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GUIDANCE LIGHT MENDING

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action Touch 1 action Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, M 1 hour V, S, M Instantaneous
minute
a re y or phosphorescent moss two lodestones
You touch one willing creature. Once before the
spell ends, the target can roll a d4 and add the You touch one object that is no larger than 10 This spell repairs a single break or tear in an
number rolled to one ability check of its choice. feet in any dimension. Until the spell ends, the object you touch, such as broken chain link, two
It can roll the die before or after making the object sheds bright light in a 20-foot radius and halves of a broken key, a torn clack, or a leaking
ability check. The spell then ends. dim light for an additional 20 feet. The light can wineskin. As long as the break or tear is no larger
be colored as you like. Completely covering the than 1 foot in any dimension, you mend it,
object with something opaque blocks the light. leaving no trace of the former damage.
The spell ends if you cast it again or dismiss it as This spell can physically repair a magic item or
an action. construct, but the spell can't restore magic to
If you target an object held or worn by a hostile such an object.
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.

Cleric Divination cantrip Cleric Evocation cantrip Cleric Transmutation cantrip

RESISTANCE SACRED FLAME SPARE THE DYING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S Instantaneous
minute
Flame-like radiance descends on a creature that You touch a living creature that has 0 hit points.
You touch one willing creature. Once before the you can see within range. The target must The creature becomes stable. This spell has no
spell ends, the target can roll a d4 and add the succeed on a Dexterity saving throw or take 1d8 effect on undead or constructs.
number rolled to one saving throw of its choice. radiant damage. The target gains no bene t from
It can roll the die before or after the saving cover for this saving throw.
throw. The spell then ends. The spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Cleric Abjuration cantrip Cleric Evocation cantrip Cleric Necromancy cantrip

THAUMATURGY ANIMAL FRIENDSHIP BANE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Up to 1 minute V, S, M 24 hours V, S, M Concentration, up to 1
minute
You manifest a minor wonder, a sign of a morsel of food
supernatural power, within range. You create a drop of blood
one of the following magical effects within range. This spell lets you convince a beast that you
Your voice booms up to three times as loud as mean it no harm. Choose a beast that you can Up to three creatures of your choice that you can
normal for 1 minute. You cause ames to see within range. It must see and hear you. If the see within range must make Charisma saving
icker, brighten, dim, or change color for 1 beast's Intelligence is 4 or higher, the spell fails. throws. Whenever a target that fails this saving
minute. You cause harmless tremors in the Otherwise, the beast must succeed on a Wisdom throw makes an attack roll or a saving throw
ground for 1 minute. You create an saving throw or be charmed by you for the spell's before the spell ends, the target must roll a d4
instantaneous sound that originates from a point duration. If you or one of your companions and subtract the number rolled from the attack
of your choice within range, such as a rumble of harms the target, the spell ends. roll or saving throw.
thunder, the cry of a raven, or ominous whispers. At Higher Levels: When you cast this spell using At Higher Levels: When you cast this spell using
You instantaneously cause an unlocked door or a 2nd level spell slot or higher, you can affect one a spell slot of 2nd level or higher, you can target
window to y open or slam shut. You alter the additional beast for each slot level above 1st. one additional creature for each slot level above
appearance of your eyes for 1 minute. If you cast 1st.
this spell multiple times, you can have up to
three of its 1-minute effects active at a time, and
you can dismiss such an effect as an action.

Cleric Transmutation cantrip Cleric (Nature) 1st level Enchantment Cleric 1st level Enchantment
0 0 0

0 0 0

0 0 0

0 0 0

1 1 0

1 1 0
BLESS BURNING HANDS CHARM PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (15-foot cone) 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S 1 hour
minute
As you hold your hands with thumbs touching You attempt to charm a humanoid you can see
a sprinkling of holy water and ngers spread, a thin sheet of ames shoots within range. It must make a Wisdom saving
forth from your outstretched ngertips. Each throw, and does so with advantage if you or your
You bless up to three creatures of your choice creature in a 15-foot cone must make a companions are ghting it. If it fails the saving
within range. Whenever a target makes an attack Dexterity saving throw. A creature takes 3d6 re throw, it is charmed by you until the spell ends or
roll or a saving throw before the spell ends, the damage on a failed save, or half as much damage until you or your companions do anything
target can roll a d4 and add the number rolled to on a successful one. harmful to it. The charmed creature regards you
the attack roll or saving throw. The re ignites any ammable objects in the area as a friendly acquaintance. When the spell ends,
At Higher Levels: When you cast this spell using that aren't being worn or carried. At Higher the creature knows it was charmed by you.
a spell slot of 2nd level or higher, you can target Levels: When you cast this spell using a spell slot At Higher Levels: When you cast this spell using
one additional creature for each slot level above of 2nd level or higher, the damage increases by a spell slot of 2nd level or higher, you can target
1st. 1d6 for each slot level above 1st. one additional creature for each slot level above
1st. The creatures must be within 30 feet of each
other when you target them.

Cleric (Life) 1st level Enchantment Cleric (Light) 1st level Evocation Cleric (Trickery) 1st level Enchantment

COMMAND CREATE OR DESTROY WATER CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 round V, S, M Instantaneous V, S Instantaneous
You speak a one-word command to a creature you can a drop of water if creating water or a few grains of A creature you touch regains a number of hit
see within range. The target must succeed on a sand if destroying it points equal to 1d8 + your spellcasting ability
Wisdom saving throw or follow the command on its modi er. This spell has no effect on undead or
next turn. The spell has no effect if the target is You either create or destroy water. constructs.
undead, if it doesn't understand your language, or if Create Water: You create up to 10 gallons of
your command is directly harmful to it. At Higher Levels: When you cast this spell using
Some typical commands and their effects follow. You clean water within range in an open container. a spell slot of 2nd level or higher, the healing
might issue a command other than one described Alternatively, the water falls as rain in a 30-foot increases by 1d8 for each slot level above 1st.
here. If you do so, the DM determines how the target cube within range, extinguishing exposed ames
behaves. If the target can't follow your command, the in the area. Destroy Water: You destroy up to 10
spell ends. Approach: The target moves toward you by gallons of water in an open container within
the shortest and most direct route, ending its turn if it range. Alternatively, you destroy fog in a 30-foot
moves within 5 feet of you. Drop: The target drops cube within range. At Higher Levels: When you
whatever it is holding and then ends its turn. Flee: The cast this spell using a spell slot of 2nd level or
target spends its turn moving away from you by the
fastest available means. Grovel: The target falls prone higher, you create or destroy 10 additional
and then ends its turn. Halt: The target doesn't move gallons of water, or the size of the cube increases
and takes no actions. A ying creature stays aloft, by 5 feet, for each slot level above 1st.
provided that it is able to do so. If it must move to stay
aloft, it ies the minimum distance needed to remain
in the air. At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, you can affect
one additional creature for each slot level above 1st.
The creatures must be within 30 feet of each other
when you target them.

Cleric (Knowledge) 1st level Enchantment Cleric 1st level Transmutation Cleric (Life) 1st level Evocation

DETECT EVIL AND GOOD DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes minutes
For the duration, you know if there is an For the duration, you sense the presence of a yew leaf
aberration, celestial, elemental, fey, end, or magic within 30 feet of you. If you sense magic in
undead within 30 feet of you, as well as where this way, you can use your action to see a faint For the duration, you can sense the presence and
the creature is located. Similarly, you know if aura around any visible creature or object in the location of poisons, poisonous creatures, and
there is a place of object within 30 feet of you area that bears magic, and you learn its school of diseases within 30 feet of you. You also identify
that has been magically consecrated or magic, if any. the kind of poison, poisonous creature, or
desecrated. The spell can penetrate most The spell can penetrate most barriers, but is disease in each case.
barriers, but it is blocked by 1 foot of stone, 1 blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is
inch of common metal, a thin sheet of lead, or 3 metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common
feet of wood or dirt. dirt. metal, a thin sheet of lead, or 3 feet of wood or
dirt.

Cleric 1st level Divination Cleric 1st level Divination Cleric 1st level Divination
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

1 1 1
DISGUISE SELF DIVINE FAVOR FAERIE FIRE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Concentration, up to 1 V Concentration, up to 1
minute minute
You make yourself, including your clothing, armor,
weapons, and other belongings on your person, look Your prayer empowers you with divine radiance. Each object in a 20-foot cube within range is
different until the spell ends or until you use your Until the spell ends, your weapon attacks deal outlined in blue, green, or violet light (your
action to dismiss it. You can seem 1 foot shorter or and extra 1d4 radiant damage on a hit. choice). Any creature in the area when the spell
taller and can appear thin, fat, or in between. You can't is cast is also outlined in light if it fails a Dexterity
change your body type, so you must adopt a form that
has the same basic arrangement of limbs. Otherwise, saving throw. For the duration, objects and
the extent of the illusion is up to you. affected creatures shed dim light in a 10-foot
The changes wrought by this spell fail to hold up to radius.
physical inspection. For example, if you use this spell Any attack roll against an affected creature or
to add a hat to your out t, objects pass through the object has advantage if the attacker can see it,
hat, and anyone who touches it would feel nothing or and the affected creature or object can't bene t
would feel your head and hair. If you use this spell to from being invisible.
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair. To discern that
you are disguised, a creature can use its action to
inspect your appearance and must succeed on an
Intelligence (Investigation) check against your spell
save DC.

Cleric (Trickery) 1st level Illusion Cleric (War) 1st level Evocation Cleric (Light) 1st level Evocation

FALSE LIFE FOG CLOUD GUIDING BOLT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 1 V, S 1 round
hour
a small amount of alcohol or distilled spirits A ash of light streaks toward a creature of your
You create a 20-foot-radius sphere of fog choice within range. Make a ranged spell attack
Bolstering yourself with a necromantic facsimile centered on a point within range. The sphere against the target. On a hit, the target takes 4d6
of life, you gain 1d4+4 temporary hit points for spreads around corners, and its area is heavily radiant damage, and the next attack roll made
the duration. obscured. It lasts for the duration or until a wind against this target before the end of your next
At Higher Levels: When you cast this spell using of moderate or greater speed (at least 10 miles turn has advantage, thanks to the mystical dim
a spell slot of 2nd level or higher, you gain 5 per hour) disperses it. light glittering on the target until then.
additional temporary hit points for each slot At Higher Levels: When you cast this spell using At Higher Levels: When you cast this spell using
level above 1st. a spell slot of 2nd level or higher, the radius of a spell slot of 2nd level or higher, the damage
the fog increases by 20 feet for each slot level increases by 1d6 for each slot level above 1st.
above 1st.

Cleric (Death) 1st level Necromancy Cleric (Tempest) 1st level Conjuration Cleric 1st level Evocation

HEALING WORD IDENTIFY (RITUAL) INFLICT WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 minute Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Instantaneous V, S Instantaneous
A creature of your choice that you can see within a pearl worth at least 100 gp and an owl feather Make a melee spell attack against a creature you
range regains hit points equal to 1d4 + your can reach. On a hit, the target takes 3d10
spellcasting ability modi er. This spell has no You choose one object that you must touch necrotic damage.
effect on undead or constructs. throughout the casting of the spell. If it is a magic At Higher Levels: When you cast this spell using
At Higher Levels: When you cast this spell using item or some other magic-imbued object, you a spell slot of 2nd level or higher, the damage
a spell slot of 2nd level or higher, the healing learn its properties and how to use them, increases by 1d10 for each slot level above 1st.
increases by 1d4 for each slot level above 1st. whether it requires attunement to use, and how
many charges it has, if any. You learn whether
any spells are affecting the item and what they
are. If the item was created by a spell, you learn
which spell created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.

Cleric 1st level Evocation Cleric (Knowledge) 1st level Divination Cleric 1st level Necromancy
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

1 1 1
MAGIC MISSILE PROTECTION FROM EVIL AND PURIFY FOOD AND DRINK
CASTING TIME RANGE GOOD (RITUAL)
1 action 120 feet
CASTING TIME RANGE CASTING TIME RANGE
COMPONENTS DURATION 1 action Touch 1 action 10 feet
V, S Instantaneous
COMPONENTS DURATION COMPONENTS DURATION
You create three glowing darts of magical force. V, S, M Concentration, up to 10 V, S Instantaneous
Each dart hits a creature of your choice that you minutes
can see within range. A dart deals 1d4+1 force All nonmagical food and drink within a 5-foot-
damage to its target. The darts all strike holy water or powdered silver and iron, which the radius sphere centered on a point of your choice
simultaneously and you can direct them to hit spell consumes within range is puri ed and rendered free of
one creature or several. poison and disease.
At Higher Levels: When you cast this spell using Until the spell ends, one willing creature you
a spell slot of 2nd level or higher, the spell touch is protected against certain types of
creates one more dart for each slot above 1st. creatures - aberrations, celestials, elementals,
fey, ends, and undead.
The protection grants several bene ts.
Creatures of those types have disadvantage on
attack rolls against the target. The target also
can't be charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.

Cleric (Arcana) 1st level Evocation Cleric 1st level Abjuration Cleric 1st level Transmutation

RAY OF SICKNESS SANCTUARY SHIELD OF FAITH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 bonus action 30 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 1 minute V, S, M Concentration, up to 10
minutes
A ray of sickening greenish energy lashes out a small silver mirror
toward a creature within range. Make a ranged a small parchment with a bit of holy text written on
spell attack against the target. On a hit, the You ward a creature within range against attack. it
target takes 2d8 poison damage and must make Until the spell ends, any creature who targets
a Constitution saving throw. On a failed save, it is the warded creature with an attack or a harmful A shimmering eld appears and surrounds a
also poisoned until the end of your next turn. spell must rst make a Wisdom saving throw. On creature of your choice within range, granting it
At Higher Levels: When you cast this spell using a failed save, the creature must choose a new a +2 bonus to AC for the duration.
a spell slot of 2nd level or higher, the damage target or lose the attack or spell. This spell
increases by 1d8 for each slot level above 1st. doesn't protect the warded creature from area
effects, such as the explosion of a reball.
If the warded creature makes an attack or casts a
spell that affects an enemy creature, this spell
ends.

Cleric (Death) 1st level Necromancy Cleric 1st level Abjuration Cleric (War) 1st level Abjuration

SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE AID


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self (15-foot cube) 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S Instantaneous V, S, M 8 hours
You gain the ability to comprehend and verbally A wave of thunderous force sweeps out from a tiny strip of white cloth
communicate with beasts for the duration. The you. Each creature in a 15-foot cube originating
knowledge and awareness of many beasts is from you must make a Constitution saving Your spell bolsters your allies with toughness
limited by their intelligence, but at minimum, throw. On a failed save, a creature takes 2d8 and resolve. Choose up to three creatures within
beasts can give you information about nearby thunder damage and is pushed 10 feet away range. Each target's hit point maximum and
locations and monsters, including whatever they from you. On a successful save, the creature current hit points increase by 5 for the duration.
can perceive or have perceived within the past takes half as much damage and isn't pushed. At Higher Levels: When you cast this spell using
day. You might be able to persuade a beast to In addition, unsecured objects that are a spell slot of 3rd level or higher, a target's hit
perform a small favor for you, at the DM's completely within the area of effect are points increase by an additional 5 for each slot
discretion. automatically pushed 10 feet away from you by level above 2nd.
the spell's effect, and the spell emits a
thunderous boom audible out to 300 feet. At
Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.

Cleric (Nature) 1st level Divination Cleric (Tempest) 1st level Evocation Cleric 2nd level Abjuration
1 1 1

1 1 1

1 1 1

1 1 1

2 1 1

2 1 1
AUGURY (RITUAL) BARKSKIN BLINDNESS/DEAFNESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V 1 minute
hour
specially marked sticks, bones, or similar tokens You can blind or deafen a foe. Choose one
worth at least 25 gp a handful of oak bark creature that you can see within range to make a
Constitution saving throw. If it fails, the target is
By casting gem-inlaid sticks, rolling dragon bones, You touch a willing creature. Until the spell ends, either blinded or deafened (your choice) for the
laying out ornate cards, or employing some other the target's skin has a rough, bark-like duration. At the end of each of its turns, the
divining tool, you receive an omen from an appearance, and the target's AC can't be less target can make a Constitution saving throw. On
otherworldly entity about the results of a speci c than 16, regardless of what kind of armor it is
course of action that you plan to take within the next a success, the spell ends.
wearing. At Higher Levels: When you cast this spell using
30 minutes. The DM chooses from the following
possible omens. a spell slot of 3rd level or higher, you can target
Weal, for good results Woe, for bad results Weal one additional creature for each slot level above
and woe, for both good and bad results Nothing, for 2nd.
results that aren't especially good or bad The spell
doesn't take into account any possible circumstances
that might change the outcome, such as the casting of
additional spells or the loss or gain of a companion. If
you cast the spell two or more times before
completing your next long rest, there is a cumulative
25 percent chance for each casting after the rst that
you get a random reading. The DM makes this roll in
secret.

Cleric (Knowledge) 2nd level Divination Cleric (Nature) 2nd level Transmutation Cleric (Death) 2nd level Necromancy

CALM EMOTIONS CONTINUAL FLAME ENHANCE ABILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Until dispelled V, S, M Concentration, up to 1
minute hour
ruby dust worth 50 gp, which the spell consumes
You attempt to suppress strong emotions in a fur or a feather from a beast
group of people. Each humanoid in a 20-foot- A ame, equivalent in brightness to a torch,
radius sphere centered on a point you choose springs forth from an object that you touch. The You touch a creature and bestow upon it a magical
within range must make a Charisma saving effect looks like a regular ame, but it creates no enhancement. Choose one of the following effects -
heat and doesn't use oxygen. A continual ame the target gains the effect until the spell ends.
throw a creature can choose to fail this saving Bear's Endurance: The target has advantage on
throw if it wishes. If a creature fails its saving can be covered or hidden but not smothered or Constitution checks. It also gains 2d6 temporary hit
throw, choose one of the following two effects. quenched. points, which are lost when the spell ends. Bull's
You can suppress any effect causing a target to Strength: The target has advantage on Strength
be charmed or frightened. When this spell ends, checks, and his or her carrying capacity doubles. Cat's
any suppressed effect resumes, provided that its Grace: The target has advantage on Dexterity checks.
duration has not expired in the meantime. It also doesn't take damage from falling 20 feet or less
Alternatively, you can make a target indifferent if it isn't incapacitated. Eagle's Splendor: The target
has advantage on Charisma checks. Fox's Cunning:
about creatures of your choice that it is hostile The target has advantage on Intelligence checks.
toward. This indifference ends if the target is Owl's Wisdom: The target has advantage on Wisdom
attacked or harmed by a spell or if it witnesses checks. At Higher Levels: When you cast this spell
any of its friends being harmed. When the spell using a spell slot of 3rd level or higher, you can target
ends, the creature becomes hostile again, unless one additional creature for each slot level above 2nd.
the DM rules otherwise.

Cleric 2nd level Enchantment Cleric 2nd level Evocation Cleric 2nd level Transmutation

FIND TRAPS FLAMING SPHERE GENTLE REPOSE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 1 V, S, M 10 days
minute
You sense the presence of any trap within range a pinch of salt and one copper piece placed on each
that is within line of sight. A trap, for the purpose a bit of tallow, a pinch of brimstone, and a dusting of of the corpse's eyes, which must remain there for the
of this spell, includes anything that would in ict powdered iron duration
a sudden or unexpected effect you consider
harmful or undesirable, which was speci cally A 5-foot-diameter sphere of re appears in an You touch a corpse or other remains. For the
intended as such by its creator. Thus, the spell unoccupied space of your choice within range and duration, the target is protected from decay and
lasts for the duration. Any creature that ends its turn
would sense an area affected by the alarm spell, within 5 feet of the sphere must make a Dexterity can't become undead.
a glyph of warding, or a mechanical pit trap, but it saving throw. The creature takes 2d6 re damage on a The spell also effectively extends the time limit
would not reveal a natural weakness in the oor, failed save, or half as much damage on a successful on raising the target from the dead, since days
an unstable ceiling, or a hidden sinkhole. one. spent under the in uence of this spell don't
This spell merely reveals that a trap is present. As a bonus action, you can move the sphere up to 30 count against the time limit of spells such as raise
You don't learn the location of each trap, but you feet. If you ram the sphere into a creature, that dead.
do learn the general nature of the danger posed creature must make the saving throw against the
by a trap you sense. sphere's damage, and the sphere stops moving this
turn. When you move the sphere, you can direct it
over barriers up to 5 feet tall and jump it across pits up
to 10 feet wide. The sphere ignites ammable objects
not being worn or carried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.

Cleric 2nd level Divination Cleric (Light) 2nd level Conjuration Cleric 2nd level Necromancy
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
GUST OF WIND HOLD PERSON LESSER RESTORATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot line) 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous
minute minute
You touch a creature and can end either one
a legume seed a small, straight piece of iron disease or one condition af icting it. The
condition can be blinded, deafened, paralyzed, or
A line of strong wind 60 feet long and 10 feet Choose a humanoid that you can see within poisoned.
wide blasts from you in a direction you choose range. The target must succeed on a Wisdom
for the spell's duration. Each creature that starts saving throw or be paralyzed for the duration. At
its turn in the line must succeed on a Strength the end of each of its turns, the target can make
saving throw or be pushed 15 feet away from another Wisdom saving throw. On a success, the
you in a direction following the line. spell ends on the target.
Any creature in the line must spend 2 feet of At Higher Levels: When you cast this spell using
movement for every 1 foot it moves when a spell slot of 3rd level or higher, you can target
moving closer to you. The gust disperses gas or on additional humanoid for each slot level above
vapor, and it extinguishes candles, torches, and 2nd. The humanoids must be within 30 feet of
similar unprotected ames in the area. It causes each other when you target them.
protected ames, such as those of lanterns, to
dance wildly and has a 50 percent chance to
extinguish them. As a bonus action on each of
your turns before the spell ends, you can change
the direction in which the line blasts from you.

Cleric (Tempest) 2nd level Evocation Cleric 2nd level Enchantment Cleric (Life) 2nd level Abjuration

LOCATE OBJECT MAGIC WEAPON MIRROR IMAGE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Concentration, up to 1 V, S 1 minute
minutes hour
Three illusory duplicates of yourself appear in your
a forked twig You touch a nonmagical weapon. Until the spell space. Until the spell ends, the duplicates move with
ends, that weapon becomes a magic weapon you and mimic your actions, shifting position so it's
Describe or name an object that is familiar to with a +1 bonus to attack rolls and damage rolls. impossible to track which image is real. You can use
you. You sense the direction to the object's At Higher Levels: When you cast this spell using your action to dismiss the illusory duplicates.
location, as long as that object is within 1,000 Each time a creature targets you with an attack during
a spell slot of 4th level or higher, the bonus the spell's duration, roll a d20 to determine whether
feet of you. If the object is in motion, you know increases to +2. When you use a spell slot of 6th the attack instead targets one of your duplicates. If
the direction of its movement. level or higher, the bonus increases to +3. you have three duplicates, you must roll a 6 or higher
The spell can locate a speci c object known to to change the attack's target to a duplicate. With two
you, as long as you have seen it up close - within duplicates, you must roll an 8 or higher. With one
30 feet - at least once. Alternatively, the spell can duplicate, you must roll an 11 or higher. A duplicate's
locate the nearest object of a particular kind, AC equals 10 + your Dexterity modi er. If an attack
such as a certain kind of apparel, jewelry, hits a duplicate, the duplicate is destroyed. A duplicate
furniture, tool, or weapon. This spell can't locate can be destroyed only by an attack that hits it. It
an object if any thickness of lead, even a thin ignores all other damage and effects. The spell ends
when all three duplicates are destroyed. A creature is
sheet, blocks a direct path between you and the unaffected by this spell if it can't see, if it relies on
object. senses other than sight, such as blindsight, or if it can
perceive illusions as false, as with truesight.

Cleric 2nd level Divination Cleric (War) 2nd level Transmutation Cleric (Trickery) 2nd level Illusion

NYSTUL'S MAGIC AURA PASS WITHOUT TRACE PRAYER OF HEALING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 10 minutes 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Concentration, up to 1 V Instantaneous
hour
a small square of silk Up to six creatures of your choice that you can
ashes from a burned leaf of mistletoe and a sprig of see within range each regain hit points equal to
You place an illusion on a creature or an object you spruce 2d8 + your spellcasting ability modi er. This spell
touch so that divination spells reveal false information has no effect on undead or constructs.
about it. The target can be a willing creature or an A veil of shadows and silence radiates from you,
object that isn't being carried or worn by another At Higher Levels: When you cast this spell using
creature. masking you and your companions from a spell slot of 3rd level or higher, the healing
When you cast the spell, choose one or both of the detection. For the duration, each creature you increases by 1d8 for each slot level above 2nd.
following effects. The effect lasts for the duration. If choose within 30 feet of you (including you) has a
you cast this spell on the same creature or object +10 bonus to Dexterity (Stealth) checks and
every day for 30 days, placing the same effect on it can't be tracked except by magical means. A
each time, the illusion lasts until it is dispelled. False creature that receives this bonus leaves behind
Aura: You change the way the target appears to spells no tracks or other traces of its passage.
and magical effects, such as detect magic, that detect
magical auras. You can make a nonmagical object
appear magical, a magical object appear nonmagical,
or change the object's magical aura so that it appears
to belong to a speci c school of magic that you choose.
When you use this effect on an object, you can make
the false magic apparent to any creature that handles
the item. Mask: You change the way the target
appears to spells and magical effects that detect
creature types, such as a paladin's Divine Sense or the
trigger of a symbol spell. You choose a creature type
and other spells and magical effects treat the target as
if it were a creature of that type or of that alignment.

Cleric (Arcana) 2nd level Illusion Cleric (Trickery) 2nd level Abjuration Cleric 2nd level Evocation
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
PROTECTION FROM POISON RAY OF ENFEEBLEMENT SCORCHING RAY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Concentration, up to 1 V, S Instantaneous
minute
You touch a creature. If it is poisoned, you You create three rays of re and hurl them at
neutralize the poison. If more than one poison A black beam of enervating energy springs from targets within range. You can hurl them at one
af icts the target, you neutralize on poison that your nger toward a creature within range. target or several.
you know is present, or you neutralize one at Make a ranged spell attack against the target. On Make a ranged spell attack for each ray. On a hit,
random. a hit, the target deals only half damage with the target takes 2d6 re damage. At Higher
For the duration, the target has advantage on weapon attacks that use Strength until the spell Levels: When you cast this spell using a spell slot
saving throws against being poisoned, and it has ends. of 3rd level or higher, you create one additional
resistance to poison damage. At the end of each of the target's turns, it can ray for each slot level above 2nd.
make a Constitution saving throw against the
spell. On a success, the spell ends.

Cleric 2nd level Abjuration Cleric (Death) 2nd level Necromancy Cleric (Light) 2nd level Evocation

SHATTER SILENCE (RITUAL) SPIKE GROWTH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
a chip of mica
For the duration, no sound can be created within seven sharp thorns or seven small twigs, each
A sudden loud ringing noise, painfully intense, or pass through a 20-foot-radius sphere sharpened to a point
erupts from a point of your choice within range. centered on a point you choose within range.
Each creature in a 10-foot-radius sphere Any creature or object entirely inside the sphere The ground in a 20-foot radius centered on a
centered on that point must make a Constitution is immune to thunder damage, and creatures are point within range twists and sprouts hard spikes
saving throw. A creature takes 3d8 thunder deafened while entirely inside it. Casting a spell and thorns. The area becomes dif cult terrain
damage on a failed save, or half as much damage that includes a verbal component is impossible for the duration. When a creature moves into or
on a successful one. A creature made of there. within the area, it takes 2d4 piercing damage for
inorganic material such as stone, crystal, or every 5 feet it travels.
metal has disadvantage on this saving throw. The transformation of the ground is
A nonmagical object that isn't being worn or camou aged to look natural. Any creature that
carried also takes the damage if it's in the spell's can't see the area at the time the spell is case
area. At Higher Levels: When you cast this spell must make a Wisdom (Perception) check against
using a spell slot of or higher, the damage your spell save DC to recognize the terrain as
increases by 1d8 for each slot level above 2nd. hazardous before entering it.

Cleric (Tempest) 2nd level Evocation Cleric 2nd level Illusion Cleric (Nature) 2nd level Transmutation

SPIRITUAL WEAPON SUGGESTION WARDING BOND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, M Concentration, up to 8 V, S, M 1 hour
hours
You create a oating, spectral weapon within a pair of platinum rings worth at least 50 gp each,
range that lasts for the duration or until you cast a snake's tongue and either a bit of honeycomb or a which you and target must wear for the duration
this spell again. When you cast the spell, you can drop of sweet oil
make a melee spell attack against a creature This spell wards a willing creature you touch and
within 5 feet of the weapon. On a hit, the target You suggest a course of activity (limited to a sentence creates a mystic connection between you and
takes force damage equal to 1d8 + your or two) and magically in uence a creature you can see the target until the spell ends. While the target is
within range that can hear and understand you. within 60 feet of you, it gains a +1 bonus to AC
spellcasting ability modi er. Creatures that can't be charmed are immune to this
As a bonus action on your turn, you can move the effect. The suggestion must be worded in such a and saving throws, and it has resistance to all
weapon up to 20 feet and repeat the attack manner as to make the course of action sound damage. Also, each time it takes damage, you
against a creature within 5 feet of it. The weapon reasonable. Asking the creature to stab itself, throw take the same amount of damage.
can take whatever form you choose. Clerics of itself onto a spear, immolate itself, or do some other The spell ends if you drop to 0 hit points or if you
deities who are associated with a particular obviously harmful act ends the spell. and the target become separated by more than
weapon (as St. Cuthbert is known for his mace The target must make a Wisdom saving throw. On a 60 feet. It also ends if the spell is cast again on
and Thor for his hammer) make this spell's effect failed save, it purses the course of action you either of the connected creatures. You can also
described to the best of its ability. The suggested dismiss the spell as an action.
resemble that weapon. At Higher Levels: When course of action can continue for the entire duration.
you cast this spell using a spell slot 3rd level of or If the suggested activity can be completed in a shorter
higher, the damage increases by 1d8 for every time, the spell ends when the subject nishes what it
two slot levels above the 2nd. was asked to do. You can also specify conditions that
will trigger a special activity during the duration. For
example, you might suggest that a knight ve her
warhorse to the rst beggar she meets. If the
condition isn't met before the spell expires, the
activity isn't preformed. If you or any of your
companions damage the target, the spell ends.

Cleric (War) 2nd level Evocation Cleric (Knowledge) 2nd level Enchantment Cleric 2nd level Abjuration
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
ZONE OF TRUTH ANIMATE DEAD BEACON OF HOPE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 10 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 minutes V, S, M Instantaneous V, S Concentration, up to 1
minute
You create a magical zone that guards against a drop of blood, a piece of esh, and a pinch of bone
deception in a 15-foot-radius sphere centered dust This spell bestows hope and vitality. Choose any
on a point of your choice within range. Until the number of creatures within range. For the
spell ends, a creature that enters the spell's area This spell creates an undead servant. Choose a pile of bones duration, each target has advantage on Wisdom
for the rst time on a turn or starts its turn there or a corpse of a Medium or Small humanoid within range. saving throws and death saving throws, and
Your spell imbues the target with a foul mimicry of life, regains the maximum number of hit points
must make a Charisma saving throw. On a failed raising it as an undead creature. The target becomes a
save, a creature can't speak a deliberate lie while skeleton if you chose bones or a zombie if you chose a corpse
possible from any healing.
in the radius. You know whether each creature (the DM has the creature's game statistics).
succeeds or fails on its saving throw. On each of your turns, you can use a bonus action to mentally
An affected creature is aware of the spell and command any creature you made with this spell if the
can thus avoid answering questions to which it creature is within 60 feet of you (if you control multiple
would normally respond with a lie. Such creatures, you can command any or all of them at the same
creatures can be evasive in its answers as long as time, issuing the same command to each one). You decide
what action the creature will take and where it will move
it remains within the boundaries of the truth. during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to
follow it until its task is complete. The creature is under your
control for 24 hours, after which it stops obeying any
command you've given it. To maintain the control of the
creature for another 24 hours, you must cast this spell on the
creature again before the current 24-hour period ends. This
use of the spell reasserts your control over up to four
creatures you have animated with this spell, rather than
animating a new one. At Higher Levels: When you cast this
spell using a spell slot of 4th level or higher, you animate or
Cleric 2nd level Enchantment Cleric (Death) 3rd level Necromancy Cleric (Life) 3rd level Abjuration

BESTOW CURSE BLINK CALL LIGHTNING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 1 minute V, S Concentration, up to 10
minute minutes
Roll a d20 at the end of each of your turns for the
You touch a creature, and that creature must succeed duration of the spell. On a roll of 11 or higher, you A storm cloud appears in the shape of a cylinder that is
on a Wisdom saving throw or become cursed for the vanish from your current plane of existence and 10 feet tall with a 60-foot radius, centered on a point
duration of the spell. When you cast this spell, choose appear in the Ethereal Plane (the spell fails and the you can see 100 feet directly above you. The spell fails
the nature of the curse from the following options. casting is wasted if you were already on that plane). At if you can't see a point in the air where the storm cloud
Choose one ability score. While cursed, the target the start of you next turn, and when the spell ends if could appear (for example, if you are in a room that
has disadvantage on ability checks and saving throws you are on the Ethereal Plane, you return to an can't accommodate the cloud).
made with that ability score. While cursed, the unoccupied space of your choice that you can see When you cast the spell, choose a point you can see
target has disadvantage on attack rolls against you. within 10 feet of the space you vanished from. If no within range. A bolt of lightning ashes down from the
While cursed, the target must make a Wisdom saving unoccupied space is available within that range, you cloud to that point. Each creature within 5 feet of that
throw at the start of each of its turns. If it fails, it appear in the nearest unoccupied space (chosen at point must make a Dexterity saving throw. A creature
wastes its action that turn doing nothing. While the random if more than one space is equally near). You takes 3d10 lightning damage on a failed save, or half
target is cursed, your attacks and spells deal an extra can dismiss this spell as an action. as much damage on a successful one. On each of your
1d8 necrotic damage to the target. A remove curse While on the Ethereal Plane, you can see and hear the turns until the spell ends, you can use your action to
spell ends this effect. At the DM's option, you may plane you originated from, which is cast in shades of call down lightning in this way again, targeting the
choose an alternative curse effect, but it should be no gray, and you can't see anything more than 60 feet same point or a different one. If you are outdoors in
more powerful than those described above. The DM away. You can only affect and be affected by other stormy conditions when you cast this spell, the spell
has nal say on such a curse's effect. At Higher Levels: creatures on the Ethereal Plane. Creature that aren't gives you control over the existing storm instead of
If you cast this spell using a spell slot of 4th level or there can't perceive you or interact with you, unless creating a new one. Under such conditions, the spell's
higher, the duration is concentration, up to 10 they have the ability to do so. damage increases by 1d10. At Higher Levels: When
minutes. If you use a spell slot of 5th level or higher, you cast this spell using a spell slot of 4th level or
the duration is 8 hours. If you use a spell slot of 7th higher level, the damage increases by 1d10 for each
level or higher, the duration is 24 hours. If you use a slot level above 3rd.
9th level spell slot, the spell lasts until it is dispelled.
Using a spell slot of 5th level or higher grants a
duration that doesn't require concentration.

Cleric 3rd level Necromancy Cleric (Trickery) 3rd level Transmutation Cleric (Tempest) 3rd level Conjuration

CLAIRVOYANCE CREATE FOOD AND WATER CRUSADER'S MANTLE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 1 mile 1 action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous V Concentration, up to 1
minutes minute
You create 45 pounds of food and 30 gallons of
a focus worth at least 100 gp, either a jeweled horn water on the ground or in containers within Holy power radiates from you in an aura with a
for hearing or a glass eye for scrying range, enough to sustain up to fteen humanoids 30-foot radius, awakening boldness in friendly
or ve steeds for 24 hours. The food is bland but creatures. Until the spell ends, the aura moves
You create an invisible sensor within range in a nourishing, and spoils if uneaten after 24 hours. with you, centered on you. While in the aura,
location familiar to you (a place you have visited or The water is clean and doesn't go bad. each non-hostile creature in the aura (including
seen before) or in an obvious location that is you) deals an extra 1d4 radiant damage when it
unfamiliar to you (such as behind a door, around a
corner, or in a grove of trees). The sensor remains in hits with a weapon attack.
place for the duration, and it can't be attacked or
otherwise interacted with. When you cast the spell,
you choose seeing or hearing. You can use the chosen
sense through the sensor as if you were in its space. As
your action, you can switch between seeing and
hearing. A creature that can see the sensor (such as a
creature bene tting from see invisibility or truesight)
sees a luminous, intangible orb about the size of your
st.
When you cast the spell, you choose seeing or hearing.
You can use the chosen sense through the sensor as if
you were in its space. As your action, you can switch
between seeing and hearing. A creature that can see
the sensor (such as a creature bene tting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your st. A creature that can see
the sensor (such as a creature bene tting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your st.
Cleric 3rd level Divination Cleric 3rd level Conjuration Cleric (War) 3rd level Evocation
3 3 2

3 3 2

3 3 3

3 3 3

3 3 3

3 3 3
DAYLIGHT DISPEL MAGIC FEIGN DEATH (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Instantaneous V, S, M 1 hour
A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect a pinch of graveyard dirt
from a point you choose within range. The within range. Any spell of 3rd level or lower on
sphere is bright light and sheds dim light for an the target ends. For each spell of or higher on the You touch a willing creature and put it into a
additional 60 feet. target, make an ability check using your cataleptic state that is indistinguishable from
If you chose a point on an object you are holding spellcasting ability. The DC equals 10 + the death.
or one that isn't being worn or carried, the light spell's level. On a successful check, the spell For the spell's duration, or until you use an action
shines from the object with and moves with it. ends. to touch the target and dismiss the spell, the
Completely covering the affected object with an At Higher Levels: When you cast this spell using target appears dead to all outward inspection
opaque object, such as a bowl or a helm, blocks a spell slot of 4th level or higher, you and to spells used to determine the target's
the light. If any of this spell's area overlaps with automatically end the effects of a spell on the status. The target is blinded and incapacitated,
an area of darkness created by a spell of or target if the spell's level is equal to or less than and its speed drops to 0. The target has
lower, the spell that created the darkness is the level of the spell slot you used. resistance to all damage except psychic damage.
dispelled. If the target is diseased or poisoned when you
cast the spell, or becomes diseased or poisoned
while under the spell's effect, the disease and
poison have no effect until the spell ends.

Cleric (Light) 3rd level Evocation Cleric (Trickery) 3rd level Abjuration Cleric 3rd level Necromancy

FIREBALL GLYPH OF WARDING MAGIC CIRCLE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 hour Touch 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Until dispelled or V, S, M 1 hour
triggered
a tiny ball of bat guano and sulfur holy water or powdered silver and iron worth at
incense and powdered diamond worth at least 200 least 100 gp, which the spell consumes
A bright streak ashes from your pointing nger gp, which the spell consumes
to a point you choose within range then You create a 10-foot-radius, 20-foot-tall cylinder of
blossoms with a low roar into an explosion of When you cast this spell, you inscribe a glyph that harms magical energy centered on a point on the ground that
ame. Each creature in a 20-foot radius must other creatures, either upon a surface (such as a table or a you can see within range. Glowing runes appear
make a Dexterity saving throw. A target takes section of oor or wall) or within an object that can be closed wherever the cylinder intersects with the oor or
8d6 re damage on a failed save, or half as much (such as a book, a scroll, or a treasure chest) to conceal the other surface.
glyph. If you choose a surface, the glyph can cover an area of Choose one or more of the following types of
damage on a successful one. the surface no larger than 10 feet in diameter. If you choose creatures - celestials, elementals, fey, ends, or
The re spreads around corners. It ignites an object, that object must remain in its place, if the object is undead. The circle affects a creature of the chosen
ammable objects in the area that aren't being moved more than 10 feet from where you cast this spell, the type in the following ways. The creature can't
worn or carried. At Higher Levels: When you cast glyph is broken and the spell ends without being triggered. willingly enter the cylinder by nonmagical means. If
this spell using a spell slot of 4th level or higher, The glyph is nearly invisible and requires a successful the creature tries to use teleportation or interplanar
the damage increases by 1d6 for each slot level Intelligence (Investigation) check against your spell save DC travel to do so, it must rst succeed on a Charisma
above 3rd. to be found. You decide what triggers the glyph when you saving throw. The creature has disadvantage on
cast the spell. For glyphs inscribed on a surface, the most attack rolls against targets within the cylinder.
typical triggers include touching or standing on the glyph, Targets within the cylinder can't be charmed,
removing another object covering the glyph, approaching frightened, or possessed by the creature. When you
within a certain distance of the glyph, or manipulating the cast this spell, you can elect to cause its magic to
object on which the glyph is inscribed. For glyphs inscribed operate in the reverse direction, preventing a creature
within an object, the most common triggers include opening of the speci ed type from leaving the cylinder and
that object, approaching within a certain distance of the protecting targets outside it. At Higher Levels: When
object, or seeing or reading the glyph. Once a glyph is you cast this spell using a spell slot of 4th level or
triggered, this spell ends. You can further re ne the trigger so higher, the duration increases by 1 hour for each slot
the spell activates only under certain circumstances or level above 3rd.
according to physical characteristics (such as height or
weight), creature kind (for example, the ward could be set to
Cleric (Light) 3rd level Evocation Cleric 3rd level Abjuration Cleric (Arcana) 3rd level Abjuration

MASS HEALING WORD MELD INTO STONE (RITUAL) NONDETECTION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 8 hours V, S, M 8 hours
As you call out words of restoration, up to six You step into a stone object or surface large enough to a pinch of diamond dust worth 25 gp sprinkled over
creatures of your choice that you can see within fully contain your body, melding yourself and all the the target, which the spell consumes
range regain hit points equal to 1d4 + your equipment you carry with the stone for the duration.
spellcasting ability modi er. This spell has no Using your movement, you step into the stone at a For the duration, you hide a target that you
point you can touch. Nothing of your presence touch from divination magic. The target can be a
effect on undead or constructs. remains visible or otherwise detectable by nonmagical
At Higher Levels: When you cast this spell using senses. willing creature or a place or an object no larger
a spell slot of 4th level or higher, the healing While merged with the stone, you can't see what than 10 feet in any dimension. The target can't
increases by 1d4 for each slot level above 3rd. occurs outside it, and any Wisdom (Perception) checks be targeted by any divination magic or perceived
you make to hear sounds outside it are made with through magical scrying sensors.
disadvantage. You remain aware of the passage of
time and can cast spells on yourself while merged in
the stone. You can use your movement to leave the
stone where you entered it, which ends the spell. You
otherwise can't move. Minor physical damage to the
stone doesn't harm you, but its partial destruction or a
change in its shape (to the extent that you no longer t
within it) expels you and deals 6d6 bludgeoning
damage to you. The stone's complete destruction (or
transmutation into a different substance) expels you
and deals 50 bludgeoning damage to you. If expelled,
you fall prone in an unoccupied space closest to where
you rst entered.

Cleric 3rd level Evocation Cleric 3rd level Transmutation Cleric (Knowledge) 3rd level Abjuration
3 3 3

3 3 3

3 3 3

3 3 3

3 3 3

3 3 3
PLANT GROWTH PROTECTION FROM ENERGY REMOVE CURSE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action or 8 hours 150 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S Instantaneous
hour
This spell channels vitality into plants within a At your touch, all curses affecting one creature
speci c area. There are two possible uses for the For the duration, the willing creature you touch or object end. If the object is a cursed magic item,
spell, granting either immediate or long-term has resistance to one damage type of your its curse remains, but the spell breaks its owner's
bene ts. choice - acid, cold, re, lightning, or thunder. attunement to the object so it can be removed or
If you cast this spell using 1 action, choose a discarded.
point within range. All normal plants in a 100-
foot radius centered on that point become thick
and overgrown. A creature moving through the
area must spend 4 feet of movement for every 1
foot it moves. You can exclude one or more areas
of any size within the spell's area from being
affected. If you cast this spell over 8 hours, you
enrich the land. All plants in a half-mile radius
centered on a point within range become
enriched for 1 year. The plants yield twice the
normal amount of food when harvested.

Cleric (Nature) 3rd level Transmutation Cleric 3rd level Abjuration Cleric 3rd level Abjuration

REVIVIFY SENDING SLEET STORM


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Unlimited 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 round V, S, M Concentration, up to 1
minute
diamonds worth 300 gp, which the spell consumes A short piece of ne copper wire
a pinch of dust and a few drops of water
You touch a creature that has died within the last You send a short message of twenty- ve words
minute. That creature returns to life with 1 hit or less to a creature with you are familiar. The Until the spell ends, freezing rain and sleet fall in
point. This spell can't return to life a creature creature hears the message in its mind, a 20-foot-tall cylinder with a 40-foot radius
that has died of old age, nor can it restore any recognizes you as the sender if it knows you, and centered on a point you choose within range.
missing body parts. can answer in a like manner immediately. The The area is heavily obscured, and exposed ames
spell enables creatures with Intelligence scores in the area are doused.
of at least 1 to understand the meaning of your The ground in the area is covered with slick ice,
message. making it dif cult terrain. When a creature
You can send the message across any distance enters the spell's area for the rst time on a turn
and even to other planes of existence, but if the or starts its turn there, it must make a Dexterity
target is on a different plane than you, there is a saving throw. On a failed save, it falls prone. If a
5 percent chance that the message doesn't creature is concentrating in the spell's area, the
arrive. creature must make a successful Constitution
saving throw against your spell save DC or lose
concentration.

Cleric (Life) 3rd level Necromancy Cleric 3rd level Evocation Cleric (Tempest) 3rd level Conjuration

SPEAK WITH DEAD SPIRIT GUARDIANS TONGUES


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action Self (15-foot-radius) 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 minutes V, S, M Concentration, up to 10 V, M 1 hour
minutes
burning incense a small clay model of a ziggurat
a holy symbol
You grant the semblance of life and intelligence This spell grants the creature you touch the
to a corpse of your choice within range, allowing You call forth spirits to protect you. They it ability to understand any spoken language it
it to answer the questions you pose. The corpse around you to a distance of 15 feet for the hears. Moreover, when the target speaks, any
must still have a mouth and can't be undead. The duration. If you are good or neutral, their creature that knows at least one language and
spell fails if the corpse was the target of this spell spectral form appears angelic or fey (your can hear the target understands what it says.
within the last 10 days. choice). If you are evil, they appear endish.
Until the spell ends, you can ask the corpse up to When you cast this spell, you can designate any
ve questions. The corpse knows only what it number of creatures you can see to be
knew in life, including the languages it knew. unaffected by it. An affected creature's speed is
Answers are usually brief, cryptic, or repetitive, halved in the area, and when the creature enters
and the corpse is under no compulsion to offer a the area for the rst time on a turn or starts its
truthful answer if you are hostile to it or it turn there, it must make a Wisdom saving throw.
recognizes you as an enemy. This spell doesn't On a failed save, the creature takes 3d8 radiant
return the creature's soul to its body, only its damage (if you are good or neutral) or 3d8
animating spirit. Thus, the corpse can't learn new necrotic damage (if you are evil). On a successful
information, doesn't comprehend anything that save, the creature takes half as much damage. At
has happened since it died, and can't speculate Higher Levels: When you cast this spell using a
about future events. spell slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.

Cleric (Knowledge) 3rd level Necromancy Cleric (War) 3rd level Conjuration Cleric 3rd level Divination
3 3 3

3 3 3

3 3 3

3 3 3

3 3 3

3 3 3
VAMPIRIC TOUCH WATER WALK (RITUAL) WIND WALL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 1 hour V, S, M Concentration, up to 1
minute minute
a piece of cork
The touch of your shadow-wreathed hand can a tiny fan and a feather of exotic origin
siphon force from others to heal your wounds. This spell grants the ability to move across any
Make a melee spell attack against a creature liquid surface - such as water, acid, mud, snow, A wall of strong wind rises from the ground at a point
within your reach. On a hit, the target takes 3d6 quicksand, or lava - as if it were harmless solid you choose within range. You can make the wall up to
ground (creatures crossing molten lava can still 50 feet long, 15 feet high, and 1 foot thick. You can
necrotic damage, and you regain hit points equal shape the wall in any way you choose so long as it
to half the amount of necrotic damage dealt. take damage from the heat). Up to ten willing makes one continuous path along the ground. The wall
Until the spell ends, you can make the attack creatures you can see within range gain this lasts for the duration.
again on each of your turns as an action. ability for the duration. When the wall appears, each creature within its area
At Higher Levels: When you cast this spell using If your target a creature submerged in a liquid, must make a Strength saving throw. A creature takes
a spell slot of 4th level or higher, the damage the spell carries the target to the surface of the 3d8 bludgeoning damage on a failed save, or half as
increases by 1d6 for each slot level above 3rd. liquid at a rate of 60 feet per round. 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
de ected upward and automatically miss. (Boulders
hurled by giants or siege engines, and similar
projectiles, are unaffected.) Creatures in gaseous form
can't pass through it.

Cleric (Death) 3rd level Necromancy Cleric 3rd level Transmutation Cleric (Nature) 3rd level Evocation

ARCANE EYE BANISHMENT BLIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous
hour minute
Necromantic energy washes over a creature of
a bit of bat fur an item distasteful to the target your choice that you can see within range,
draining moisture and vitality from it. The target
You create an invisible, magical eye within range You attempt to send one creature that you can see must make a Constitution saving throw. The
that hovers in the air for the duration. within range to another place of existence. The target
must succeed on a Charisma saving throw or be target takes 8d8 necrotic damage on a failed
You mentally receive visual information from the banished. save, or half as much damage on a successful
eye, which has normal vision and darkvision out If the target is native to the plane of existence you're one. This spell has no effect on undead or
to 30 feet. The eye can look in every direction. As on, you banish the target to a harmless demiplane. constructs.
an action, you can move the eye up to 30 feet in While there, the target is incapacitated. The target If you target a plant creature or a magical plant,
any direction. There is no limit to how far away remains there until the spell ends, at which point the it makes the saving throw with disadvantage,
from you the eye can move, but it can't enter target reappears in the space it left or in the nearest and the spell deals maximum damage to it. If you
another plane of existence. A solid barrier blocks unoccupied space if that space is occupied. If the target a nonmagical plant that isn't a creature,
the eye's movement, but the eye can pass target is native to a different plane of existence that
the one you're on, the target is banished with a faint such as a tree or shrub, it doesn't make a saving
through an opening as small as 1 inch in popping noise, returning to its home plane. If the spell throw, it simply withers and dies. At Higher
diameter. ends before 1 minute has passed, the target reappears Levels: When you cast this spell using a spell slot
in the space it left or in the nearest unoccupied space of 5th level or higher, the damage increases by
if that space is occupied. Otherwise, the target doesn't 1d8 for each slot level above 4th.
return. At Higher Levels: When you cast this spell
using a spell slot of 5th level or higher, you can target
one additional creature for each slot level above 4th.

Cleric (Knowledge) 4th level Divination Cleric 4th level Abjuration Cleric (Death) 4th level Necromancy

CONFUSION CONTROL WATER DEATH WARD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 300 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S 8 hours
minute minutes
You touch a creature and grant it a measure of
three nut shells a drop of water and a pinch of dust protection from death. The rst time the target
would drop to 0 hit points as a result of taking
This spell assaults and twists creatures' minds, Until the spell ends, you control any freestanding water
damage, the target instead drops to 1 hit point,
spawning delusions and provoking uncontrolled inside an area you choose that is a cube up to 100 feet on a
actions. Each creature in a 10-foot-radius sphere side. You can choose from any of the following effects when and the spell ends. If the spell is still in effect
centered on a point you choose within range must you cast this spell. As an action on your turn, you can repeat when the target is subjected to an effect that
succeed on a Wisdom saving throw when you cast this the same effect or choose a different one. would kill it instantaneously without dealing
spell or be affected by it. Flood: You cause the water level of all standing water in the damage, that effect is instead negated against
An affected target can't take reactions and must roll a area to rise by as much as 20 feet. If the area includes a shore, the target, and the spells ends.
d10 at the start of each of its turns to determine its the ooding water spills over onto dry land. If you choose an
behavior for that turn. 1: The creature uses all its area in a large body of water, you instead create a 20-foot tall
movement to move in a random direction. To wave that travels from one side of the area to the other and
determine the direction, roll a d8 and assign a then crashes down. Any Huge or smaller vehicles in the
direction to each die face. The creature doesn't take wave's path are carried with it to the other side. Any Huge or
an action this turn. 2-6: The creature doesn't move or smaller vehicles struck by the wave have a 25 percent chance
take actions this turn. 7-8: The creature uses its action of capsizing. The water level remains elevated until the spell
to make a melee attack against a randomly ends or you choose a different effect. If this effect produced
determined creature within its reach. If there is no a wave, the wave repeats on the start of your next turn while
creature within its reach, the creature does nothing the ood effect lasts. Part Water: You cause water in the area
this turn. 9-10: The creature can act and move to move apart and create a trench. The trench extends across
normally. At the end of its turns, an affected target can the spell's area, and the separated water forms a wall to
make a Wisdom saving throw. If it succeeds, this effect either side. The trench remains until the spell ends or you
ends for that target. At Higher Levels: When you cast choose a different effect. The water then slowly lls in the
this spell using a spell slot of 5th level or higher, the trench over the course of the next round until the normal
radius of the sphere increases by 5 feet for each slot water level is restored. Redirect Flow: You cause owing
above 4th. water in the area to move in a direction you choose, even if
the water has to ow over obstacles, up walls, or in other
Cleric (Knowledge) 4th level Enchantment Cleric (Tempest) 4th level Transmutation Cleric (Life) 4th level Abjuration
3 3 3

3 3 3

4 4 4

4 4 4

4 4 4

4 4 4
DIMENSION DOOR DIVINATION (RITUAL) DOMINATE BEAST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Instantaneous V, S Concentration, up to 1
minute
You teleport yourself from your current location incense and a sacri cial offering appropriate to your
to any other spot within range. You arrive at religion, together worth at least 25 gp, which the You attempt to beguile a beast that you can see within range.
exactly the spot desired. It can be a place you can It must succeed on a Wisdom saving throw or be charmed by
spell consumes you for the duration. If you or creatures that are friendly to
see, one you can visualize, or one you can you are ghting it, it has advantage on the saving throw.
describe by stating distance and direction, such Your magic and an offering put you in contact While the beast is charmed, you have a telepathic link with it
as 200 feet straight downward or upward to the with a god or a god's servants. You ask a single as long as the two of you are on the same plane of existence.
northwest at a 45-degree angle, 300 feet. question concerning a speci c goal, event, or You can use this telepathic link to issue commands to the
You can bring along objects as long as their activity to occur within 7 days. The DM offers a creature while you are conscious (no action required), which
weight doesn't exceed what you can carry. You truthful reply. The reply might be a short phrase, it does its best to obey. You can specify a simple and general
can also bring one willing creature of your size or a cryptic rhyme, or an omen. course of action, such as Attack that creature, Run over
smaller who is carrying gear up to its carrying The spell doesn't take into account any possible there, or Fetch that object. If the creature completes the
capacity. The creature must be within 5 feet of circumstances that might change the outcome, order and doesn't receive further direction from you, it
defends and preserves itself to the best of its ability. You can
you when you cast this spell. If you would arrive such as the casting of additional spells or the loss use your action to take total and precise control of the target.
in a place already occupied by an object or a or gain of a companion. If you cast this spell two Until the end of your next turn, the creature takes only the
creature, you and any creature traveling with or more times before nishing your next long actions you choose, and doesn't do anything that you don't
you each take 4d6 force damage, and the spell rest, there is a cumulative 25 percent chance for allow it to do. During this time, you can also cause the
fails to teleport you. each casting after the rst that you get a random creature to use a reaction, but this requires you to use your
reading. The DM makes this roll in secret. own reaction as well. Each time the target takes damage, it
makes a new Wisdom saving throw against the spell. If the
saving throw succeeds, the spell ends. At Higher Levels:
When you cast this spell with a 5th-level spell slot, the
duration is concentration, up to 10 minutes. When you use a
6th-level spell slot, the duration is concentration, up to 1
hour. When you use a spell slot of 7th level or higher, the
duration is concentration, up to 8 hours.

Cleric (Trickery) 4th level Conjuration Cleric 4th level Divination Cleric (Nature) 4th level Enchantment

FREEDOM OF MOVEMENT GRASPING VINE GUARDIAN OF FAITH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 1 V 8 hours
minute
a leather strap, bound around the arm or a similar A Large spectral guardian appears and hovers for
appendage You conjure a vine that sprouts from the ground the duration in an unoccupied space of your
in an unoccupied space of your choice that you choice that you can see within range. The
You touch a willing creature. For the duration, can see within range. When you cast this spell, guardian occupies that space and is indistinct
the target's movement is unaffected by dif cult you can direct the vine to lash out at a creature except for a gleaming sword and shield
terrain, and spells and other magical effects can within 30 feet of it that you can see. That emblazoned with the symbol of your deity.
neither reduce the target's speed nor cause the creature must succeed on a Dexterity saving Any creature hostile to you that moves to a
target to be paralyzed or restrained. throw or be pulled 20 feet directly toward the space within 10 feet of the guardian for the rst
The target can also spend 5 feet of movement to vine. time on a turn must succeed on a Dexterity
automatically escape from nonmagical Until the spell ends, you can direct the vine to saving throw. The creature takes 20 radiant
restraints, such as manacles or a creature that lash out at the same creature or another one as a damage on a failed save, or half as much damage
has it grappled. Finally, being underwater bonus action on each of your turns. on a successful one. The guardian vanishes when
imposes no penalties on the target's movement it has dealt a total of 60 damage.
or attacks.

Cleric (War) 4th level Abjuration Cleric (Nature) 4th level Conjuration Cleric (Light) 4th level Conjuration

ICE STORM LEOMUND'S SECRET CHEST LOCATE CREATURE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 1
hour
a pinch of dust and a few drops of water an exquisite chest, 3 feet by 2 feet by 2 feet,
constructed from rare materials worth at least a bit of fur from a bloodhound
A hail of rock-hard ice pounds to the ground in a 5,000 gp, and a Tiny replica made from the same
20-foot-radius, 40-foot-high cylinder centered Describe or name a creature that is familiar to
on a point within range. Each creature in the materials worth at least 50 gp you. You sense the direction to the creature's
cylinder must make a Dexterity saving throw. A You hide a chest, and all its contents, on the Ethereal location, as long as that creature is within 1,000
creature takes 2d8 bludgeoning damage and 4d6 Plane. You must touch the chest and the miniature feet of you. If the creature is moving, you know
cold damage on a failed save, or half as much replica that serves as a material component for the the direction of its movement.
damage on a successful one. spell. The chest can contain up to 12 cubic feet of The spell can locate a speci c creature known to
Hailstones turn the storm's area of effect into nonliving material (3 feet by 2 feet by 2 feet). you, or the nearest creature of a speci c kind
dif cult terrain until the end of your next turn. At While the chest remains on the Ethereal Plane, you (such as a human or a unicorn), so long as you
Higher Levels: When you cast this spell using a can use an action and touch the replica to recall the have seen such a creature up close - within 30
chest. It appears in an unoccupied space on the feet - at least once. If the creature you described
spell slot of 5th level or higher, the bludgeoning ground within 5 feet of you. You can send the chest
damage increases by 1d8 for each slot level back to the Ethereal Plane by using an action and or named is in a different form, such as being
above 4th. touching both the chest and the replica. After 60 days, under the effects of a polymorph spell, this spell
there is a cumulative 5 percent chance per day that doesn't locate the creature. This spell can't
the spell's effect ends. This effect ends if you cast this locate a creature if running water at least 10 feet
spell again, if the smaller replica chest is destroyed, or wide blocks a direct path between you and the
if you choose to end the spell as an action. If the spell creature.
ends and the larger chest is on the Ethereal Plane, it is
irretrievably lost.

Cleric (Tempest) 4th level Evocation Cleric (Arcana) 4th level Conjuration Cleric 4th level Divination
4 4 4

4 4 4

4 4 4

4 4 4

4 4 4

4 4 4
POLYMORPH STONE SHAPE STONESKIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 1
hour hour
soft clay, which must be worked into roughly the
a caterpillar cocoon desired shape of the stone object diamond dust worth 100 gp, which the spell
This spell transforms a creature with at least 1 hit consumes
You touch a stone object of Medium size or
point that you can see within range into a new form. smaller or a section of stone no more than 5 feet This spell turns the esh of a willing creature you
An unwilling creature must make a Wisdom saving touch as hard as stone. Until the spell ends, the
throw to avoid the effect. A shapechanger in any dimension and form it into any shape that
automatically succeeds on this saving throw. suits your purpose. So, for example, you could target has resistance to nonmagical bludgeoning,
The transformation lasts for the duration, or until the shape a large rock into a weapon, idol, or coffer, piercing, and slashing damage.
target drops to 0 hit points or dies. The new form can or make a small passage through a wall, as long
be any beast whose challenge rating is equal to or less as the wall is less than 5 feet thick. You could also
than the target's (or the target's level, if it doesn't have shape a stone door or its frame to seal the door
a challenge rating). The target's game statistics, shut. The object you create can have up to two
including mental ability scores, are replaced by the hinges and a latch, but ner mechanical detail
statistics of the chosen beast. It retains its alignment
and personality. The target assumes the hit points of isn't possible.
its new form. When it reverts to its normal form, the
creature returns to the number of hit points it had
before it transformed. If it reverts as a result of
dropping to 0 hit points, any excess damage carries
over to its normal form. As long as the excess damage
doesn't reduce the creature's normal form to 0 hit
points, it isn't knocked unconscious. The creature is
limited in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or take any
other action that requires hands or speech. The
target's gear melds into the new form. The creature
can't activate, use, wield, or otherwise bene t from
Cleric (Trickery) 4th level Transmutation Cleric 4th level Transmutation Cleric (War) 4th level Abjuration

WALL OF FIRE ANTILIFE SHELL CLOUDKILL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self (10-foot radius) 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 10
minute hour minutes
a small piece of phosphorus A shimmering barrier extends out from you in a You create a 20-foot-radius sphere of poisonous,
10-foot radius and moves with you, remaining yellow-green fog centered on a point you choose
You create a wall of re on a solid surface within centered on you and hedging out creatures other within range. The fog spreads around corners. It lasts
range. You can make the wall up to 60 feet long, 20 than undead and constructs. for the duration or until strong wind disperses the fog,
feet high, and 1 foot think, or a ringed wall up to 20 ending the spell. Its area is heavily obscured.
feet in diameter, 20 feet high, and 1 foot think. The The barrier lasts for the duration. The barrier When a creature enters the spell's area for the rst
wall is opaque and lasts for the duration. prevents an affected creature from passing or time on a turn or starts its turn there, that creature
When the wall appears, each creature within its area reaching through. An affected creature can cast must make a Constitution saving throw. The creature
must make a Dexterity saving throw. On a failed save, spells or make attacks with ranged or reach takes 5d8 poison damage on a failed save, or half as
a creature takes 5d8 re damage, or half as much weapons through the barrier. If you move so that much damage on a successful one. Creatures are
damage on a successful save. One side of the wall, an affect creature is forced to pass through the affected even if they hold their breath or don't need to
selected by you when you cast this spell, deals 5d8 re barrier, the spell ends. breathe. The fog moves 10 feet away from you at the
damage to each creature that ends its turn within 10 start of each of your turns, rolling along the surface of
feet of that side or inside the wall. A creature takes the ground. The vapors, being heavier than air, sink to
the same damage when it enters the wall for the rst the lowest level of the land, even pouring down
time on a turn or ends its turn there. The other side of openings. At Higher Levels: When you cast this spell
the wall deals no damage. At Higher Levels: When you using a spell slot of or higher, the damage increases by
cast this spell using a spell slot of 5th level or higher, 1d8 for each slot level above 5th. At Higher Levels:
the damage increases by 1d8 for each slot level above When you cast this spell using a spell slot of 3rd level
4th. or higher, the damage increases by 1d8 for each slot
level above 5th.

Cleric (Light) 4th level Evocation Cleric (Death) 5th level Abjuration Cleric (Death) 5th level Conjuration

COMMUNE (RITUAL) CONTAGION DESTRUCTIVE WAVE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action Touch 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S 7 days V Instantaneous
incense and a vial of holy or unholy water Your touch in icts disease. Make a melee spell attack against You strike the ground, creating a burst of divine
a creature within your reach. On a hit, you af ict the creature energy that ripples outward from you. Each
You contact your deity or a divine proxy and ask with a disease of your choice from any of the ones described creature you choose within 30 feet of you must
up to three questions that can be answered with below.
At the end of each of the target's turns, it must make a succeed on a Constitution saving throw or take
a yes or no. You must ask your questions before Constitution saving throw. After failing three of these saving 5d6 thunder damage, as well as 5d6 radiant or
the spell ends. You receive a correct answer for throws, the disease's effects last for the duration, and the necrotic damage (your choice), and be knocked
each question. creature stops making these saves. After succeeding on three prone. A creature that succeeds on its saving
Divine beings aren't necessarily omniscient, so of these saving throws, the creature recovers from the throw takes half as much damage and isn't
you might receive unclear as an answer if a disease, and the spell ends. Since this spell induces a natural knocked prone.
question pertains to information that lies beyond disease in its target, any effect that removes a disease or
the deity's knowledge. In a case where a one- otherwise ameliorates a disease's effects apply to it. Blinding
word answer could be misleading or contrary to Sickness: Pain grips the creature's mind, and its eyes turn
the deity's interests, the DM might offer a short milky white. The creature has disadvantage on Wisdom
checks and Wisdom saving throws and is blinded. Filth Fever:
phrase as an answer instead. If you cast the spell A raging fever sweeps through the creature's body. The
two or more times before nishing your next creature has disadvantage on Strength checks, Strength
long rest, there is a cumulative 25 percent saving throws, and attack rolls that use Strength. Flesh Rot:
chance for each casting after the rst that you The creature's esh decays. The creature has disadvantage
get no answer. The DM makes this roll in secret. on Charisma checks and vulnerability to all damage.
Mind re: The creature's mind becomes feverish. The
creature has disadvantage on Intelligence checks and
Intelligence saving throws, and the creature behaves as if
under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature
has disadvantage on Dexterity checks, Dexterity saving
throws, and attack rolls that use Dexterity. Slimy Doom: The
creature begins to bleed uncontrollably. The creature has
Cleric 5th level Divination Cleric 5th level Necromancy Cleric (Tempest) 5th level Evocation
4 4 4

4 4 4

5 5 4

5 5 4

5 5 5

5 5 5
DISPEL EVIL AND GOOD DOMINATE PERSON FLAME STRIKE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minute minute
pinch of sulfur
holy water or powdered silver and iron You attempt to beguile a humanoid that you can see within
range. It must succeed on a Wisdom saving throw or be A vertical column of divine re roars down from
Shimmering energy surrounds and protects you from charmed by you for the duration. If you or creatures that are the heavens in a location you specify. Each
fey, undead, and creatures originating from beyond friendly to you are ghting it, it has advantage on the saving creature in a 10-foot radius, 40-foot-high
the Material Plane. For the duration, celestials, throw. cylinder centered on a point within range must
elementals, fey, ends, and undead have disadvantage While the target is charmed, you have a telepathic link with it
on attack rolls against you. You can end the spell early as long as the two of you are on the same plane of existence. make a Dexterity saving throw. A creature takes
by using either of the following special functions. You can use this telepathic link to issue commands to the 4d6 re damage and 4d6 radiant damage on a
Break Enchantment: As your action, you touch a creature while you are conscious (no action required), which failed save, or half as much damage on a
creature you can reach that is charmed, frightened, or it does its best to obey. You can specify a simple and general successful one.
possessed by a celestial, an elemental, a fey, a end, or course of action, such as Attack that creature, Run over At Higher Levels: When you cast this spell using
an undead. The creature you touch is no longer there, or Fetch that object. If the creature completes the a spell slot of 6th level or higher, the re damage
charmed, frightened, or possessed by such creatures. order and doesn't receive further direction from you, it or the radiant damage (your choice) increases by
Dismissal: As your action, make a melee spell attack defends and preserves itself to the best of its ability. You can 1d6 for each slot level above 5th.
against a celestial, an elemental, a fey, a end, or an use your action to take total and precise control of the target.
undead you can reach. On a hit, you attempt to drive Until the end of your next turn, the creature takes only the
the creature back to its home plane. The creature actions you choose, and doesn't do anything that you don't
must succeed on a Charisma saving throw or be sent allow it to do. During this time you can also cause the
back to its home plane (if it isn't there already). If they creature to use a reaction, but this requires you to use your
aren't on their home plane, undead are sent to the own reaction as well. Each time the target takes damage, it
Shadowfell, and fey are sent to the Feywild. makes a new Wisdom saving throw against the spell. If the
saving throw succeeds, the spell ends. At Higher Levels:
When you cast this spell using a 6th-level spell slot, the
duration is concentration, up to 10 minutes. When you use a
7th-level spell slot, the duration is concentration, up to 1
hour. When you use a spell slot of 8th level or higher, the
duration is concentration, up to 8 hours.
Cleric 5th level Abjuration Cleric (Trickery) 5th level Enchantment Cleric (War) 5th level Evocation

GEAS GREATER RESTORATION HALLOW


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 60 feet 1 action Touch 24 hours Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 30 days V, S, M Instantaneous V, S, M Until dispelled
You place a magical command on a creature that you diamond dust worth 100 gp, which the spell herbs, oils, and incense worth at least 1,000 gp,
can see within range, forcing it to carry out some consumes which the spell consumes
service or refrain from some action or course of
activity as you decide. If the creature can understand You imbue a creature you touch with positive You touch a point and infuse an area around it with holy (or
you, it must succeed on a Wisdom saving throw or energy to undo a debilitating effect. You can unholy) power. The area can have a radius up to 60 feet, and
become charmed by you for the duration. While the the spell fails if the radius includes an area already under the
creature is charmed by you, it takes 5d10 psychic reduce the target's exhaustion level by one, or effect a hallow spell. The affected area is subject to the
damage each time it acts in a manner directly counter end one of the following effects on the target. following effects.
to your instructions, but no more than once each day. One effect that charmed or petri ed the target First, celestials, elementals, fey, ends, and undead can't
A creature that can't understand you is unaffected by One curse, including the target's attunement enter the area, nor can such creatures charm, frighten, or
the spell. to a cursed magic item Any reduction to one of possess creatures within it. Any creature charmed,
You can issue any command you choose, short of an the target's ability scores One effect reducing frightened, or possessed by such a creature is no longer
activity that would result in certain death. Should you the target's hit point maximum charmed, frightened, or possessed upon entering the area.
issue a suicidal command, the spell ends. You can end You can exclude one or more of those types of creatures from
the spell early by using an action to dismiss it. A this effect. Second, you can bind an extra effect to the area.
remove curse, greater restoration, or wish spell also Choose the effect from the following list, or choose an effect
ends it. At Higher Levels: When you cast this spell offered by the DM. Some of these effects apply to creatures
using a spell slot of 7th or 8th level, the duration is 1 in the area, you can designate whether the effect applies to
year. When you cast this spell using a spell slot of the all creatures, creatures that follow a speci c deity or leader,
spell lasts until it is ended by one of the spells or creatures of a speci c sort, such as ores or trolls. When a
mentioned above. creature that would be affected enters the spell's area for
the rst time on a turn or starts its turn there, it can make a
Charisma saving throw. On a success, the creature ignores
the extra effect until it leaves the area. Courage: Affected
creatures can't be frightened while in the area. Darkness:
Darkness lls the area. Normal light, as well as magical light
created by spells of a lower level than the slot you used to
cast this spell, can't illuminate the area. Daylight: Bright light
Cleric 5th level Enchantment Cleric 5th level Abjuration Cleric 5th level Evocation

HOLD MONSTER INSECT PLAGUE LEGEND LORE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 300 feet 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Instantaneous
minute minutes
incense worth at least 250 gp, which the spell
a small, straight piece of iron a few grains of sugar, some kernels of grain, and a consumes, and four ivory strips worth at least 50 gp
Choose a creature that you can see within range. smear of fat each
The target must succeed on a Wisdom saving Swarming, biting locusts ll a 20-foot-radius Name or describe a person, place, or object. The spell
throw or be paralyzed for the duration. This spell sphere centered on a point you choose within brings to your mind a brief summary of the signi cant
has no effect on undead. At the end of each of its range. The sphere spreads around corners. The lore about the thing you named. The lore might consist
turns, the target can make another Wisdom sphere remains for the duration, and its area is of current tales, forgotten stories, or even secret lore
saving throw. On a success, the spell ends on the lightly obscured. The sphere's area is dif cult that has never been widely known. If the thing you
target. terrain. named isn't of legendary importance, you gain no
At Higher Levels: When you cast this spell using information.
When the area appears, each creature in it must The more information you already have about the
a spell slot of 6th level or higher, you can target make a Constitution saving throw. A creature thing, the more precise and detailed the information
on additional creature for each slot level above takes 4d10 piercing damage on a failed save, or you receive is. The information you learn is accurate
5th. The creatures must be within 30 feet of half as much damage on a successful one. A but might be couched in gurative language. For
each other when you target them. creature must also make this saving throw when example, if you have a mysterious magic axe on hand,
it enters the spell's area for the rst time on a the spell might yield this information - Woe to the
turn or ends its turn there. At Higher Levels: evildoer whose hand touches the axe, for even the
When you cast this spell using a spell slot of 6th haft slices the hand of the evil ones. Only a true Child
of Stone, lover and beloved of Moradin, may awaken
level or higher, the damage increases by 1d10 for the true powers of the axe, and only with the sacred
each slot level above 5th. word Rudnogg on the lips.

Cleric (War) 5th level Enchantment Cleric (Tempest) 5th level Conjuration Cleric (Knowledge) 5th level Divination
5 5 5

5 5 5

5 5 5

5 5 5

5 5 5

5 5 5
MASS CURE WOUNDS MODIFY MEMORY PLANAR BINDING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 hour 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S, M 24 hours
minute
A wave of healing energy washes out from a a jewel worth at least 1,000 gp, which the spell
point of your choice within range. Choose up to You attempt to reshape another creature's memories. One
creature that you can see must make a Wisdom saving throw. consumes
six creatures in a 30-foot-radius sphere centered If you are ghting the creature, it has advantage on the
on that point. Each target regains hit points With this spell, you attempt to bind a celestial, an elemental,
saving throw. On a failed save, the target becomes charmed a fey, or a end to your service. The creature must be within
equal to 3d8 + your spellcasting ability modi er. by you for the duration. The charmed target is incapacitated
This spell has no effect on undead or constructs. range for the entire casting of the spell. (Typically, the
and unaware of its surroundings, though it can still hear you. creature is rst summoned into the center of an inverted
At Higher Levels: When you cast this spell using If it takes any damage or is targeted by another spell, this magic circle in order to keep it trapped while this spell is
a spell slot of 6th level or higher, the healing spell ends, and none of the target's memories are modi ed. cast.) At the completion of the casting, the target must make
increases by 1d8 for each slot level above 5th. While this charm lasts, you can affect the target's memory of a Charisma saving throw. On a failed save, it is bound to serve
an event that it experienced within the last 24 hours and that you for the duration. If the creature was summoned or
lasted no more than 10 minutes. You can permanently created by another spell, that spell's duration is extended to
eliminate all memory of the event, allow the target to recall match the duration of this spell.
the event with perfect clarity and exacting detail, change its A bound creature must follow your instructions to the best of
memory of the details of the event, or create a memory of its ability. You might command the creature to accompany
some other event. You must speak to the target to describe you on an adventure, to guard a location, or to deliver a
how its memories are affected, and it must be able to message. The creature obeys the letter of your instructions,
understand your language for the modi ed memories to take but if the creature is hostile to you, it strives to twist your
root. Its mind lls in any gaps in the details of your words to achieve its own objectives. If the creature carries
description. If the spell ends before you have nished out your instructions completely before the spell ends, it
describing the modi ed memories, the creature's memory travels to you to report this fact if you are on the same plane
isn't altered. Otherwise, the modi ed memories take hold of existence. If you are on a different plane of existence, it
when the spell ends. A modi ed memory doesn't necessarily returns to the place where you bound it and remains there
affect how a creature behaves, particularly if the memory until the spell ends. At Higher Levels: When you cast this
contradicts the creature's natural inclinations, alignment, or spell using a spell slot of a higher level, the duration increases
beliefs. An illogical modi ed memory, such as implanting a to 10 days with a 6th-level slot, to 30 days with a 7th-level
memory of how much the creature enjoyed dousing itself in slot, to 180 days with an 8th-level slot, and to a year and a
acid, is dismissed, perhaps as a bad dream. The DM might day with a 9th-level spell slot.
Cleric (Life) 5th level Evocation Cleric (Trickery) 5th level Enchantment Cleric (Arcana) 5th level Abjuration

RAISE DEAD SCRYING TELEPORTATION CIRCLE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 10 minutes Self 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 10 V, M 1 round
minutes
a diamond worth at least 500 gp, which the spell rare chalks and inks infused with precious gems with
consumes a focus worth at least 1,000 gp, such as a crystal 50 gp, which the spell consumes
ball, a silver mirror, or a font lled with holy water
You return a dead creature you touch to life, provided As you cast the spell, you draw a 10-foot-diameter
that it has been dead no longer than 10 days. If the You can see and hear a particular creature you choose circle on the ground inscribed with sigils that link your
creature's soul is both willing and at liberty to rejoin that is on the same plane of existence as you. The location to a permanent teleportation circle of your
the body, the creature returns to life with 1 hit point. target must make a Wisdom saving throw, which is choice whose sigil sequence you know and that is on
This spell also neutralizes any poison and cures modi ed by how well you know the target and the sort the same plane of existence as you. A shimmering
nonmagical diseases that affected the creature at the of physical connection you have to it. If a target knows portal opens within the circle you drew and remains
time it died. This spell doesn't, however, remove you're casting this spell, it can fail the saving throw open until the end of your next turn. Any creature that
magical diseases, curses, or similar effects, if these voluntarily if it wants to be observed. enters the portal instantly appears within 5 feet of the
aren't rst removed prior to casting the spell, they Knowledge - Save Modi er Secondhand (you have destination circle or in the nearest unoccupied space if
take effect when the creature returns to life. The spell heard of the target) - +5 Firsthand (you have met the that space is occupied.
can't return an undead creature to life. This spell target) +0 Familiar (you know the target well) - -5 Many major temples, guilds, and other important
closes all mortal wounds, but it doesn't restore Connection - Save Modi er Likeness or picture - -2 places have permanent teleportation circles inscribed
missing body parts. If the creature is lacking body Possession or garment - -4 Body part, lock of hair, bit somewhere within their con nes. Each such circle
parts or organs integral for its survival - its head, for of nail, or the like - -10 On a successful save, the target includes a unique sigil sequence - a string of magical
instance - the spell automatically fails. Coming back isn't affected, and you can't use this spell against it runes arranged in a particular pattern. When you rst
from the dead is an ordeal. The target takes a -4 again for 24 hours. On a failed save, the spell creates gain the ability to cast this spell, you learn the sigil
penalty to all attack rolls, saving throws, and ability an invisible sensor within 10 feet of the target. You sequences for two destinations on the Material Plane,
checks. Every time the target nishes a long rest, the can see and hear through the sensor as if you were determined by the DM. You can learn additional sigil
penalty is reduced by 1 until it disappears. there. The sensor moves with the target, remaining sequences during your adventures. You can commit a
within 10 feet of it for the duration. A creature that new sigil sequence to memory after studying it for 1
can see invisible objects sees the sensor as a luminous minute. You can create a permanent teleportation
orb about the size of your st. Instead of targeting a circle by casting this spell in the same location every
creature, you can choose a location you have seen day for one year. You need not use the circle to
before as the target of this spell. When you do, the teleport when you cast the spell in this way.
sensor appears at that location and doesn't move.
Cleric (Life) 5th level Necromancy Cleric (Light) 5th level Divination Cleric (Arcana) 5th level Conjuration

TREE STRIDE BLADE BARRIER CREATE UNDEAD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 90 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 10 V, S, M Instantaneous
minute minutes
one clay pot lled with grave dirt, one clay pot lled
You gain the ability to enter a tree and move You create a vertical wall of whirling, razor-sharp with brackish water, and one 150 gp black onyx
from inside it to inside another tree of the same blades made of magical energy. The wall appears stone for each corpse.
kind within 500 feet. Both trees must be living within range and lasts for the duration. You can
and at least the same size as you. You must use 5 make a straight wall up to 100 feet long, 20 feet You can cast this spell only at night. Choose up to three
feet of movement to enter a tree. You instantly high, and 5 feet thick, or a ringed wall up to 60 corpses of Medium or Small humanoids within range. Each
know the location of all other trees of the same feet in diameter, 20 feet high, and 5 feet thick. corpse becomes a ghoul under your control. (The DM has
kind within 500 feet and, as part of the move The wall provides three-quarters cover to game statistics for these creatures.)
used to enter the tree, can either pass into one of creatures behind it, and its space is dif cult As a bonus action on each of your turns, you can mentally
command any creature you animated with this spell if the
those trees or step out of the tree you're in. You terrain. creature is within 120 feet of you (if you control multiple
appear in a spot of your choice within 5 feet of When a creature enters the wall's area for the creatures, you can command any or all of them at the same
the destination tree, using another 5 feet of rst time on a turn or starts its turn there, the time, issuing the same command to each one). You decide
movement. If you have no movement left, you creature must make a Dexterity saving throw. what action the creature will take and where it will move
appear within 5 feet of the tree you entered. On a failed save, the creature takes 6d10 during its next turn, or you can issue a general command,
You can use this transportation ability once per slashing damage. On a successful save, the such as to guard a particular chamber or corridor. If you issue
round for the duration. You must end each turn creature takes half as much damage. no commands, the creature only defends itself against hostile
outside a tree. creatures. Once given an order, the creature continues to
follow it until its task is complete. The creature is under your
control for 24 hours, after which it stops obeying any
command you have given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the
creature before the current 24-hour period ends. This use of
the spell reasserts your control over up to three creatures
you have animated with this spell, rather than animating new
ones. At Higher Levels: When you cast this spell using a 7th-
level spell slot, you can animate or reassert control over four
ghouls. When you cast this spell using an 8th-level spell slot,
Cleric (Nature) 5th level Conjuration Cleric 6th level Evocation Cleric 6th level Necromancy
5 5 5

5 5 5

5 5 5

5 5 5

6 6 5

6 6 5
FIND THE PATH FORBIDDANCE (RITUAL) HARM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 10 minutes Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 1 day V, S Instantaneous
day
a sprinkling of holy water, rare incense, and You unleash a virulent disease on a creature that
a set of divinatory tools - such as bones, ivory sticks, powdered ruby worth at least 1,000 gp you can see within range. The target must make
cards, teeth, or carved runes - worth 100 gp and an a Constitution saving throw. On a failed save, it
object from the location you wish to nd You create a ward against magical travel that protects takes 14d6 necrotic damage, or half as much
up to 40,000 square feet of oor space to a height of damage on a successful save. The damage can't
This spell allows you to nd the shortest, most 30 feet above the oor. For the duration, creatures reduce the target's hit points below 1. If the
direct physical route to a speci c xed location can't teleport into the area or use portals, such as
those created by the gate spell, to enter the area. The target fails the saving throw, its hit point
that you are familiar with on the same plane of spell proofs the area against planar travel, and maximum is reduced for 1 hour by an amount
existence. If you name a destination on another therefore prevents creatures from accessing the area equal to the necrotic damage it took. Any effect
plan of existence, a destination that moves (such by way of the Astral Plane, Ethereal Plane, Feywild, that removes a disease allows a creature's hit
as a mobile fortress), or a destination that isn't Shadowfell, or the plane shift spell. point maximum to return to normal before that
speci c (such as a green dragon's lair), the spell In addition, the spell damages types of creatures that time passes.
fails. you choose when you cast it. Choose one or more of
For the duration, as long as you are on the same the following - celestials, elementals, fey, ends, and
plane of existence as the destination, you know undead. When a chosen creature enters the spell's
area for the rst time on a turn or starts its turn there,
how far it is and in what direction it lies. While the creature takes 5d10 radiant or necrotic damage
you are traveling there, whenever you are (your choice when you cast this spell). When you cast
presented with a choice of paths along the way, this spell, you can designate a password. A creature
you automatically determine which path is the that speaks the password as it enters the area takes
shortest and most direct route (but not no damage from the spell. The spell's area can't
necessarily the safest route) to the destination. 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.
Cleric 6th level Divination Cleric 6th level Abjuration Cleric 6th level Necromancy

HEAL HEROES' FEAST PLANAR ALLY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 10 minutes 30 feet 10 minutes 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S Instantaneous
Choose a creature that you can see within range. a gem-encrusted bowl worth at least 1,000 gp, You beseech an otherworldly entity for aid. The being must
A surge of positive energy washes through the which the spell consumes be known to you - a god, a primordial, a demon prince, or
creature, causing it to regain 70 hit points. The some other being of cosmic power. That entity sends a
spell also ends blindness, deafness, and any You bring forth a great feast, including celestial, an elemental, or a end loyal to it to aid you, making
magni cent food and drink. The feast takes 1 the creature appear in an unoccupied space within range. If
diseases affecting the target. This spell has no you know a speci c creature's name, you can speak that
effect on constructs or undead. hour to consume and disappears at the end of name when you cast this spell to request that creature,
At Higher Levels: When you cast this spell using that time, and the bene cial effects don't set in though you might get a different creature anyway (DM's
a spell slot of 7th level or higher, the amount of until this hour is over. Up to twelve other choice).
healing increases by 10 for each slot level above creatures can partake of the feast. When the creature appears, it is under no compulsion to
6th. A creature that partakes of the feast gains behave in any particular way. You can ask the creature to
several bene ts. The creature is cured of all perform a service in exchange for payment, but it isn't
diseases and poison, becomes immune to poison obliged to do so. The requested task could range from simple
and being frightened, and makes all Wisdom ( y us across the chasm, or help us ght a battle) to complex
(spy on our enemies, or protect us during our foray into the
saving throws with advantage. Its hit point dungeon). You must be able to communicate with the
maximum also increases by 2d10, and it gains creature to bargain for its services. Payment can take a
the same number of hit points. These bene ts variety of forms. A celestial might require a sizable donation
last for 24 hours. of gold or magic items to an allied temple, while a end might
demand a living sacri ce or a gift of treasure. Some creatures
might exchange their service for a quest undertaken by you.
As a rule of thumb, a task that can be measured in minutes
requires a payment worth 100 gp per minute. A task
measured in hours requires 1,000 gp per hour. And a task
measured in days (up to 10 days) requires 10,000 gp per day.
The 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
Cleric 6th level Evocation Cleric 6th level Conjuration Cleric 6th level Conjuration

TRUE SEEING WORD OF RECALL CONJURE CELESTIAL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 5 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Instantaneous V, S Concentration, up to 1
hour
an ointment for the eyes that costs 25 gp, is made see below
from mushroom powder, saffron, and fat, and is You summon a celestial of challenge rating 4 or
You and up to ve willing creatures within 5 feet lower, which appears in an unoccupied space
consumed by the spell of you instantly teleport to a previously that you can see within range. The celestial
This spell gives the willing creature you touch designated sanctuary. You and any creatures disappears when it drops to 0 hit points or when
the ability to see things as they actually are. For that teleport with you appear in the nearest the spell ends.
the duration, the creature has truesight, notices unoccupied space to the spot you designated The celestial is friendly to you and your
secret doors hidden by magic, and can see into when you prepared your sanctuary . If you cast companions for the duration. Roll initiative for
the Ethereal Plane, all out to a range of 120 feet. this spell without rst preparing a sanctuary, the the celestial, which has its own turns. It obeys
spell has no effect. any verbal commands that you issue to it (no
You must designate a sanctuary by casting this action required by you), as long as they don't
spell within a location, such as a temple, violate its alignment. If you don't issue any
dedicated to or strongly linked to your deity. If commands to the celestial, it defends itself from
you attempt to cast the spell in this manner in an hostile creatures but otherwise takes no actions
area that isn't dedicated to your deity, the spell The DM has the celestial's statistics. At Higher
has no effect. Levels: When you cast this spell using a 9th-level
spell slot, you summon a celestial of challenge
rating 5 or lower.

Cleric 6th level Divination Cleric 6th level Conjuration Cleric 7th level Conjuration
6 6 6

6 6 6

6 6 6

6 6 6

7 6 6

7 6 6
DIVINE WORD ETHEREALNESS FIRE STORM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 action Self 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S Up to 8 hours V, S Instantaneous
You utter a divine word, imbued with the power You step into the border regions of the Ethereal Plane, in the A storm made up of sheets of roaring ame
that shaped the world at the dawn of creation. area where it overlaps with your current plane. You remain in appears in a location you choose within range.
Choose any number of creatures you can see the Border Ethereal for the duration or until you use your The area of the storm consists of up to ten 10-
action to dismiss the spell. During this time, you can move in
within range. Each creature that can hear you any direction. If you move up or down, every foot of foot cubes, which you can arrange as you wish.
must make a Charisma saving throw. On a failed movement costs an extra foot. You can see and hear the plan Each cube must have at least one face adjacent
save, a creature suffers an effect based on its you originated from, but everything there looks gray, and you to the face of another cube. Each creature in the
current hit points. can't see anything more than 60 feet away. area must make Dexterity saving throw. It takes
50 hit points or fewer - deafened for 1 minute While on the Ethereal Plane, you can only affect and be 7d10 re damage on a failed save, or half as
40 hit points or fewer - deafened and blinded affected by other creatures on that plane. Creatures that much damage on a successful one.
for 10 minutes 30 hit points or fewer - blinded, aren't on the Ethereal Plane can't perceive you and can't The re damages objects in the area and ignites
deafened, and stunned for 1 hour 20 hit points interact with you, unless a special ability or magic has given ammable objects that aren't being worn or
them the ability to do so. You ignore all objects and effects
or fewer - killed instantly Regardless of its that aren't on the Ethereal Plane, allowing you to move carried. If you choose, plant life in the area is
current hit points, a celestial, an elemental, a fey, through objects you perceive on the plan you originated unaffected by this spell.
or a end that fails its save is forced back to its from. When the spell ends, you immediately return to the
plane of origin (if it isn't there already) and can't plane you originated from in the spot you currently occupy. If
return to your current plane for 24 hours by any you occupy the same spot as a solid object or creature when
means short of a wish spell. this happens, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force
damage equal to twice the number of feet you are moved.
This spell has no effect if you cast it while you are on the
Ethereal Plane or a plane that doesn't border it, such as one
of the Outer Planes. At Higher Levels: When you cast this
spell using a spell slot of 8th level or higher, you can target up
to three willing creatures (including you) for each slot level
above 7th. The creatures must be within 10 feet of you when
you cast the spell.
Cleric 7th level Evocation Cleric 7th level Transmutation Cleric 7th level Evocation

PLANE SHIFT REGENERATE RESURRECTION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 minute Touch 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 hour V, S, M Instantaneous
a forked, metal rod worth at least 250 gp, attuned to a prayer wheel and holy water a diamond worth at least 1,000 gp, which the spell
a particular plane of existence consumes
You touch a creature and stimulate its natural
You and up to eight willing creatures who link hands in healing ability. The target regains 4d8 + 15 hit You touch a dead creature that has been dead for no
a circle are transported to a different plane of points. For the duration of the spell, the target more than a century, that didn't die of old age, and that
existence. You can specify a target destination in regains 1 hit point at the start of each of its turns isn't undead. If its soul is free and willing, the target
general terms, such as the City of Brass on the (10 hit points each minute). returns to life with all its hit points.
Elemental Plane of Fire or the palace of Dispater on The target's severed body members ( ngers, This spell neutralizes any poisons and cures normal
the second level of the Nine Hells, and you appear in diseases af icting the creature when it died. It doesn't,
or near that destination. If you are trying to reach the legs, tails, and so on), if any, are restored after 2 however, remove magical diseases, curses, and the
City of Brass, for example, you might arrive in its minutes. If you have the severed part and hold it like, if such affects aren't removed prior to casting the
Street of Steel, before its Gate of Ashes, or looking at to the stump, the spell instantaneously causes spell, they af ict the target on its return to life. This
the city from across the Sea of Fire, at the DM's the limb to knit to the stump. spell closes all mortal wounds and restores any
discretion. missing body parts. Coming back from the dead is an
Alternatively, if you know the sigil sequence of a ordeal. The target takes a -4 penalty to all attack rolls,
teleportation circle on another plane of existence, this saving throws, and ability checks. Every time the
spell can take you to that circle. If the teleportation target nishes a long rest, the penalty is reduced by 1
circle is too small to hold all the creatures you until it disappears. Casting this spell to restore life to a
transported, they appear in the closest unoccupied creature that has been dead for one year or longer
spaces next to the circle. You can use this spell to taxes you greatly. Until you nish a long rest, you can't
banish an unwilling creature to another plane. Choose cast spells again, and you have disadvantage on all
a creature within your reach and make a melee spell attack rolls, ability checks, and saving throws.
attack against it. On a hit, the creature must make a
Charisma saving throw. If the creature fails the save, it
is transported to a random location on the plane of
existence you specify. A creature so transported must
nd its own way back to your current plane of
existence.
Cleric 7th level Conjuration Cleric 7th level Transmutation Cleric 7th level Necromancy

SYMBOL ANTIMAGIC FIELD CONTROL WEATHER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action Self (10-foot-radius 10 minutes Self (5-mile radius)
sphere)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or COMPONENTS DURATION V, S, M Concentration, up to 8
triggered V, S M Concentration, up to 1 hours
hour
mercury, phosphorus, and powdered diamond and burning incense and bits of earth and wood mixed in
opal with a total value of at least 1,000 gp, which a pinch of powdered iron or iron lings water
the spell consumes A 10-foot-radius invisible sphere of antimagic surrounds you. You take control of the weather within 5 miles of you
When you cast this spell, you inscribe a harmful glyph either This area is divorced from the magical energy that suffuses for the duration. You must be outdoors to cast this
on a surface (such as a section of oor, a wall, or a table) or the multiverse. Within the sphere, spells can't be cast, spell. Moving to a place where you don't have a clear
within an object that can be closed to conceal the glyph (such summoned creatures disappear, and even magic items path to the sky ends the spell early.
as a book, a scroll, or a treasure chest). If you choose a become mundane. Until the spell ends, the sphere moves When you cast the spell, you change the current
surface, the glyph can cover an area of the surface no larger with you, centered on you. weather conditions, which are determined by the DM
than 10 feet in diameter. If you choose an object, that object Spells and other magical effects, except those created by an based on the climate and season. You can change
artifact or a deity, are suppressed in the sphere and can't precipitation, temperature, and wind. It takes 1d4 x 10
must remain in its place, if the object is moved more than 10 protrude into it. A slot expended to cast a suppressed spell is
feet from where you cast this spell, the glyph is broken, and minutes for the new conditions to take effect. Once
consumed. While an effect is suppressed, it doesn't function, they do so, you can change the conditions again. When
the spell ends without being triggered. but the time it spends suppressed counts against its duration.
The glyph is nearly invisible, requiring an Intelligence the spell ends, the weather gradually returns to
Targeted Effects: Spells and other magical effects, such as normal. When you change the weather conditions,
(Investigation) check against your spell save DC to nd it. You magic missile and charm person, that target a creature or an
decide what triggers the glyph when you cast the spell. For nd a current condition on the following tables and
object in the sphere have no effect on that target. Areas of change its stage by one, up or down. When changing
glyphs inscribed on a surface, the most typical triggers Magic: The area of another spell or magical effect, such as
include touching or stepping on the glyph, removing another the wind, you can change its direction. Precipitation:
reball, can't extend into the sphere. If the sphere overlaps Stage 1 - Clear Stage 2 - Light clouds Stage 3 -
object covering it, approaching within a certain distance of it, an area of magic, the part of the area that is covered by the
or manipulating the object that holds it. For glyphs inscribed Overcast or ground fog Stage 4 - Rain, hail or snow
sphere is suppressed. For example, the ames created by a Stage 5 - Torrential rain, driving hail or blizzard
within an object, the most common triggers are opening the wall of re are suppressed within the sphere, creating a gap
object, approaching within a certain distance of it, or seeing Temperature: Stage 1 - Unbearable heat Stage 2 - Hot
in the wall if the overlap is large enough. Spells: Any active Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold Stage 6 -
or reading the glyph. You can further re ne the trigger so the spell or other magical effect on a creature or an object in the
spell is activated only under certain circumstances or Arctic cold Wind: Stage 1 - Calm Stage 2 - Moderate
sphere is suppressed while the creature or object is in it. wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 -
according to a creature's physical characteristics (such as Magic Items: The properties and powers of magic items are
height or weight), or physical kind (for example, the ward Storm
suppressed in the sphere. For example, a +1 long sword in the
could be set to affect hags or shapechangers). You can also
Cleric 7th level Abjuration Cleric 8th level Abjuration Cleric 8th level Transmutation
7 7 7

7 7 7

7 7 7

7 7 7

8 8 7

8 8 7
EARTHQUAKE HOLY AURA ASTRAL PROJECTION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action Self 1 hour 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Special
minute minute
for each creature you affect with this spell, you must
a pinch of dirt, a piece of rock, and a lump of clay a tiny reliquary worth at least 1,000 gp containing a provide one jacinth worth at least 1,000 gp and one
You create a seismic disturbance at a point on the ground sacred relic, such as a scrap of cloth from a saint's ornately carved bar of silver worth at least 100 gp,
that you can see within range. For the duration, an intense robe or a piece of parchment from a religious text all of which the spell consumes
tremor rips through the ground in a 100-foot- radius circle
centered on that point and shakes creatures and structures Divine light washes out from you and coalesces You and up to eight willing creatures within range project
in contact with the ground in that area. in a soft radiance in a 30-foot radius around you. your astral bodies into the Astral Plane (the spell fails and the
The ground in the area becomes dif cult terrain. Each Creatures of your choice in that radius when you casting is wasted if you are already on that plane). The
creature on the ground that is concentrating must make a cast this spell shed dim light in a 5-foot radius material body you leave behind is unconscious and in a state
Constitution saving throw. On a failed save, the creature's and have advantage on all saving throws, and of suspended animation, it doesn't need food or air and
concentration is broken. When you cast this spell and at the other creatures have disadvantage on attack doesn't age.
end of each turn you spend concentrating on it, each creature Your astral body resembles your mortal form in almost every
on the ground in the area must make a Dexterity saving
rolls against them until the spell ends. In way, replicating your game statistics and possessions. The
throw. On a failed save, the creature is knocked prone. This addition, when a end or an undead hits an principal difference is the addition of a silvery cord that
spell can have additional effects depending on the terrain in affected creature with a melee attack, the aura extends from between your shoulder blades and trails behind
the area, as determined by the DM. Fissures. Fissures open ashes with brilliant light. The attacker must you, fading to invisibility after 1 foot. This cord is your tether
throughout the spell's area at the start of your next turn after succeed on a Constitution saving throw or be to your material body. As long as the tether remains intact,
you cast the spell. A total of 1d6 such ssures open in blinded until the spell ends. you can nd your way home. If the cord is cut-something that
locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 can happen only when an effect speci cally states that it
feet wide, and extends from one edge of the spell's area to does-your soul and body are separated, killing you instantly.
the opposite side. A creature standing on a spot where a Your astral form can freely travel through the Astral Plane
ssure opens must succeed on a Dexterity saving throw or and can pass through portals there leading to any other
fall in. A creature that successfully saves moves with the plane. If you enter a new plane or return to the plane you
ssure's edge as it opens. A ssure that opens beneath a were on when casting this spell, your body and possessions
structure causes it to automatically collapse (see below). are transported along the silver cord, allowing you to re-
Structures. The tremor deals 50 bludgeoning damage to any enter your body as you enter the new plane. Your astral form
structure in contact with the ground in the area when you is a separate incarnation. Any damage or other effects that
Cleric 8th level Evocation Cleric 8th level Abjuration Cleric 9th level Necromancy

GATE MASS HEAL TRUE RESURRECTION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
minute
A ood of healing energy ows from you into a sprinkle of holy water and diamonds worth at least
a diamond worth at least 5,000 gp injured creatures around you. You restore up to 25,000 gp, which the spell consumes
You conjure a portal linking an unoccupied space you
700 hit points, divided as you choose among any
can see within range to a precise location on a number of creatures that you can see within You touch a creature that has been dead for no
different plane of existence. The portal is a circular range. Creatures healed by this spell are also longer than 200 years and that died for any
opening, which you can make 5 to 20 feet in diameter. cured of all diseases and any effect making them reason except old age. If the creature's soul is
You can orient the portal in any direction you choose. blinded or deafened. This spell has no effect on free and willing, the creature is restored to life
The portal lasts for the duration. undead or constructs. with all its hit points.
The portal has a front and a back on each plane where This spell closes all wounds, neutralizes any
it appears. Travel through the portal is possible only by poison, cures all diseases, and lifts any curses
moving through its front. Anything that does so is affecting the creature when it died. The spell
instantly transported to the other plane, appearing in replaces damaged or missing organs or limbs.
the unoccupied space nearest to the portal. Deities The spell can even provide a new body if the
and other planar rulers can prevent portals created by
this spell from opening in their presence or anywhere original no longer exists, in which case you must
within their domains. When you cast this spell, you can speak the creature's name. The creature then
speak the name of a speci c creature (a pseudonym, appears in an unoccupied space you choose
title, or nickname doesn't work). If that creature is on within 10 feet of you.
a plane other than the one you are on, the portal
opens in the named creature's immediate vicinity and
draws the creature through it to the nearest
unoccupied space on your side of the portal. You gain
no special power over the creature, and it is free to act
as the DM deems appropriate. It might leave, attack
you, or help you.

Cleric 9th level Conjuration Cleric 9th level Evocation Cleric 9th level Necromancy
9 8 8

9 8 8

9 9 9

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