level: 6 School: Abjuration Requires Concentration: Yes Range: Self 10-Foot Emantion
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a glass bead Effect: Anti Magic
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An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and
objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect
created by such spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
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Glypth Of Warding
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Level: 3 School: Abjuration Range: Touch
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Casting Time: 1 Hour Duration: Until Dispelled or Triggered Use: Utility
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Components: V, S, M Material: powdered diamond worth 200+ GP, which the spell consumes
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You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor)
or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than
10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers
include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For
glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this
spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each
creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your
choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must
target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If
the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects
or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its
full duration.
Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create
a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding
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Goodberry
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Level: 1 School: Conjuration Range: Self
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S, M Material: a sprig of mistletoe
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Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry.
Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends
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Grasping Vine
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Level: 4 School: Conjuration Requires Concentration: Yes Range: 30 Feet
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Casting Time: Bonus Action Duration: <= 1 Minute Use: Damage
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Components: V, S Effect: Grappled Roll Type: Bludgeoning Roll Type: Attack Roll
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You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the
duration.
Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is
pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.
Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4
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Grease
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Level: 1 School: Conjuration Range: 60 Feet
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Casting Time: Action Duration: 1 Minute Use: Utility
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Components: V, S, M Material: a bit of pork rind or butter Effect: Prone
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Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for
the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone
condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
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Greater invisibility
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Level: 4 School: Illusion Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S Effect: Invisibilty
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A creature you touch has the Invisible condition until the spell ends.
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Greater Restoration
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Level: 5 School: Abjuration Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Healing
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Components: V, S, M Material: diamond dust worth 100+ GP, which the spell consumes
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You touch a creature and magically remove one of the following effects from it:
1 Exhaustion level
The Charmed or Petrified condition
A curse, including the target’s Attunement to a cursed magic item
Any reduction to one of the target’s ability scores
Any reduction to the target’s Hit Point maximum
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Guardian Of Faith
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Level: 4 School: Conjuration Range: 30 Feet
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Casting Time: Action Duration: 8 Hours Use: Minion/Summon
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Components: V Roll Type: Radiant Roll Type: Dexterity Save
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A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian
occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity
saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes
when it has dealt a total of 60 damage.
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Guards And Wards
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Level: 6 School: Abjuration Range: Touch
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Casting Time: 1 Hour Duration: 24 Hours Use: Protection
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Components: V, S, M Material: a silver rod worth 10+ GP
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You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it
as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password
that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the
following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on
the same area, the spell thereafter lasts until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage
offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite
direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are
destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
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Guidance
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Level: 0 School: Divination Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Minute Use: Buff
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Components: V, S
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You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen
skill.
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Guiding Bolt
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Level: 1 School: Evocation Range: 120 Feet
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Casting Time: Action Duration: 1 Round Use: Damage
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Components: V, S Roll Type: Radiant Roll Type: Attack Roll
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You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant
damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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Gust Of Wind
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Level: 2 School: Evocation Requires Concentration: Yes Range: Self 60 Foot Line
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a Legume Seed Effect: Displacement Roll Type: Strength Save
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A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
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Hail of Thorns
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Level: 1 School: Conjuration Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: Instantaneous Use: Damage
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Components: V Roll Type: Piercing Roll Type: Dexterity Save
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As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the
attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as
much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
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Hallow
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Level: 5 School: Abjuration Range: Touch
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Casting Time: 24 Hours Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: incense worth 1,000+ GP, which the spell consumes
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You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell
fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the
chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition
from such creatures isn’t possessed, Charmed, or Frightened by them while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t
illuminate the area.
Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar
travel.
Fear. Creatures of any types you choose have the Frightened condition while in the area.
Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a
common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
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Hallucinatory Terrain
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Level: 4 School: Illusion Range: 300 Feet
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Casting Time: 10 Minutes Duration: 24 Hours Use: Illusion
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Components: V, S, M Material: mushroom
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You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or
a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to
seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured
structures, equipment, and creatures within the area aren’t changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the
difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence
(Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees
a vague image superimposed on the real terrain.
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Harm
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Level: 6 School: Necromancy Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Necrotic Roll Type: Constitution Save
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You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save,
it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a
successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
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Haste
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Level: 3 School: Transmutation Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Buff
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Components: V, S, M Material: a shaving of licorice root
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Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to
Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be
used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes
over it.
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Heal
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Level: 6 School: Abjuration Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Healing
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Components: V, S
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Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also
ends the Blinded, Deafened, and Poisoned conditions on the target.
Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.
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Healing Word
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Level: 1 School: Abjuration Range: 60 Feet
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Casting Time: Bonus Action Duration: Instantaneous Use: Healing
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Components: V
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A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1
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Heat Metal
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Level: 2 School: Transmutation Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a piece of iron and a flame Roll Type: Fire Roll Type: Constitution Save
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Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within
range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is
within range.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving
throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of
your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
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Hellish Bebuke
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Level: 1 School: Evocation Range: 60 Feet
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Casting Time: Reaction Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Fire Roll Type: Dexterity Save
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The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire
damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
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Heroes' Feast
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Level: 6 School: Conjuration Range: Self
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Casting Time: 10 Minutes Duration: Instantaneous Use: Buff
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Components: V, S, M Material: a gem-encrusted bowl worth at
least 1,000+ GP, which the spell consumes
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You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and
disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake
of the feast.
A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has
Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same
number of Hit Points
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Heroism
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Level: 1 School: Enchantment Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Minute Use: Buff
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Components: V, S
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A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and
gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
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Hex
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Level: 1 School: Enchantment Requires Concentration: Yes Range: 90 Feet
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Casting Time: Bonus Action Duration: <= 1 Hour Use: Damage/Debuff
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Components: V, S, M Material: the petrified eye of a newt Roll Type: Necrotic
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You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the
target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on
ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours),
or 5+ (24 hours)
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Hold Monster
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Level: 5 School: Enchantment Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: a straight piece of iron Effect: Paralyzed Roll Type: Wisdom Save
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Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed
condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
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Hold Person
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Level: 2 School: Enchantment Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: a straight piece of iron Effect: Paralyzed Roll Type: Wisdom Save
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Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed
condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
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Holy Aura
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Level: 8 School: Abjuration Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a reliquary worth 1,000+ GP
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For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving
throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an
affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
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Hunger Of Hadar
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Level: 3 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a pickled tentacle Effect: Darkness Roll Type: Mixed Roll Type: Dexterity Save
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You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears,
centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and
slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a
Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
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Hunters Mark
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Level: 1 School: Divination Requires Concentration: Yes Range: 90 Feet
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Casting Time: Bonus Action Duration: <= 1 Hour Use: Damage
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Components: V Roll Type: Force
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You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage
to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you
make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can
see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24
hours).
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Hypnotice Pattern
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Level: 3 School: Illusion Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Charm
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Components: S, M Material: a pinch of confetti Effect: Incapcitated Roll Type: Wisdom Save
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You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each
creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the
duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its
stupor.
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Ice Knife
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Level: 1 School: Conjuration Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: S, M Material: a drop of water or a piece of ice Roll Type: Cold Roll Type: Attack Roll
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You create a shard of ice and fling it at one creature within range.
Make a ranged spell attack against the target. On a hit, the target
takes 1d10 Piercing damage. Hit or miss, the shard then
explodes. The target and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 2d6 Cold damage.
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Ice Storm
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Level: 4 School: Evocation Range: 300 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: mitten Effect: Difficult Terrain Roll Type: Mixed Roll Type: Dexterity Save
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Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity
saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a
successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4
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Identify
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Level: 1 School: Divination Ritual: Yes Range: Touch
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Casting Time: 1 Minute Duration: Instantaneous Use: Utility
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Components: V, S, M Material: a pearl worth 100+ GP
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You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its
properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any
ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it
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Illusory Script
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Level: 1 School: Illusion Ritual: Yes Range: Touch
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Casting Time: 1 Minute Duration: 10 Days Use: Illusion
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Components: S, M Material: ink worth 10+ GP, which the spell consumes
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You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any
creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys
whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or
magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though
the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
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Imprisonment
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Level: 9 School: Abjuration Range: 30 Feet
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Casting Time: 1 Minute Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: a statuette of the target worth 5,000+ GP
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You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a
successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is
imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or
perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target.
Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved
by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your
choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light
can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by
any means.
Slumber. The target has the Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you
choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an
observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a
specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to
create it.
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Incendiary Cloud
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Level: 8 School: Conjuration Requires Concentration: Yes Range: 150 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S Roll Type: Fire Roll Type: Dexterity Save
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A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily
Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as
much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters
the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
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Inflict Wounds
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Level: 1 School: Necromancy Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Necrotic Roll Type: Attack Roll
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A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage
on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
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Insect Plauge
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Level: 5 School: Conjuration Requires Concentration: Yes Range: 300 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S, M Material: a locust Effect: Difficult Terrain Roll Type: Piercing Roll Type: Constitution Save
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Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration,
and its area is Lightly Obscured and Difficult Terrain.
When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or
half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a
turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.
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Invisibility
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Level: 2 School: Illusion Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: an eyelash encased
in gum arabic Effect: Invisibilty
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A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an
attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2
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Jallarzi's Storm of Radiance
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Level: 5 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a pinch of phosphorus Effect: Conditions Roll Type: Mixed Roll Type: Constitution Save
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You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see
within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal
component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder
damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s
area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5
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Jump
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Level: 1 School: Transmutation Range: Touch
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Casting Time: Bonus Action Duration: 1 Minute Use: Utility
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Components: V, S, M Material: a grasshopper’s hind leg Effect: Movement
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You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet
of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1
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Knock
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Level: 2 School: Transmutation Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V
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Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another
object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has
multiple locks, only one of them is unlocked.
If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and
closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
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Legend Lore
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Level: 5 School: Divination Range: Self
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Casting Time: 10 Minutes Duration: Instantaneous Use: Utility
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Components: V, S, M Material: incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each Effect: Information
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Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about
that famous thing, as described by the DM.
The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more
information you already know about the thing, the more precise and detailed the information you receive is. That information is
accurate but might be couched in figurative language or poetry, as determined by the DM.
If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.
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Leomund's Secret Chest
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Level: 4 School: Conjuration Range: Touch
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Casting Time: Action Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the
chest made from the same materials worth 50+ GP
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You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as
Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in
an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic
action to touch the chest and the replica.
After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this
spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains
there for you or someone else to find.
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Leomund's Tiny Hut
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Level: 3 School: Evocation Ritual: Yes Range: Self
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Casting Time: 1 Minute Duration: 8 Hours Use: Utility
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Components: V, S, M Material: a crystal bead
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|
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if
the Emanation isn’t big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are
barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can
command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any
color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
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Lesser Restoration
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Level: 2 School: Abjuration Range: Touch
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Casting Time: Bonus Action Duration: Instantaneous Use: Healing
|
Components: V, S
|
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You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
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Levitate
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Level: 2 School: Transmutation Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a metal spring
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One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended
there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a
Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you
are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which
must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
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Light
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Level: 0 School: Evocation Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, M Material: a firefly or phosphorescent moss Effect: Light
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You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds
Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
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Lightning Arrow
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Level: 3 School: Transmutation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Lightning Roll Type: Dexterity Save
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As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking
any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss.
Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or
half as much damage on a successful one.
The weapon or ammunition then returns to its normal form.
Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3
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Lightning Bolt
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Level: 3 School: Evocation Range: Self 100 Foot Line
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a bit of fur and a crystal rod Roll Type: Lightning Roll Type: Dexterity Save
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A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the
Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
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Locate Animals Or Plants
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Level: 2 School: Divination Ritual: Yes Range: Self
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S, M Material: fur from a bloodhound Effect: Information
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Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest
creature or plant of that kind within 5 miles, if any are present.
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Locate Creature
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Level: 4 School: Divination Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: a bit of fur from a bloodhound Effect: Information
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Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000
feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if
you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form,
such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.
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Locate Object
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Level: 2 School: Divination Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a forked twig Effect: Information
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Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet
of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the
spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object
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Longstrider
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Level: 1 School: Transmutation Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a pinch of dirt Effect: Movement
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You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
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Mage Armor
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Level: 1 School: Abjuration Range: Touch
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Casting Time: Action Duration: 8 Hours Use: Protection
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Components: V, S, M Material: a piece of cured leather Effect: AC
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You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity
modifier. The spell ends early if the target dons armor.
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Mage Hand
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Level: 0 School: Conjuration Range: 30 Feet
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Casting Time: Action Duration: 1 Minute Use: Utility
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Components: V, S
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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever
more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an
item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30
feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
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Magic Circle
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Level: 3 School: Abjuration Range: 10 Feet
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Casting Time: 1 Minute Duration: 1 Hour Use: Protection
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Components: V, S, M Material: salt and powdered silver worth 100+ GP, which the spell consumes
Roll Type: Charisma Save
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You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to
do so, it must first succeed on a Charisma saving throw.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified
type from leaving the Cylinder and protecting targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
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Magic Jar
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Level: 6 School: Necromancy Range: Self
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Casting Time: 1 Minute Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: a gem, crystal, reliquary, or some
other ornamental container worth at least 500 gp
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Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component.
While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move
or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil
and Good or Magic Circle spell can’t be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters
the target’s body, and the target’s soul becomes trapped in the container. On a successful save, the target resists your efforts to
possess it, and you can’t attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and
senses are replaced by the creature’s. You otherwise keep your game statistics.
Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is
Incapacitated.
While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you,
returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you make a Charisma
saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise,
you die.
If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if
your body is dead, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.
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Magic Missile
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Level: 1 School: Evocation Range: 120 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Force
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You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart
deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
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Magic Mouth
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Level: 2 School: Illusion Ritual: Yes Range: 30 Feet
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Casting Time: 1 Minute Duration: Until Dispelled Use: Utility
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Components: V, S, M Material: jade dust worth 10+ GP, which the spell consumes
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You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that
you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or fewer,
though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your
message.
When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume
you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the
magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within
30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or
when a silver bell rings within 30 feet of it.
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Magic Weapon
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Level: 2 School: Transmutation Range: Touch
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Casting Time: Bonus Action Duration: 1 Hour Use: Damage
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Components: V, S
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You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and
damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+
spell slot.
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Major Image
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Level: 3 School: Illusion Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Illusion
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Components: V, S, M Material: a bit of fleece
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You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image
appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature
appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As
the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you
create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the
illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action
to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities
become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot
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Mass Cure Wounds
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Level: 5 School: Abjuration Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Healing
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Components: V, S
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A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere
centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
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Mass Heal
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Level: 9 School: Abjuration Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Healing
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Components: V, S
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A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.
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Mass Healing Word
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Level: 3 School: Abjuration Range: 60 Feet
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Casting Time: Bonus Action Duration: Instantaneous Use: Healing
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Components: V
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Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
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Mass Suggestion
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Level: 6 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: 24 Hours Use: Charm / Control
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Components: V, M Material: a snake’s tongue Roll Type: Wisdom Save
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You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that
can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage
to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there
harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”
Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal
damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue
for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing
it.
Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days)
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Maze
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Level: 8 School: Conjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S
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You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it
succeeds, it escapes, and the spell ends.
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
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Meld Into Stone
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Level: 3 School: Transmutation Ritual: Yes Range: Touch
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Casting Time: Action Duration: 8 Hours Use: Utility
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Components: V, S
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You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the
stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by
nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds
outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in
the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t
move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no
longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a
different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to
where you first entered and have the Prone condition.
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Melf's Acid Arrow
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Level: 2 School: Evocation Range: 90 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: powdered rhubarb leaf Roll Type: Acid Roll Type: Attack Roll
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A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against
the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow
splashes the target with acid for half as much of the initial damage only.
Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2
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Mending
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Level: 0 School: Transmutation Range: Touch
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Casting Time: 1 Minute Duration: Instantaneous Use: Utility
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Components: V, S, M Material: two lodestones
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This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak,
or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
former damage.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
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Message
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Level: 0 School: Transmutation Range: 120 Feet
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Casting Time: Action Duration: 1 Round Use: Utility
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Components: V, S, M Material: a copper wire Effect: Communication
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You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply
in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1
foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
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Meteor Swarm
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Level: 9 School: Evocation Range: 1 Mile
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Mixed Roll Type: Dexterity Save
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Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius
Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6
Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery
Sphere is affected only once.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if
it’s flammable.
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Mind Blank
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Level: 8 School: Abjuration Range: Touch
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Casting Time: Action Duration: 24 Hours Use: Utility
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Components: V, S
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Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also
unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell
—not even Wish—can gather information about the target, observe it remotely, or control its mind.
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Mind Sliver
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Level: 0 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: 1 Round Use: Damage
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Components: V Roll Type: Psychic Roll Type: Intelligence Save
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You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
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Mind Spike
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Level: 2 School: Divination Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Damage
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Components: S Roll Type: Psychic Roll Type: Wisdom Save
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You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have
this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
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Minor Illusion
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Level: 0 School: Illusion Ritual: Yes Range: 30 Feet
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Casting Time: Action Duration: 1 Minute Use: Illusion
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Components: S, M Material: a bit of fleece
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You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of
each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes
faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s
roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make
discrete sounds at different times before the spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot
Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an
illusion, since things can pass through it.
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Mirage Arcane
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Level: 7 School: Illusion Range: Sight
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Casting Time: 10 Minutes Duration: 10 Days Use: Utility
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Components: V, S Effect: Difficult Terrain
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|
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a
road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem
like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or
add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa)
or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from
the spell’s area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain,
so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
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Mirror Image
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Level: 2 School: Illusion Range: Self
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Casting Time: Action Duration: 1 Minute Use: Utility
|
Components: V, S
|
|
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your
actions, shifting position so it’s impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of
the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise
ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
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Mislead
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Level: 5 School: Illusion Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Hour Use: Utility
|
Components: S Effect: Invisibilty
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|
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts
for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever
way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.
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Misty Step
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Level: 2 School: Conjuration Range: Self
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Casting Time: Bonus Action Duration: Instantaneous Use: Utility
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Components: V Effect: Transposition
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|
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see
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Modify Memory
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Level: 5 School: Enchantment Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S Roll Type: Wisdom Save
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|
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If
you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration.
While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear
you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted
no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect
clarity, change its memory of the event’s details, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the
modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish
describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell
ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed
swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell
slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).
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Moonbeam
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Level: 2 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a moonseed leaf Roll Type: Radiant Roll Type: Constitution Save
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A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell
ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant
damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t
shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this
save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
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Mordenkainen's Faithful Hound
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Level: 4 School: Conjuration Range: 30 Feet
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Casting Time: Action Duration: 8 Hours Use: Utility
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Components: V, S, M Material: a silver whistle Roll Type: Force Roll Type: Attack Roll
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You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or
until the two of you are more than 300 feet apart from each other.
No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it
without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has
Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a
Dexterity saving throw or take 4d8 Force damage.
On your later turns, you can take a Magic action to move the hound up to 30 feet.
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Mordenkainen's Magnificent Mansion
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Level: 7 School: Conjuration Range: 300 Feet
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Casting Time: 1 Minute Duration: 24 Hours Use: Utility
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Components: V, S, M Material: a miniature door worth 15+ GP
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You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet
wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long
as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it can’t exceed 50 contiguous 10-foot Cubes. The place is furnished and
decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other
objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire.
They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can’t attack
or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light
fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces
nearest to the entrance.
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Mordenkainen's Private Sanctum
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Level: 4 School: Abjuration Range: 120 Feet
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Casting Time: 10 Minutes Duration: 24 Hours Use: Utility
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Components: V, S, M Material: a thin sheet of lead
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You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each
side. The spell lasts for the duration.
When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
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Mordenkainen's Sword
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Level: 7 School: Evocation Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a miniature sword worth 250+ GP Roll Type: Force Roll Type: Attack Roll
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You create a spectral sword that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force
damage equal to 4d12 plus your spellcasting ability modifier.
On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack
against the same target or a different one
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Move Earth
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Level: 6 School: Transmutation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 2 Hours Use: Utility
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Components: V, S, M Material: a miniature shovel
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Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any
manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or
form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40-foot
square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet
deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures
in the area can’t usually be trapped or injured by the ground’s movement.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the
way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
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Nondetection
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Level: 3 School: Abjuration Range: Touch
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Casting Time: Action Duration: 8 Hours Use: Utility
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Components: V, S, M Material: a pinch of diamond dust worth 25+ GP, which the spell consumes
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For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or
an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical
scrying sensors.
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Nystul's Magic Aura
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Level: 2 School: Illusion Range: Touch
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Casting Time: Action Duration: 24 Hours Use: Utility
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Components: V, S, M Material: a small square of silk
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With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask
effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same
target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat the target as if it
were a creature of the chosen type.
False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as
Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s
aura so that it appears to belong to a school of magic you choose.
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Otiluke's Freezing Sphere
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Level: 6 School: Evocation Range: 300 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a miniature crystal sphere Roll Type: Cold Roll Type: Constitution Save
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A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A
trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool
to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
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Otilukes Resilient Sphere
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Level: 4 School: Evocation Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a glass sphere Roll Type: Dexterity Save
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A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
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Otto's Irresistable Dance
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Level: 6 School: Enchantment Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Charm
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Components: V
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One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically
until the end of its next turn, during which it must spend all its movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all
its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have
Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending
the spell on itself on a success.
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Pass without a trace
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Level: 2 School: Abjuration Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: ashes from burned mistletoe
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You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
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Passwall
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Level: 5 School: Transmutation Range: 30 Feet
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a pinch of sesame seeds
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A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range
and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage
creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied
space nearest to the surface on which you cast the spell.
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Phantasmal Force
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Level: 2 School: Illusion Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a bit of fleece
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You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw.
On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC.
If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and
something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of
your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
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Phantasmal Killer
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Level: 4 School: Illusion Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S Roll Type: Psychic Roll Type: Wisdom Save
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You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that
creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage
on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.
For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic
damage again. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4
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Phantom Steed
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Level: 3 School: Illusion Ritual: Yes Range: 30 Feet
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Casting Time: 1 Minute Duration: 1 Hour Use: Utility
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Components: V, S Effect: Movement
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A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the
creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff
of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B),
except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider
1 minute to dismount. The spell ends early if the steed takes any damage.
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Planar Ally
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Level: 6 School: Conjuration Range: 60 Feet
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Casting Time: 10 Minutes Duration: Instantaneous Use: Minion/Summon
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Components: V, S
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You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic
power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied
space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that
creature, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange
for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a
battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with
the creature to bargain for its services.
Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while
a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken
by you.
A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP
per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on
the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or
even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might
require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane
after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately
returns to its home plane.
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Planar Binding
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Level: 5 School: Abjuration Range: 60 Feet
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Casting Time: 1 Hour Duration: 24 Hours Use: Minion/Summon
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Components: V, S, M Material: a jewel worth 1,000+ GP, which the spell consumes
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You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound
to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366
days)
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Plane Shift
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Level: 7 School: Conjuration Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S, M Material: a forked, metal rod worth 250+ GP and attuned to a plane of existence Effect: Planar Travel
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You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces
next to the circle.
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Plant Growth
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Level: 3 School: Transmutation Range: 150 Feet
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Casting Time: Action or 8 Hours Duration: Instantaneous Use: Utility
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Components: V, S
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This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the
Enrichment effect below.
Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and
overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or
more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice
the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
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Poison Spray
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Level: 0 School: Necromancy Range: 30 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S
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You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
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Polymorph
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Level: 4 School: Transmutation Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: a caterpillar cocoon Effect: Body Transmutation Roll Type: Wisdom Save
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You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving
throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to
or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the
stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it
has no Temporary Hit Points left.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
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Power Word Fortify
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Level: 7 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S Effect: Temporary Hit Points
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You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the
spell’s recipients.
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Power Word Heal
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Level: 9 School: Evocation Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Healing
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Components: V, S
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A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature
has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone
condition, it can use its Reaction to stand up.
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Power Word Kill
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Level: 9 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V Roll Type: Psychic
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You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12
Psychic damage.
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Power Word Stun
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Level: 8 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Debuff
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Components: V Effect: Stunned Roll Type: Constitution Save
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You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned
condition. Otherwise, its Speed is 0 until the start of your next turn.
The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
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Prayer Of Healing
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Level: 2 School: Abjuration Range: 30 Feet
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Casting Time: 10 Minutes Duration: Instantaneous Use: Healing
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Components: V
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Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also
regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
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Prestidigitation
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Level: 0 School: Transmutation Range: 10 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S
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You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can
have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical
notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next
turn. A trinket can deal no damage and has no monetary worth
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Prismatic Spray
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Level: 7 School: Evocation Range: Self
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Effect: Mixed Roll Type: Mixed Roll Type: Dexterity Save
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Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll
1d8 to determine which color ray affects it, consulting the Prismatic Rays table.
1. Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2. Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.
3. Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.
4.Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.
5. Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.
6. Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of
both until the target collects three of a kind.
7. Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn.On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice).
8. Special. The target is struck by two rays. Roll twice, rerolling any 8.
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Prismatic Wall
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Level: 9 School: Abjuration Range: 60 Feet
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Casting Time: Action Duration: 10 Minutes Use: Damage
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Components: V, S Roll Type: Constitution Save
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A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered
on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range.
The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you
cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet
of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.
The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that
layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a
layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.
1. Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged
attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage.
2. Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).
3. Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is
destroyed if it takes at least 60 Force damage.
4. Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell,
or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5. Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is
destroyed if it takes at least 25 Fire damage.
6. Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each
of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition
until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep
track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is
destroyed by Bright Light shed by the Daylight spell.
7. Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next
turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to
another plane of existence (DM’s choice). Additional Effects: This layer is destroyed by Dispel Magic.
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Produce Flame
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Level: 0 School: Conjuration Range: Self
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Casting Time: Action Duration: 10 Minutes Use: Damage
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Components: V, S Roll Type: Attack Roll
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A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites
nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell
attack. On a hit, the target takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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Programmed Illusion
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Level: 6 School: Illusion Range: 120 Feet
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Casting Time: Action Duration: Until Dispelled Use: Illusion
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Components: V, S, M Material: jade dust worth
at least 25 gp
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You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific
trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the
spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the
illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within
30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a
trapped door.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action
to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
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Project Image
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Level: 7 School: Illusion Requires Concentration: Yes Range: 500 Miles
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Casting Time: Action Duration: <= 1 Day Use: Illusion
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Components: V, S, M Material: a statuette of yourself worth 5+ GP
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You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have
seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any
damage, it disappears, and the spell ends.
You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up
to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action
to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
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Protection From Energy
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Level: 3 School: Abjuration Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Hour Use: Protection
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Components: V, S
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For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or
Thunder.
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Protection From Evil And Good
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Level: 1 School: Abjuration Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 10 Minutes Use: Protection
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Components: V, S, M Material: a flask of Holy Water worth 25+ GP, which the spell consumes
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Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey,
Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the
target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already
possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant
effect
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Protection From Poison
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Level: 2 School: Abjuration Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Protection
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Components: V, S
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You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or
end the Poisoned condition, and it has Resistance to Poison damage.
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Purify Food And Drink
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Level: 1 School: Transmutation Ritual: Yes Range: 10 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S
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You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
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Raise Dead
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Level: 5 School: Necromancy Range: Touch
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Casting Time: 1 Hour Duration: Instantaneous Use: Returned to Life
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Components: V, S, M Material: a diamond worth at least 500 GP,
which the spell consumes
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With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the
penalty is reduced by 1 until it becomes 0.
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Rary's Telepathic Bond
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Level: 5 School: Divination Ritual: Yes Range: 30 Feet
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: Two eggs Effect: Communication
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You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The
communication is possible over any distance, though it can’t extend to other planes of existence.
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Ray Of Enfeeblement
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Level: 2 School: Necromancy Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S Roll Type: Constitution Save
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A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw.
On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8
from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
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Ray Of Frost
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Level: 0 School: Evocation Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Effect: Slow Roll Type: Cold Roll Type: Attack Roll
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A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it
takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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Ray Of Sickness
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Level: 1 School: Necromancy Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Effect: Poisoned Roll Type: Poison Roll Type: Attack Roll
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You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8
Poison damage and has the Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
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Regenerate
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Level: 7 School: Transmutation Range: Touch
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Casting Time: 1 Minute Duration: 1 Hour Use: Healing
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Components: V, S, M Material: a prayer wheel and holy water
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A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns,
and any severed body parts regrow after 2 minutes.
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Reincarnate
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Level: 5 School: Transmutation Range: Touch
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Casting Time: 1 Hour Duration: Instantaneous Use: Returned to Life
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Components: V, S, M Material: rare oils and unguents worth at
least 1,000 gp, which the spell consumes
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You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body’s species, or the DM chooses another playable species.
1. Aasimar
2. Dragonborn
3. Dwarf
4. Elf
5. Gnome
6. Goliath
7. Halfling
8.Human
9.Orc
10. Tiefling
The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
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Remove Curse
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Level: 3 School: Abjuration Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S
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At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell
breaks its owner’s Attunement to the object so it can be removed or discarded.
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Resistance
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Level: 0 School: Abjuration Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Minute Use: Protection
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Components: V, S
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You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison,
Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.
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Resurrection
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Level: 7 School: Necromancy Range: Touch
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Casting Time: 1 Hour Duration: Instantaneous Use: Returned to Life
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Components: V, S, M Material: a diamond worth 1,000+ GP, which the spell consumes
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With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead
when it died.
The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of
death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t
cast spells again, and you have Disadvantage on D20 Tests.
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Reverse Gravity
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Level: 7 School: Transmutation Requires Concentration: Yes Range: 100 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a lodestone and iron filings
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This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in
that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving
throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a
downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration.
When the spell ends, affected objects and creatures fall downward.
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Revivify
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Level: 3 School: Necromancy Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Returned to Life
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Components: V, S, M Material: a diamond worth 300+ GP, which the spell consumes
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You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature
that has died of old age, nor does it restore any missing body parts.
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Rope Trick
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Level: 2 School: Transmutation Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a segment of rope
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You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At
the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That
space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space,
but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
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Sacred Flame
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Level: 0 School: Evocation Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Radiant Roll Type: Dexterity Save
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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or
take 1d8 Radiant damage. The target gains no benet from Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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Sanctuary
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Level: 1 School: Abjuration Range: 30 Feet
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Casting Time: Bonus Action Duration: 1 Minute Use: Protection
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Components: V, S, M Material: a shard of glass from a mirror Roll Type: Wisdom Save
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You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell
doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
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Scorching Ray
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Level: 2 School: Evocation Range: 120 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Fire Roll Type: Attack Roll
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You hurl three ery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2
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Scrying
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Level: 5 School: Divination Requires Concentration: Yes Range: Self
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Casting Time: 10 Minutes Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font Effect: Sensory Information Roll Type: Wisdom Save
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You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modied (see the tables below) by how well you know the target and the sort of physical connection you have to it.
The target doesn’t know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is... / Save Modier
Secondhand (heard of the target) / +5
Firsthand (met the target) / +0
Extensive (know the target well) / -5
You Have the Target’s.../ Save Modier
Picture or other likeness / -2
Garment or other possession / -4
Body part, lock of hair, or bit of nail / -10
On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the
sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.
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Searing Smite
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Level: 1 School: Evocation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: <= 1 Minute Use: Damage
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Components: V Roll Type: Fire Roll Type: Constitution Save
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As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.
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See Invisibilty
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Level: 2 School: Divination Range: Self
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a pinch of talc Effect: Sensory Information
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For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly
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Seeming
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Level: 5 School: Illusion Range: 30 Feet
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Casting Time: Action Duration: 8 Hours Use: Illusion
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Components: V, S
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You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a
Charisma saving throw, and if it succeeds, it is unaffected by this spell.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a
creature’s outt, objects pass through the hat.
A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save
DC. If it succeeds, it becomes aware that the target is disguised.
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Sending
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Level: 3 School: Evocation Range: Unlimited
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S, M Material: a copper wire Effect: Communication
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You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send
another message during that time, you learn that you are blocked, and the spell fails.
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Sequester
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Level: 7 School: Transmutation Range: Touch
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Casting Time: Action Duration: Until dispelled Use: Utility
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Components: V, S, M Material: gem dust worth 5,000+ GP, which the spell consumes
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With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and
can’t be targeted by Divination spells, detected by magic, or viewed remotely with magic.
If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn’t age, and doesn’t need
food, water, or air.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1
mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes
any damage.
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Shapechange
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Level: 9 School: Transmutation Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: a jade circlet worth 1,500+ GP Effect: Body Transmutation
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You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form.
The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen
the sort of creature before, and it can’t be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality;
Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; prociencies; and ability to communicate. If you have the
Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to t the new form
while you’re in it.
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Shatter
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Level: 2 School: Evocation Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a chip of mica
Roll Type: Thunder Roll Type: Constitution Save
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A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
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Shield
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Level: 1 School: Abjuration Range: Self
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Casting Time: Reaction Duration: 1 Round Use: Protection
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Components: V, S Effect: AC Increase
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An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including
against the triggering attack, and you take no damage from Magic Missile.
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Shield Of Faith
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Level: 1 School: Abjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Bonus Action Duration: <= 10 Minutes Use: Protection
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Components: V, S, M Material: a prayer scroll Effect: AC Increase
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A shimmering eld surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
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Shillelagh
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Level: 0 School: Transmutation Range: Self
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Casting Time: Bonus Action Duration: 1 Minute Use: Damage
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Components: V, S, M Material: mistletoe Roll Type: Force
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A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead
of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If
the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
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Shining Smite
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Level: 2 School: Transmutation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: <= 1 Minute Use: Damage
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Components: V Roll Type: Radiant
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The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in
a 5-foot radius, attack rolls against it have Advantage, and it can’t benet from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
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Shocking Grasp
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Level: 0 School: Evocation Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Lightning Roll Type: Attack Roll
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|
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target
takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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Silence
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Level: 2 School: Illusion Requires Concentration: Yes Ritual: Yes Range: 120 Feet
|
Casting Time: Action Duration: <= 10 Minutes Use: Utility
|
Components: V, S
|
|
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within
range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened
condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
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Silent Image
|
Level: 1 School: Illusion Requires Concentration: Yes Range: 60 Feet
|
Casting Time: Action Duration: <= 10 Minutes Use: Illusion
|
Components: V, S, M Material: a bit of fleece
|
|
You create the image of an object, a creature, or some other
visible phenomenon that is no larger than a 15-foot Cube. The
image appears at a spot within range and lasts for the duration.
The image is purely visual; it isn’t accompanied by sound, smell,
or other sensory effects.
As a Magic action, you can cause the image to move to any
spot within range. As the image changes location, you can alter
its appearance so that its movements appear natural for the
image. For example, if you create an image of a creature and
move it, you can alter the image so that it appears to be
walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study
action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your
spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
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Simulacrum
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Level: 7 School: Illusion Range: Touch
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Casting Time: 12 Hours Duration: Until Dispelled Use: Minion/Summon
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Components: V, S, M Material: powdered ruby worth 1,500+ GP, which the spell consumes
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You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You nish the
casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the
simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct,
its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you
expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.
The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any
simulacrum you created with this spell is instantly destroyed.
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Sleep
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Level: 1 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a pinch of sand or rose petal Roll Type: Wisdom Save
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Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw
or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the
second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone
within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves
against this spell.
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Sleet Storm
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Level: 3 School: Conjuration Requires Concentration: Yes Range: 150 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a miniature umbrella Roll Type: Dexterity Save
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Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is
Heavily Obscured, and exposed ames in the area are doused.
Ground in the Cylinder is Dicult Terrain. When a creature enters the Cylinder for the rst time on a turn or starts its turn there, it
must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
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Slow
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Level: 3 School: Transmutation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: a drop o f molasses Roll Type: Wisdom Save
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You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom
saving throw or be affected by this spell for the duration.
An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its
turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it
casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s
gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success
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Sorcerous Burst
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Level: 0 School: Evocation Range: 120 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Mixed Roll Type: Attack Roll
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You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target
takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum
number of these d8s you can add to the spell’s damage equals your spellcasting ability modier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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Spare The Dying
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Level: 0 School: Necromancy Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S
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Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
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Speak With Animals
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Level: 1 School: Divination Ritual: Yes Range: Self
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Casting Time: Action Duration: 10 Minutes Use: Utility
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Components: V, S Effect: Communication
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For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Inuence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day
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Speak With Dead
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Level: 3 School: Necromancy Range: 10 Feet
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Casting Time: Action Duration: 10 Minutes Use: Utility
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Components: V, S, M Material: burning incense Effect: Information
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You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must
have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the
target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to ve questions. The corpse knows only what it knew in life, including the
languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
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Speak With Plants
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Level: 3 School: Transmutation Range: Self
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Casting Time: Action Duration: 10 Minutes Use: Utility
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Components: V, S Effect: Information
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You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate
with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn Dicult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for
the duration. Or you can turn ordinary terrain where plants are present into Dicult Terrain that lasts for the duration.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for
you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
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Spider Climb
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Level: 2 School: Transmutation Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: a drop of bitumen and a spider Effect: Movement
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Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along
ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.
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Spike Growth
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Level: 2 School: Transmutation Requires Concentration: Yes Range: 150 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S, M Material: seven thorns Effect: Difficult Terrain Roll Type: Piercing
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The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Dicult
Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouaged to look natural. Any creature that can’t see the area when the spell is cast must
take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain
as hazardous before entering it.
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Spirit Guardian
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Level: 3 School: Conjuration Requires Concentration: Yes Range: Self 15 Foot Radius
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S, M Material: a prayer scroll Roll Type: Choice Roll Type: Wisdom Save
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Protective spirits it around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears
angelic or fey (your choice). If you are evil, they appear endish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
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Spiritual Weapon
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Level: 2 School: Conjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Bonus Action Duration: <= 1 minute Use: Damage
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Components: V, S Roll Type: Force Roll Type: Attack Roll
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Protective spirits it around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears
angelic or fey (your choice). If you are evil, they appear endish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation,
and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the
creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral)
or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this
save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3
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Staggering Smite
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Level: 4 School: Evocation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: Instantaneous Use: Damage
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Components: V Effect: Stunned Roll Type: Psychic Roll Type: Wisdom Save
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The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have
the Stunned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4
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Starry Wisp
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Level: 0 School: Evocation Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Radiant Roll Type: Attack Roll
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You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benet from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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Steel Wind Strike
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Level: 5 School: Conjuration Range: 30 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: S, M Material: a Melee weapon worth 1+ SP Roll Type: Force Roll Type: Attack Roll
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You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to ve creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
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Stinking Cloud
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Level: 3 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a rotten egg Effect: Poisoned Roll Type: Constitution Save
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You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The
cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until
the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
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Stone Shape
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Level: 4 School: Transmutation Range: Touch
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V, S, M Material: soft clay
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You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any
shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage
through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can
have up to two hinges and a latch, but ner mechanical detail isn’t possible.
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Stoneskin
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Level: 4 School: Transmutation Requires Concentration: Yes Range: Touch
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Casting Time: Action Duration: <= 1 Hour Use: Protection
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Components: V, S, M Material: diamond dust worth 100+ GP, which the spell consumes
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Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
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Storm Of Vengance
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Level: 9 School: Conjuration Requires Concentration: Yes Range: 1 Mile
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S Roll Type: Mixed Roll Type: Mixed
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A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each
creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a
Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell
ends, the area is Dicult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows
through the area.
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Suggestion
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Level: 2 School: Enchantment Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 8 Hours Use: Charm
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Components: V, M Material: a drop of honey Roll Type: Wisdom Save
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You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and
understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target
or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop
ghting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal
damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for
the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing
it.
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Summon Aberration
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Level: 4 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP
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You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit
stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind,
which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement
to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
See page.321 in the Players Handbook 2024 for the stat block.
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Summon Beast
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Level: 2 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: a feather, tuft of fur, and sh tail inside a gilded acorn worth 200+ GP
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You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat
block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that
is native to the chosen environment, which determines certain details in its stat block.
The creature disappears when it drops to 0
Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
See page.323 in the Players Handbook 2024 for the stat block.
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Summon Celestial
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Level: 5 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: a reliquary worth 500+ GP
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You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
See page.323 in the Players Handbook 2024 for the stat block.
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Summon Construct
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Level: 4 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: a lockbox worth 400+ GP
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You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature
disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
See page.324 in the Players Handbook 2024 for the stat block.
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Summon Dragon
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Level: 5 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: an object with the image of a dragon engraved on it worth 500+ GP
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You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
See page.325 in the Players Handbook 2024 for the stat block.
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Summon Elemental
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Level: 4 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
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You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit
stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed
in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately
after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
See page.325 in the Players Handbook 2024 for the stat block.
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Summon Fey
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Level: 3 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: a gilded ower worth 300+ GP
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You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block.
When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice
marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately
after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
See page.326 in the Players Handbook 2024 for the stat block.
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Summon Fiend
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Level: 6 School: Conjuration Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: a bloody vial worth 600+ GP
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You call forth a endish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit statblock. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
See page.327 in the Players Handbook 2024 for the stat block.
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Summon Undead
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Level: 3 School: Necromancy Requires Concentration: Yes Range: 90 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Minion/Summon
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Components: V, S, M Material: a gilded skull worth 300+ GP
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You call forth an Undead spirit. It manifests in an unoccupied
space that you can see within range and uses the Undead Spirit
stat block. When you cast the spell, choose the creature’s form:
Ghostly, Putrid, or Skeletal. The spirit resembles an Undead
creature with the chosen form, which determines certain
details in its stat block. The creature disappears when it drops
to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the
creature shares your Initiative count, but it takes its turn
immediately after yours. It obeys your verbal commands (no
action required by you). If you don’t issue any, it takes the
Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for
the spell’s level in the stat block.
See page.328 in the Players Handbook 2024 for the stat block.
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Sunbeam
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Level: 6 School: Evocation Requires Concentration: Yes Range: Self 60 Foot Line
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a magnifying glass Effect: Blinded Roll Type: Radiant Roll Type: Constitution Save
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You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an
additional 30 feet. This light is sunlight.
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Sunburst
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Level: 8 School: Evocation Range: 150 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a piece of sunstone Effect: Blinded Roll Type: Radiant Roll Type: Constitution Save
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Brilliant sunlight ashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere
makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1
minute. On a successful save, it takes half as much damage only.
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself
on a success.
This spell dispels Darkness in its area that was created by any spell.
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Swift Quiver
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Level: 5 School: Transmutation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a Quiver worth 1+ GP Effect: Attacks
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When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts,
such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or
misses.
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Symbol
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Level: 7 School: Abjuration Range: Touch
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Casting Time: 1 Minute Duration: Until Dispelled or Triggered Use: Utility
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Components: V, S, M Material: powdered diamond worth 1,000+ GP, which the spell consumes Effect: Trap
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You inscribe a harmful glyph either on a surface (such as a section of oor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers
include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.
You can rene the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, lling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the rst time on a turn or ends its turn there. A creature is targeted only once per turn.
Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.
Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.
Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.
Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature
awakens if it takes damage or if someone takes an action to shake it awake.
Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
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Synaptic Static
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Level: 5 School: Enchantment Range: 120 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage/Debuff
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Components: V, S Roll Type: Psychic Roll Type: Intelligence Save
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You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
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Tasha's Bubbling Cauldron
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Level: 6 School: Conjuration Range: 5 Feet
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Casting Time: Action Duration: 10 Minutes Use: Utility
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Components: V, S, M Material: a gilded ladle worth 500+ GP
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You conjure a claw-footed cauldron lled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within
5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling
liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of
Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is
contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to
your spellcasting ability modier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron
disappears, and the spell ends.
Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.
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Tasha's Hideous Laughter
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Level: 1 School: Enchantment Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Debuff
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Components: V, S, M Material: a tart and a feather Roll Type: Wisdom Save
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One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and
Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.
At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage
on the save if the save is triggered by damage. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.
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Telekinesis
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Level: 5 School: Transmutation Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S Roll Type: Strength Save
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You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your
later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the
appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range.
If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away
and move it up to 30 feet in any direction within the spell’s range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container,
stowing or retrieving an item from an open container, or pouring the contents from a vial.
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Telepathy
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Level: 8 School: Evocation Range: Unlimited
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Casting Time: Action Duration: 24 Hours Use: Utility
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Components: V, S, M Material: a pair of linked silver rings Effect: Communication
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You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other
through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to
understand the meaning of your words and any sensory messages you send to it.
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Teleport
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Level: 7 School: Conjuration Range: 10 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V Effect: Transposition
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This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.
Familiarity Mishap Similar Area Off Target On Target
Permanent circle — — — 01-00
Associated object — — — 01-00
Very familiar 01-05 06-13 14-24 25-00
Seen casually 01-33 34-43 44-53 54-00
Viewed once 01-43 44-53 54-73 74-00
Description 01-43 44-53 54-73 74-00
False destination 01-50 51-00 — —
Familiarity. Here are the meanings of the terms in the table’s Familiarity column:
“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.
“Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a
wizard’s library.
“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
“Seen casually” is a place you have seen more than once but with which you aren’t very familiar.
“Viewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s
description, perhaps from a map.
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or
you are attempting to teleport to a location that no longer exists.
Mishap. The spell’s unpredictable magic results in a dicult journey. Each teleporting creature (or the target object) takes 3d10
Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Similar Area. You and your group (or the target object) appear in a different area that’s visually or thematically similar to the target
area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another
person’s laboratory in the same city.
Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8
for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
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Teleportation Circle
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Level: 5 School: Conjuration Range: 10 Feet
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Casting Time: 1 Minute Duration: 1 Round Use: Utility
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Components: V, M Material: rare inks worth 50+ GP, which the spell consumes Effect: Transposition
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As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent
teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A
shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the
portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique
sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane,
determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to
memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days
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Tenser's Floating Disk
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Level: 1 School: Conjuration Ritual: Yes Range: 30 Feet
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a drop of mercury
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This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an
unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds.
If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it
remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an
elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it
was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends
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Thaumaturgy
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Level: 0 School: Transmutation Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V
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You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times,
you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on
Charisma (Intimidation) checks.
Fire Play. You cause ames to icker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. 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.
Tremors. You cause harmless tremors in the ground for 1 minute.
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Thorn Whip
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Level: 0 School: Transmutation Range: 30 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: the stem of a thorny plant Roll Type: Piercing Roll Type: Attack Roll
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You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell
attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet
closer to you.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
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Thunderclap
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Level: 0 School: Evocation Range: Self 5-Foot Emanation
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: S Roll Type: Thunder Roll Type: Constitution Save
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Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
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Thunderous Smite
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Level: 1 School: Evocation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: Instantaneous Use: Damage
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Components: V Roll Type: Thunder Roll Type: Strength Save
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Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the
attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and
have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1
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Thunderwave
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Level: 1 School: Evocation Range: Self 15 Foot Cube
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Thunder Roll Type: Constitution Save
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You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving
throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a
creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is
audible within 300 feet
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Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1
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Time Stop
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Level: 9 School: Transmutation Range: Self
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V
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You briey stop the ow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a
row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than
you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than
1,000 feet from the location where you cast it.
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Toll the Dead
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Level: 0 School: Necromancy Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S Roll Type: Necrotic Roll Type: Wisdom Save
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You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target.
The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12)
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Tougues
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Level: 3 School: Divination Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, M Material: a miniature ziggurat Effect: Communication
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This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover,
when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that
creature can hear the speech or see the signing
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Transport Via Plants
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Level: 6 School: Conjuration Range: 10 Feet
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Casting Time: Action Duration: 1 Minute Use: Utility
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Components: V, S Effect: Transposition
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This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the
same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature
can step into the target plant and exit from the destination plant by using 5 feet of movement.
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Tree Stride
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Level: 5 School: Conjuration Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S Effect: Transposition
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You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must
be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all
other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of
movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability only once on each of your turns. You must end each turn outside a tree
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True Polymorph
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Level: 9 School: Transmutation Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: a drop of mercury, a dollop of gum arabic, and a wisp of smoke Effect: Body Transmutation
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Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a
nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation
lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the
spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a
Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.
The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The spell ends early on the target if it
has no Temporary Hit Points left.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benet from any of that equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its
turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that
form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the
creature has no memory of time spent in this form after the spell ends and it returns to normal.
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True Resurrection
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Level: 9 School: Necromancy Range: Touch
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Casting Time: 1 Hour Duration: Instantaneous Use: Returned to Life
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Components: V, S, M Material: diamonds worth 25,000+ GP, which the spell consumes
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You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is
revived with all its Hit Points.
This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when
it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature
then appears in an unoccupied space you choose within 10 feet of you
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True Seeing
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Level: 6 School: Divination Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: mushroom powder worth 25+ GP, which the spell consumes Effect: Sensory Information
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For the duration, the willing creature you touch has Truesight with a range of 120 feet
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True Strike
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Level: 0 School: Divination Range: Self
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: S, M Material: a weapon with which you have prociency and that is worth 1+ CP Roll Type: Radiant Roll Type: Attack Roll
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Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your
spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be
Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage
when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
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Tsunami
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Level: 8 School: Conjuration Requires Concentration: Yes Range: Sight
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Casting Time: 1 Minute Duration: <= 6 Rounds Use: Damage
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Components: V, S Roll Type: Bludgeoning Roll Type: Strength Save
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A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high,
and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save
or half as much damage on a successful one.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any
Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw
or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is
reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the
spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a
Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of
the wall falls to the ground.
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Unseen Servant
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Level: 1 School: Conjuration Ritual: Yes Range: 60 Feet
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Casting Time: Action Duration: 1 Hour Use: Minion/Summon
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Components: V, S, M Material: a bit of string and of wood
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This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell
ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a
Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an
object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes,
lighting res, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability
until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
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Vampiric Touch
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Level: 3 School: Necromancy Requires Concentration: Yes Range: Self
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S Effect: Healing Roll Type: Necrotic Roll Type: Attack Roll
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The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack
against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the
amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a
different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
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Vicicous Mockery
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Level: 0 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V Effect: Disadvantage Roll Type: Psychic Roll Type: Wisdom Save
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You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must
succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the
end of its next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)
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Vitriolic Sphere
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Level: 4 School: Evocation Range: 150 Feet
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, S, M Material: a drop of bile Roll Type: Acid Roll Type: Dexterity Save
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You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius
Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and
another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
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Wall Of Fire
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Level: 4 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a piece of charcoal Roll Type: Fire Roll Type: Dexterity Save
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You create a wall of re on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or
a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as
much damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10
feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the rst time on a turn or ends its
turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
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Wall Of Force
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Level: 5 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a shard of glass
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An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you
choose, as a horizontal or vertical barrier or at an angle. It can be free oating or resting on a solid surface. You can form it into a
hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a at surface made up of ten 10-foot-by-10-foot
panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the
wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate
spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
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Wall Of Ice
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Level: 6 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a piece of quartz Roll Type: Cold
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You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to
10 feet, or you can shape a at surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel.
In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side)
and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has
Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points
destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the rst time on a turn makes a Constitution saving throw, taking 5d6 Cold
damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing
through the sheet of frigid air increases by 1d6 for each spell slot level above 6.
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Wall Of Stone
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Level: 5 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Utility
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Components: V, S, M Material: a cube of granite
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A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is
composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-
foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side).
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a
Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on a rm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use
this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of
thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause
connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise,
the wall disappears when the spell ends.
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Wall Of Thorns
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Level: 6 School: Conjuration Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 10 Minutes Use: Damage
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Components: V, S, M Material: a handful of thorns Effect: Difficult Terrain Roll Type: Piercing Roll Type: Dexterity Save
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You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for
the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter
and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or
half as much damage on a successful one.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend
4 feet of movement. Furthermore, the rst time a creature enters a space in the wall on a turn or ends its turn there, the creature
makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A
creature makes this save only once per turn.
Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6
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Warding Bond
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Level: 2 School: Abjuration Range: Touch
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration
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You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the
target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it
takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is
cast again on either of the connected creatures.
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Water Breathing
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Level: 3 School: Transmutation Ritual: Yes Range: 30 Feet
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Casting Time: Action Duration: 24 Hours Use: Utility
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Components: V, S, M Material: a short reed
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This spell grants up to ten willing creatures of your choice
within range the ability to breathe underwater until the spell
ends. Affected creatures also retain their normal mode of
respiration
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Water Walk
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Level: 3 School: Transmutation Range: 30 Feet
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Casting Time: Action Duration: 1 Hour Use: Utility
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Components: V, S, M Material: a piece of cork
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This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target
falls into the liquid, the target passes through the surface into the liquid below
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Web
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Level: 2 School: Conjuration Requires Concentration: Yes Range: 60 Feet
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Casting Time: Action Duration: <= 1 Hour Use: Utility
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Components: V, S, M Material: a bit of spiderweb Effect: Difficult Terrain Roll Type: Dexterity Save
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You conjure a mass of sticky webbing at a point within range. The webs ll a 20-foot Cube there for the duration. The webs are
Dicult Terrain, and the area within them is Lightly Obscured.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a oor, wall, or ceiling, the web
collapses on itself, and the spell ends at the start of your next turn. Webs layered over a at surface have a depth of 5 feet.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it
succeeds, it is no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to re burns away in 1 round, dealing 2d4 Fire damage to any creature
that starts its turn in the re.
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Weird
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Level: 9 School: Illusion Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage/Debuff
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Components: V, S Effect: Frightend Roll Type: Psychic Roll Type: Wisdom Save
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You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within
range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for
the duration. On a successful save, a target takes half as much damage only.
A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage.
On a successful save, the spell ends on that target.
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Wind Walk
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Level: 6 School: Transmutation Range: 30 Feet
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Casting Time: 1 Minute Duration: 8 Hours Use: Utility
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Components: V, S, M Material: a candle Effect: Movement
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You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of
cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it
has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action
or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned
condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute
transformation.
If a target is in cloud form and ying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it
does safely. If it can’t land after 1 minute, it falls the remaining distance.
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Wind Wall
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Level: 3 School: Evocation Requires Concentration: Yes Range: 120 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Utility
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Components: V, S, M Material: a fan and a feather Roll Type: Bludgeoning Roll Type: Strength Save
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A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet
high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.
The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save
or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller ying creatures or objects can’t pass through the wall.
Loose, lightweight materials brought into the wall y upward. Arrows, bolts, and other ordinary projectiles launched at targets
behind the wall are deected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles,
are unaffected. Creatures in gaseous form can’t pass through it.
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Wish
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Level: 9 School: Conjuration Range: Self
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V
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Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any
requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on
them listed in the Greater Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is
permanent.
Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benets of the old feat and gain the benets of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn).
Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as
precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the
likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you
might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead
might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly,
wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your
wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes.
If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to encourage you to craft the
wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any
way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress,
each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be
reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend
resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent
chance that you are unable to cast Wish ever again if you suffer this stress.
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Witch Bolt
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Level: 1 School: Evocation Requires Concentration: Yes Range: 30 Feet
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Casting Time: Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a twig struck by lightning Roll Type: Lightning Roll Type: Attack Roll
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A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if
the first attack missed.
The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
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Word of Radiance
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Level: 0 School: Evocation Range: Self 5-Foot Emanation
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Casting Time: Action Duration: Instantaneous Use: Damage
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Components: V, M Material: a sunburst token Roll Type: Radiant Roll Type: Constitution Save
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Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a
Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
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Word Of Recall
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Level: 6 School: Conjuration Range: 5 Feet
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Casting Time: Action Duration: Instantaneous Use: Utility
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Components: V Effect: Transposition
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You and up to ve willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any
creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your
sanctuary (see below). If you cast this spell without rst preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there
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Wrathful Smite
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Level: 1 School: Evocation Requires Concentration: Yes Range: Self
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Casting Time: Bonus Action Duration: 1 Minute Use: Damage/Debuff
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Components: V Effect: Frightend Roll Type: Necrotic Roll Type: Wisdom Save
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The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the
Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on
itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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Yolande's Regal Presence
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Level: 5 School: Enchantment Requires Concentration: Yes Range: Self 10-Foot Emanation
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Casting Time: 1 Action Duration: <= 1 Minute Use: Damage
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Components: V, S, M Material: a miniature tiara Effect: Prone Roll Type: Psychic Roll Type: Wisdom Save
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You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you
can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a
Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up
to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.
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Zone Of Truth
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Level: 2 School: Enchantment Range: 60 Feet
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Casting Time: Action Duration: 10 Minutes Use: Utility
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Components: V, S Roll Type: Charisma Save
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You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the
spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw.
On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this
save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a
creature can be evasive yet must be truthful.
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