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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, V, M 1 hour V, S, M Instantaneous
up to 1 minute
You touch one willing creature. a re y or phosphorescent moss two lodestones
Once before the spell ends, the You touch one object that is no This spell repairs a single break or
target can roll a d4 and add the larger than 10 feet in any tear in an object you touch, such as
number rolled to one ability check dimension. Until the spell ends, the broken chain link, two halves of a
of its choice. It can roll the die object sheds bright light in a 20- broken key, a torn clack, or a
before or after making the ability foot radius and dim light for an leaking wineskin. As long as the
check. The spell then ends. additional 20 feet. The light can be break or tear is no larger than 1
colored as you like. Completely foot in any dimension, you mend it,
covering the object with leaving no trace of the former
something opaque blocks the light. damage.
The spell ends if you cast it again This spell can physically repair a
or dismiss it as an action. magic item or construct, but the
If you target an object held or spell can't restore magic to such an
worn by a hostile creature, that object.
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, V, S Instantaneous V, S Instantaneous
up to 1 minute Flame-like radiance descends on a You touch a living creature that
a miniature cloak creature that you can see within has 0 hit points. The creature
range. The target must succeed on becomes stable. This spell has no
You touch one willing creature. a Dexterity saving throw or take effect on undead or constructs.
Once before the spell ends, the 1d8 radiant damage. The target
target can roll a d4 and add the gains no bene t from cover for this
number rolled to one saving throw saving throw.
of its choice. It can roll the die The spell's damage increases by
before or after the saving throw. 1d8 when you reach 5th level
The spell then ends. (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,
You manifest a minor wonder, a up to 1 minute
sign of supernatural power, within a morsel of food
a drop of blood
range. You create one of the This spell lets you convince a beast
following magical effects within that you mean it no harm. Choose Up to three creatures of your
range. a beast that you can see within choice that you can see within
Your voice booms up to three range. It must see and hear you. If range must make Charisma saving
times as loud as normal for 1 the beast's Intelligence is 4 or throws. Whenever a target that
minute. higher, the spell fails. Otherwise, fails this saving throw makes an
You cause ames to icker, the beast must succeed on a attack roll or a saving throw
brighten, dim, or change color for Wisdom saving throw or be before the spell ends, the target
1 minute. charmed by you for the spell's must roll a d4 and subtract the
You cause harmless tremors in duration. If you or one of your number rolled from the attack roll
the ground for 1 minute. companions harms the target, the or saving throw.
You create an instantaneous spell ends. At Higher Levels: When you cast
sound that originates from a point At Higher Levels: When you cast this spell using a spell slot of 2nd
of your choice within range, such this spell using a 2nd level spell level or higher, you can target one
as a rumble of thunder, the cry of a slot or higher, you can affect one additional creature for each slot
raven, or ominous whispers. additional beast for each slot level level above 1st.
You instantaneously cause an above 1st.
unlocked door or window to y
open or slam shut.
You alter the appearance of your
eyes for 1 minute.
If you cast this spell multiple times,
you can have Transmutation
Cleric up to three of its 1
cantrip Cleric (Nature)1st level Enchantment Cleric (*)(Grave)
1st level Enchantment
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BLESS BURNING HANDS CHARM PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (15-foot 1 action 30 feet
COMPONENTS DURATION cone) COMPONENTS DURATION
V, S, M Concentration, COMPONENTS DURATION V, S 1 hour
up to 1 minute V, S Instantaneous
You attempt to charm a humanoid
a sprinkling of holy water As you hold your hands with you can see within range. It must
thumbs touching and ngers make a Wisdom saving throw, and
You bless up to three creatures of spread, a thin sheet of ames does so with advantage if you or
your choice within range. shoots forth from your your companions are ghting it. If
Whenever a target makes an outstretched ngertips. Each it fails the saving throw, it is
attack roll or a saving throw creature in a 15-foot cone must charmed by you until the spell
before the spell ends, the target make a Dexterity saving throw. A ends or until you or your
can roll a d4 and add the number creature takes 3d6 re damage on companions do anything harmful
rolled to the attack roll or saving a failed save, or half as much to it. The charmed creature
throw. damage on a successful one. regards you as a friendly
At Higher Levels: When you cast The re ignites any ammable acquaintance. When the spell
this spell using a spell slot of 2nd objects in the area that aren't ends, the creature knows it was
level or higher, you can target one being worn or carried. charmed by you.
additional creature for each slot At Higher Levels: When you cast At Higher Levels: When you cast
level above 1st. this spell using a spell slot of 2nd this spell using a spell slot of 2nd
level or higher, the damage level or higher, you can target one
increases by 1d6 for each slot level additional creature for each slot
above 1st. 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 [1/2] COMMAND [2/2] CREATE OR DESTROY WATER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 round V 1 round V, S, M Instantaneous
You speak a one-word command one additional creature for each a drop of water if creating water or a
to a creature you can see within slot level above 1st. The creatures
range. The target must succeed on must be within 30 feet of each few grains of sand if destroying it
a Wisdom saving throw or follow other when you target them.
the command on its next turn. The You either create or destroy water.
spell has no effect if the target is Create Water: You create up to 10
undead, if it doesn't understand gallons of clean water within range
your language, or if your command in an open container. Alternatively,
is directly harmful to it. the water falls as rain in a 30-foot
Some typical commands and their
effects follow. cube within range, extinguishing
You might issue a command other exposed ames in the area.
than one described here. If you do Destroy Water: You destroy up to
so, the DM determines how the 10 gallons of water in an open
target behaves. If the target can't container within range.
follow your command, the spell Alternatively, you destroy fog in a
ends. 30-foot cube within range.
Approach: The target moves At Higher Levels: When you cast
toward you by the shortest and
most direct route, ending its turn if this spell using a spell slot of 2nd
it moves within 5 feet of you. level or higher, you create or
Drop: The target drops whatever destroy 10 additional gallons of
it is holding and then ends its turn. water, or the size of the cube
Flee: The target spends its turn increases by 5 feet, for each slot
moving away from you by the level above 1st.
fastest available means.
Grovel: The target falls prone and
then ends
Cleric its turn
(*)(Knowledge)
1st level Enchantment Cleric (*)(Knowledge)
1st level Enchantment Cleric 1st level Transmutation

CURE WOUNDS DETECT EVIL AND GOOD DETECT MAGIC (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, V, S Concentration,
A creature you touch regains a up to 10 up to 10
number of hit points equal to 1d8 minutes minutes
+ your spellcasting ability modi er. For the duration, you know if there For the duration, you sense the
This spell has no effect on undead is an aberration, celestial, presence of magic within 30 feet
or constructs. elemental, fey, end, or undead of you. If you sense magic in this
At Higher Levels: When you cast within 30 feet of you, as well as way, you can use your action to see
this spell using a spell slot of 2nd where the creature is located. a faint aura around any visible
level or higher, the healing Similarly, you know if there is a creature or object in the area that
increases by 1d8 for each slot level place of object within 30 feet of bears magic, and you learn its
above 1st. you that has been magically school of magic, if any.
consecrated or desecrated. The spell can penetrate most
The spell can penetrate most barriers, but is blocked by 1 foot of
barriers, but it is blocked by 1 foot stone, 1 inch of common metal, a
of stone, 1 inch of common metal, thin sheet of lead, or 3 feet of
a thin sheet of lead, or 3 feet of wood or dirt.
wood or dirt.

Cleric (*)(Life) 1st level Evocation Cleric 1st level Divination Cleric (*)(Arcana)1st level Divination
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DETECT POISON AND DISEASE DISGUISE SELF DIVINE FAVOR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, V, S 1 hour V, S Concentration,
up to 10 You make yourself, including your up to 1 minute
minutes clothing, armor, weapons, and Your prayer empowers you with
a yew leaf other belongings on your person, divine radiance. Until the spell
look different until the spell ends ends, your weapon attacks deal
For the duration, you can sense the or until you use your action to and extra 1d4 radiant damage on a
presence and location of poisons, dismiss it. You can seem 1 foot hit.
shorter or taller and can appear
poisonous creatures, and diseases thin, fat, or in between. You can't
within 30 feet of you. You also change your body type, so you
identify the kind of poison, must adopt a form that has the
poisonous creature, or disease in same basic arrangement of limbs.
each case. Otherwise, the extent of the
The spell can penetrate most illusion is up to you.
barriers, but is blocked by 1 foot of The changes wrought by this spell
stone, 1 inch of common metal, a fail to hold up to physical
inspection. For example, if you use
thin sheet of lead, or 3 feet of this spell to add a hat to your
wood or dirt. out t, objects pass through the
hat, and anyone who touches it
would feel nothing or would feel
your head and hair. If you use this
spell to appear thinner than you
are, the hand of someone who
reaches out to touch you would
bump into you while it was
seemingly still in midair.
To discern that you are disguised, a
Cleric 1st level Divination creature
Cleric can use its1st
(Trickery) action toIllusion
level Cleric (War) 1st level Evocation

FAERIE FIRE FALSE LIFE FOG CLOUD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, V, S, M 1 hour V, S Concentration,
up to 1 minute up to 1 hour
Each object in a 20-foot cube a small amount of alcohol or distilled You create a 20-foot-radius sphere
within range is outlined in blue, spirits of fog centered on a point within
green, or violet light (your choice). range. The sphere spreads around
Any creature in the area when the Bolstering yourself with a corners, and its area is heavily
spell is cast is also outlined in light necromantic facsimile of life, you obscured. It lasts for the duration
if it fails a Dexterity saving throw. gain 1d4+4 temporary hit points or until a wind of moderate or
For the duration, objects and for the duration. greater speed (at least 10 miles
affected creatures shed dim light At Higher Levels: When you cast per hour) disperses it.
in a 10-foot radius. this spell using a spell slot of 2nd At Higher Levels: When you cast
Any attack roll against an affected level or higher, you gain 5 this spell using a spell slot of 2nd
creature or object has advantage if additional temporary hit points for level or higher, the radius of the
the attacker can see it, and the each slot level above 1st. fog increases by 20 feet for each
affected creature or object can't slot level above 1st.
bene t from being invisible.

Cleric (Light) 1st level Evocation Cleric (Death)(Grave)


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

GUIDING BOLT HEALING WORD IDENTIFY (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action 60 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V Instantaneous V, S, M Instantaneous
A ash of light streaks toward a A creature of your choice that you a pearl worth at least 100 gp and an
creature of your choice within can see within range regains hit owl feather
range. Make a ranged spell attack points equal to 1d4 + your
against the target. On a hit, the spellcasting ability modi er. This You choose one object that you
target takes 4d6 radiant damage, spell has no effect on undead or must touch throughout the casting
and the next attack roll made constructs. of the spell. If it is a magic item or
against this target before the end At Higher Levels: When you cast some other magic-imbued object,
of your next turn has advantage, this spell using a spell slot of 2nd you learn its properties and how to
thanks to the mystical dim light level or higher, the healing use them, whether it requires
glittering on the target until then. increases by 1d4 for each slot level attunement to use, and how many
At Higher Levels: When you cast above 1st. charges it has, if any. You learn
this spell using a spell slot of 2nd whether any spells are affecting
level or higher, the damage the item and what they are. If the
increases by 1d6 for each slot level item was created by a spell, you
above 1st. 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 1st level Evocation Cleric (Knowledge)(Forge)
1st level Divination
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INFLICT WOUNDS MAGIC MISSILE PROTECTION FROM EVIL AND
CASTING TIME RANGE CASTING TIME RANGE GOOD
1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION CASTING TIME RANGE
V, S Instantaneous V, S Instantaneous 1 action Touch
Make a melee spell attack against You create three glowing darts of COMPONENTS DURATION
a creature you can reach. On a hit, magical force. Each dart hits a V, S, M Concentration,
the target takes 3d10 necrotic creature of your choice that you up to 10
damage. can see within range. A dart deals minutes
At Higher Levels: When you cast 1d4+1 force damage to its target. holy water or powdered silver and
this spell using a spell slot of 2nd The darts all strike simultaneously
level or higher, the damage and you can direct them to hit one iron, which the spell consumes
increases by 1d10 for each slot creature or several.
level above 1st. At Higher Levels: When you cast Until the spell ends, one willing
this spell using a spell slot of 2nd creature you touch is protected
level or higher, the spell creates against certain types of creatures -
one more dart for each slot above aberrations, celestials, elementals,
1st. 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 1st level Necromancy Cleric (Arcana) 1st level Evocation Cleric 1st level Abjuration

PURIFY FOOD AND DRINK RAY OF SICKNESS SANCTUARY


(RITUAL) CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 bonus action 30 feet
CASTING TIME RANGE COMPONENTS DURATION COMPONENTS DURATION
1 action 10 feet V, S Instantaneous V, S, M 1 minute
COMPONENTS DURATION A ray of sickening greenish energy
V, S Instantaneous lashes out toward a creature a small silver mirror
All nonmagical food and drink within range. Make a ranged spell You ward a creature within range
within a 5-foot-radius sphere attack against the target. On a hit, against attack. Until the spell ends,
centered on a point of your choice the target takes 2d8 poison any creature who targets the
within range is puri ed and damage and must make a warded creature with an attack or
rendered free of poison and Constitution saving throw. On a a harmful spell must rst make a
disease. failed save, it is also poisoned until Wisdom saving throw. On a failed
the end of your next turn. save, the creature must choose a
At Higher Levels: When you cast new target or lose the attack or
this spell using a spell slot of 2nd spell. This spell doesn't protect the
level or higher, the damage warded creature from area effects,
increases by 1d8 for each slot level such as the explosion of a reball.
above 1st. If the warded creature makes an
attack or casts a spell that affects
an enemy creature, this spell ends.

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

SEARING SMITE SHIELD OF FAITH SPEAK WITH ANIMALS (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 bonus action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, V, S, M Concentration, V, S 10 minutes
up to 1 minute up to 10 You gain the ability to comprehend
The next time you hit a creature minutes and verbally communicate with
with a melee weapon attack during a small parchment with a bit of holy beasts for the duration. The
the spell's duration, your weapon text written on it knowledge and awareness of many
ares with white-hot intensity, and beasts is limited by their
the attack deals an extra 1d6 re A shimmering eld appears and intelligence, but at minimum,
damage to the target and causes surrounds a creature of your beasts can give you information
the target to ignite in ames. At choice within range, granting it a about nearby locations and
the start of each of its turns until +2 bonus to AC for the duration. monsters, including whatever they
the spell ends, the target must can perceive or have perceived
make a Constitution saving throw. within the past day. You might be
On a failed save, it takes 1d6 re able to persuade a beast to
damage. On a successful save, the perform a small favor for you, at
spell ends. If the target or a the DM's discretion.
creature within 5 feet of it uses an
action to put out the ames, or if
some other effect douses the
ames (such as the target being
submerged in water), the spell
ends.
At Higher Levels: When you cast
this spell using a spell slot of 2nd
level or higher, the initial extra
damage dealt by the attack
increases by 1d61st
Cleric for level
each Evocation
slot Cleric (*)(War) 1st level Abjuration Cleric (Nature) 1st level Divination
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THUNDERWAVE AID AUGURY (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot 1 action 30 feet 1 minute Self
cube) COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION V, S, M 8 hours V, S, M Instantaneous
V, S Instantaneous
A wave of thunderous force a tiny strip of white cloth specially marked sticks, bones, or
sweeps out from you. Each Your spell bolsters your allies with similar tokens worth at least 25 gp
creature in a 15-foot cube toughness and resolve. Choose up By casting gem-inlaid sticks, rolling
originating from you must make a to three creatures within range. dragon bones, laying out ornate
Constitution saving throw. On a Each target's hit point maximum cards, or employing some other
failed save, a creature takes 2d8 and current hit points increase by divining tool, you receive an omen
thunder damage and is pushed 10 5 for the duration. from an otherworldly entity about
feet away from you. On a At Higher Levels: When you cast the results of a speci c course of
successful save, the creature takes this spell using a spell slot of 3rd action that you plan to take within
half as much damage and isn't level or higher, a target's hit points the next 30 minutes. The DM
pushed. increase by an additional 5 for chooses from the following
In addition, unsecured objects that each slot level above 2nd. possible omens.
are completely within the area of Weal, for good results
effect are automatically pushed 10 Woe, for bad results
feet away from you by the spell's Weal and woe, for both good and
effect, and the spell emits a bad results
thunderous boom audible out to Nothing, for results that aren't
especially good or bad
300 feet. The spell doesn't take into account
At Higher Levels: When you cast any possible circumstances that
this spell using a spell slot of 2nd might change the outcome, such as
level or higher, the damage the casting of additional spells or
increases by 1d8 for each slot level the loss or gain of a companion.
above 1st. If you cast the spell two or more
times before completing your next
Cleric (Tempest) 1st level Evocation Cleric 2nd level Abjuration l
Cleric t th i
(*)(Knowledge)
2nd level lDivination
ti 25

BARKSKIN BLINDNESS/DEAFNESS CALM EMOTIONS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, V 1 minute V, S Concentration,
up to 1 hour You can blind or deafen a foe. up to 1 minute
a handful of oak bark Choose one creature that you can You attempt to suppress strong
see within range to make a emotions in a group of people.
You touch a willing creature. Until Constitution saving throw. If it Each humanoid in a 20-foot-radius
the spell ends, the target's skin has fails, the target is either blinded or sphere centered on a point you
a rough, bark-like appearance, and deafened (your choice) for the choose within range must make a
the target's AC can't be less than duration. At the end of each of its Charisma saving throw a creature
16, regardless of what kind of turns, the target can make a can choose to fail this saving throw
armor it is wearing. Constitution saving throw. On a if it wishes. If a creature fails its
success, the spell ends. saving throw, choose one of the
At Higher Levels: When you cast following two effects.
this spell using a spell slot of 3rd You can suppress any effect
level or higher, you can target one causing a target to be charmed or
additional creature for each slot frightened. When this spell ends,
level above 2nd. any suppressed effect resumes,
provided that its duration has not
expired in the meantime.
Alternatively, you can make a
target indifferent about creatures
of your choice that it is hostile
toward. This indifference ends if
the target is attacked or harmed
by a spell or if it witnesses any of
its friends being harmed. When
Cleric (Nature)
2nd level Transmutation Cleric (*)(Death)
2nd level Necromancy the spell ends
Cleric 2ndthelevel
creature
Enchantment

CONTINUAL FLAME ENHANCE ABILITY FIND TRAPS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, V, S Instantaneous
up to 1 hour You sense the presence of any trap
ruby dust worth 50 gp, which the within range that is within line of
spell consumes fur or a feather from a beast
sight. A trap, for the purpose of
A ame, equivalent in brightness You touch a creature and bestow this spell, includes anything that
upon it a magical enhancement. would in ict a sudden or
to a torch, springs forth from an Choose one of the following unexpected effect you consider
object that you touch. The effect effects - the target gains the effect harmful or undesirable, which was
looks like a regular ame, but it until the spell ends. speci cally intended as such by its
creates no heat and doesn't use Bear's Endurance: The target creator. Thus, the spell would
oxygen. A continual ame can be has advantage on Constitution sense an area affected by the
covered or hidden but not checks. It also gains 2d6 alarm spell, a glyph of warding, or a
smothered or quenched. temporary hit points, which are
lost when the spell ends. mechanical pit trap, but it would
Bull's Strength: The target has not reveal a natural weakness in
advantage on Strength checks, and the oor, an unstable ceiling, or a
his or her carrying capacity hidden sinkhole.
doubles. This spell merely reveals that a
Cat's Grace: The target has trap is present. You don't learn the
advantage on Dexterity checks. It location of each trap, but you do
also doesn't take damage from learn the general nature of the
falling 20 feet or less if it isn't
incapacitated. danger posed by a trap you sense.
Eagle's Splendor: The target has
advantage on Charisma checks.
Fox's Cunning: The target has
advantage on Intelligence checks.
Owl's Wisdom: The target has
Cleric 2nd level Evocation d
Cleric Wi
2nd d Transmutation
level h k Cleric 2nd level Divination
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FLAMING SPHERE GENTLE REPOSE (RITUAL) GUST OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Self (60-foot
COMPONENTS DURATION COMPONENTS DURATION line)
V, S, M Concentration, V, S, M 10 days COMPONENTS DURATION
up to 1 minute V, S, M Concentration,
a pinch of salt and one copper piece up to 1 minute
a bit of tallow, a pinch of brimstone, placed on each of the corpse's eyes,
and a dusting of powdered iron a legume seed
which must remain there for the A line of strong wind 60 feet long
A 5-foot-diameter sphere of re duration and 10 feet wide blasts from you in
appears in an unoccupied space of a direction you choose for the
your choice within range and lasts You touch a corpse or other spell's duration. Each creature that
for the duration. Any creature that remains. For the duration, the starts its turn in the line must
ends its turn within 5 feet of the target is protected from decay and
sphere must make a Dexterity succeed on a Strength saving
saving throw. The creature takes can't become undead. throw or be pushed 15 feet away
2d6 re damage on a failed save, The spell also effectively extends from you in a direction following
or half as much damage on a the time limit on raising the target the line.
successful one. from the dead, since days spent Any creature in the line must
As a bonus action, you can move under the in uence of this spell spend 2 feet of movement for
the sphere up to 30 feet. If you ram don't count against the time limit every 1 foot it moves when moving
the sphere into a creature, that of spells such as raise dead. closer to you.
creature must make the saving
throw against the sphere's The gust disperses gas or vapor,
damage, and the sphere stops and it extinguishes candles,
moving this turn. torches, and similar unprotected
When you move the sphere, you ames in the area. It causes
can direct it over barriers up to 5 protected ames, such as those of
feet tall and jump it across pits up lanterns, to dance wildly and has a
to 10 feet wide. The sphere ignites 50 percent chance to extinguish
ammable objects not being worn them (Tempest) 2nd level Evocation
i d d2nd
Cleric (Light) it hlevel
d bConjuration
i ht li ht Cleric (*)(Grave)
2nd level Necromancy Cleric

HEAT METAL HOLD PERSON LESSER RESTORATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, V, S, M Concentration, V, S Instantaneous
up to 1 minute up to 1 minute You touch a creature and can end
a piece of iron and a ame a small, straight piece of iron either one disease or one
condition af icting it. The
Choose a manufactured metal Choose a humanoid that you can condition can be blinded,
object, such as a metal weapon or see within range. The target must deafened, paralyzed, or poisoned.
a suit of heavy or medium metal succeed on a Wisdom saving
armor, that you can see within throw or be paralyzed for the
range. You cause the object to duration. At the end of each of its
glow red-hot. Any creature in turns, the target can make another
physical contact with the object Wisdom saving throw. On a
takes 2d8 re damage when you success, the spell ends on the
cast the spell. Until the spell ends, target.
you can use a bonus action on each At Higher Levels: When you cast
of your subsequent turns to cause this spell using a spell slot of 3rd
this damage again. level or higher, you can target on
If a creature is holding or wearing additional humanoid for each slot
the object and takes the damage level above 2nd. The humanoids
from it, the creature must succeed must be within 30 feet of each
on a Constitution saving throw or other when you target them.
drop the object if it can. If it
doesn't drop the object, it has
disadvantage on attack rolls and
ability checks until the start of
your next turn.
At Hi h L2nd level
Cleric l Wh Transmutationt 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, V, S Concentration, V, S 1 minute
up to 10 up to 1 hour Three illusory duplicates of
minutes You touch a nonmagical weapon. yourself appear in your space.
a forked twig Until the spell ends, that weapon Until the spell ends, the duplicates
becomes a magic weapon with a move with you and mimic your
Describe or name an object that is +1 bonus to attack rolls and actions, shifting position so it's
familiar to you. You sense the damage rolls. impossible to track which image is
At Higher Levels: When you cast real. You can use your action to
direction to the object's location, this spell using a spell slot of 4th dismiss the illusory duplicates.
as long as that object is within Each time a creature targets you
1,000 feet of you. If the object is in level or higher, the bonus increases with an attack during the spell's
motion, you know the direction of to +2. When you use a spell slot of duration, roll a d20 to determine
its movement. 6th level or higher, the bonus whether the attack instead targets
The spell can locate a speci c increases to +3. one of your duplicates.
object known to you, as long as If you have three duplicates, you
you have seen it up close - within must roll a 6 or higher to change
the attack's target to a duplicate.
30 feet - at least once. With two duplicates, you must roll
Alternatively, the spell can locate an 8 or higher. With one duplicate,
the nearest object of a particular you must roll an 11 or higher.
kind, such as a certain kind of A duplicate's AC equals 10 + your
apparel, jewelry, furniture, tool, or Dexterity modi er. If an attack hits
weapon. a duplicate, the duplicate is
This spell can't locate an object if destroyed. A duplicate can be
any thickness of lead, even a thin destroyed only by an attack that
hits it. It ignores all other damage
sheet, blocks a direct path and effects. The spell ends when
between you and the object. all three duplicates are destroyed.
Cleric 2nd level Divination Cleric (War)(Forge)(Arcana)
2nd level Transmutation A creature
Cleric is unaffected
(Trickery) by this
2nd level Illusion
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NYSTUL'S MAGIC AURA [1/2] NYSTUL'S MAGIC AURA [2/2] PASS WITHOUT TRACE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M Concentration,
up to 1 hour
a small square of silk a small square of silk
ashes from a burned leaf of mistletoe
You place an illusion on a creature detect creature types, such as a and a sprig of spruce
or an object you touch so that paladin's Divine Sense or the
divination spells reveal false trigger of a symbol spell. You A veil of shadows and silence
information about it. The target choose a creature type and other
can be a willing creature or an spells and magical effects treat the radiates from you, masking you
object that isn't being carried or target as if it were a creature of and your companions from
worn by another creature. that type or of that alignment. detection. For the duration, each
When you cast the spell, choose creature you choose within 30 feet
one or both of the following of you (including you) has a +10
effects. The effect lasts for the bonus to Dexterity (Stealth)
duration. If you cast this spell on checks and can't be tracked except
the same creature or object every by magical means. A creature that
day for 30 days, placing the same
effect on it each time, the illusion receives this bonus leaves behind
lasts until it is dispelled. no tracks or other traces of its
False Aura: You change the way passage.
the target appears to spells and
magical effects, such as detect
magic, that detect magical auras.
You can make a nonmagical object
appear magical, a magical object
appear nonmagical, or change the
object's magical aura so that it
appears to belong to a speci c
school of magic that you choose
Wh (Arcana) hi 2nd
Cleric ff level Illusion Cleric (Arcana) 2nd level Illusion Cleric (Trickery)2nd level Abjuration

PRAYER OF HEALING PROTECTION FROM POISON RAY OF ENFEEBLEMENT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 30 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 1 hour V, S Concentration,
Up to six creatures of your choice You touch a creature. If it is up to 1 minute
that you can see within range each poisoned, you neutralize the A black beam of enervating energy
regain hit points equal to 2d8 + poison. If more than one poison springs from your nger toward a
your spellcasting ability modi er. af icts the target, you neutralize creature within range. Make a
This spell has no effect on undead on poison that you know is ranged spell attack against the
or constructs. present, or you neutralize one at target. On a hit, the target deals
At Higher Levels: When you cast random. only half damage with weapon
this spell using a spell slot of 3rd For the duration, the target has attacks that use Strength until the
level or higher, the healing advantage on saving throws spell ends.
increases by 1d8 for each slot level against being poisoned, and it has At the end of each of the target's
above 2nd. resistance to poison damage. turns, it can make a Constitution
saving throw against the spell. On
a success, the spell ends.

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

SCORCHING RAY SHATTER SILENCE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S Concentration,
You create three rays of re and up to 10
hurl them at targets within range. a chip of mica minutes
You can hurl them at one target or A sudden loud ringing noise, For the duration, no sound can be
several. painfully intense, erupts from a created within or pass through a
Make a ranged spell attack for point of your choice within range. 20-foot-radius sphere centered on
each ray. On a hit, the target takes Each creature in a 10-foot-radius a point you choose within range.
2d6 re damage. sphere centered on that point Any creature or object entirely
At Higher Levels: When you cast must make a Constitution saving inside the sphere is immune to
this spell using a spell slot of 3rd throw. A creature takes 3d8 thunder damage, and creatures
level or higher, you create one thunder damage on a failed save, are deafened while entirely inside
additional ray for each slot level or half as much damage on a it. Casting a spell that includes a
above 2nd. successful one. A creature made of verbal component is impossible
inorganic material such as stone, there.
crystal, or metal has disadvantage
on this saving throw.
A nonmagical object that isn't
being worn or carried also takes
the damage if it's in the spell's
area.
At Higher Levels: When you cast
this spell using a spell slot of or
higher, the damage increases by
1d8 for each slot level above 2nd.
Cleric (Light) 2nd level Evocation Cleric (Tempest) 2nd level Evocation Cleric 2nd level Illusion
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SPIKE GROWTH SPIRITUAL WEAPON SUGGESTION [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 bonus action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, V, S 1 minute V, M Concentration,
up to 10 You create a oating, spectral up to 8 hours
minutes weapon within range that lasts for a snake's tongue and either a bit of
seven sharp thorns or seven small the duration or until you cast this honeycomb or a drop of sweet oil
twigs, each sharpened to a point spell again. When you cast the
spell, you can make a melee spell You suggest a course of activity
The ground in a 20-foot radius attack against a creature within 5 (limited to a sentence or two) and
centered on a point within range feet of the weapon. On a hit, the magically in uence a creature you
twists and sprouts hard spikes and target takes force damage equal to can see within range that can hear
thorns. The area becomes dif cult 1d8 + your spellcasting ability and understand you. Creatures
terrain for the duration. When a modi er. that can't be charmed are immune
creature moves into or within the As a bonus action on your turn, to this effect. The suggestion must
you can move the weapon up to 20 be worded in such a manner as to
area, it takes 2d4 piercing damage feet and repeat the attack against make the course of action sound
for every 5 feet it travels. a creature within 5 feet of it. reasonable. Asking the creature to
The transformation of the ground The weapon can take whatever stab itself, throw itself onto a
is camou aged to look natural. form you choose. Clerics of deities spear, immolate itself, or do some
Any creature that can't see the who are associated with a other obviously harmful act ends
area at the time the spell is case the spell.
must make a Wisdom (Perception) particular weapon (as St. Cuthbert The target must make a Wisdom
check against your spell save DC is known for his mace and Thor for saving throw. On a failed save, it
his hammer) make this spell's purses the course of action you
to recognize the terrain as effect resemble that weapon. described to the best of its ability.
hazardous before entering it. At Higher Levels: When you cast The suggested course of action can
this spell using a spell slot 3rd level continue for the entire duration. If
of or higher, the damage increases the suggested activity can be
by 1d8(*)(War)(Life)
for every2nd
twolevel
slot levels completed in a shorter time, the
Cleric (Nature)
2nd level Transmutation Cleric Evocation ll (Knowledge)
Cleric d h2ndth bj t
level Enchantment

SUGGESTION [2/2] WARDING BOND ZONE OF TRUTH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, V, S, M 1 hour V, S, M 10 minutes
up to 8 hours You create a magical zone that
a pair of platinum rings worth at guards against deception in a 15-
a snake's tongue and either a bit of least 50 gp each, which you and
honeycomb or a drop of sweet oil foot-radius sphere centered on a
target must wear for the duration point of your choice within range.
performed. Until the spell ends, a creature
If you or any of your companions This spell wards a willing creature that enters the spell's area for the
damage the target, the spell ends. you touch and creates a mystic rst time on a turn or starts its
connection between you and the turn there must make a Charisma
target until the spell ends. While saving throw. On a failed save, a
the target is within 60 feet of you, creature can't speak a deliberate
it gains a +1 bonus to AC and lie while in the radius. You know
saving throws, and it has whether each creature succeeds
resistance to all damage. Also, or fails on its saving throw.
each time it takes damage, you An affected creature is aware of
take the same amount of damage. the spell and can thus avoid
The spell ends if you drop to 0 hit answering questions to which it
points or if you and the target would normally respond with a lie.
become separated by more than Such creatures can be evasive in
60 feet. It also ends if the spell is its answers as long as it remains
cast again on either of the within the boundaries of the truth.
connected creatures. You can also
dismiss the spell as an action.

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

ANIMATE DEAD [1/2] ANIMATE DEAD [2/2] BEACON OF HOPE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S Concentration,
up to 1 minute
a drop of blood, a piece of esh, and a a drop of blood, a piece of esh, and a This spell bestows hope and
pinch of bone dust pinch of bone dust vitality. Choose any number of
This spell creates an undead creatures within range. For the
servant. Choose a pile of bones or any command you've given it. To duration, each target has
a corpse of a Medium or Small maintain the control of the advantage on Wisdom saving
humanoid within range. Your spell creature for another 24 hours, you throws and death saving throws,
imbues the target with a foul must cast this spell on the creature and regains the maximum number
mimicry of life, raising it as an again before the current 24-hour of hit points possible from any
undead creature. The target period ends. This use of the spell healing.
becomes a skeleton if you chose reasserts your control over up to
bones or a zombie if you chose a four creatures you have animated
corpse (the DM has the creature's with this spell, rather than
game statistics). animating a new one.
On each of your turns, you can use At Higher Levels: When you cast
a bonus action to mentally this spell using a spell slot of 4th
command any creature you made level or higher, you animate or
with this spell if the creature is reassert control over two
within 60 feet of you (if you additional undead creatures for
control multiple creatures, you can
command any or all of them at the each slot above 3rd. Each of the
same time, issuing the same creatures must come from a
command to each one). You decide different corpse or pile of bones.
what action the creature will take
and where it will move during its
next turn, or you can issue a
l 3rddlevelhNecromancy
Cleric (*)(Death) t d Cleric (*)(Death)
3rd level Necromancy Cleric (*)(Life) 3rd level Abjuration
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BESTOW CURSE [1/2] BESTOW CURSE [2/2] BLINK
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, V, S Concentration, V, S 1 minute
up to 1 minute up to 1 minute Roll a d20 at the end of each of
You touch a creature, and that spell slot, the spell lasts until it is your turns for the duration of the
creature must succeed on a dispelled. Using a spell slot of 5th spell. On a roll of 11 or higher, you
Wisdom saving throw or become level or higher grants a duration vanish from your current plane of
cursed for the duration of the that doesn't require existence and appear in the
spell. When you cast this spell, concentration. Ethereal Plane (the spell fails and
choose the nature of the curse the casting is wasted if you were
from the following options. already on that plane). At the start
Choose one ability score. While of you next turn, and when the
cursed, the target has spell ends if you are on the
disadvantage on ability checks and Ethereal Plane, you return to an
saving throws made with that unoccupied space of your choice
ability score. that you can see within 10 feet of
While cursed, the target has the space you vanished from. If no
disadvantage on attack rolls unoccupied space is available
against you. within that range, you appear in
While cursed, the target must the nearest unoccupied space
make a Wisdom saving throw at (chosen at random if more than
the start of each of its turns. If it one space is equally near). You can
fails, it wastes its action that turn dismiss this spell as an action.
doing nothing. While on the Ethereal Plane, you
While the target is cursed, your can see and hear the plane you
attacks and spells deal an extra originated from, which is cast in
1d8 necrotic damage to the target. shades of gray, and you can't see
A remove curse spell ends this anything more than 60 feet away.
effect. At the DM's option, you You can only affect and be affected
may choose an alternative curse by other creatures on the Ethereal
effect but it should
Cleric be no
3rd level more
Necromancy Cleric 3rd level Necromancy Plane (Trickery)
Cleric Creature that aren't
3rd level there
Transmutation

CALL LIGHTNING CLAIRVOYANCE [1/2] CLAIRVOYANCE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 10 minutes 1 mile 10 minutes 1 mile
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, V, S, M Concentration, V, S, M Concentration,
up to 10 up to 10 up to 10
minutes minutes minutes
A storm cloud appears in the shape a focus worth at least 100 gp, either a focus worth at least 100 gp, either
of a cylinder that is 10 feet tall
with a 60-foot radius, centered on a jeweled horn for hearing or a glass a jeweled horn for hearing or a glass
a point you can see 100 feet eye for scrying eye for scrying
directly above you. The spell fails if
you can't see a point in the air
where the storm cloud could You create an invisible sensor st.
appear (for example, if you are in a within range in a location familiar A creature that can see the sensor
room that can't accommodate the to you (a place you have visited or (such as a creature bene tting
cloud). seen before) or in an obvious from see invisibility or truesight)
When you cast the spell, choose a location that is unfamiliar to you sees a luminous, intangible orb
point you can see within range. A (such as behind a door, around a about the size of your st.
bolt of lightning ashes down from corner, or in a grove of trees). The
the cloud to that point. Each sensor remains in place for the
creature within 5 feet of that point duration, and it can't be attacked
must make a Dexterity saving or otherwise interacted with.
throw. A creature takes 3d10 When you cast the spell, you
lightning damage on a failed save, choose seeing or hearing. You can
or half as much damage on a use the chosen sense through the
successful one. On each of your sensor as if you were in its space.
turns until the spell ends, you can As your action, you can switch
use your action to call down between seeing and hearing. A
lightning in this way again, creature that can see the sensor
targeting the same point or a (such as a creature bene tting
different one. from see invisibility or truesight)
If you (Tempest)
Cleric are outdoors in stormy
3rd level Conjuration sees a luminous 3rd
Cleric intangible orb
level Divination Cleric 3rd level Divination

CREATE FOOD AND WATER CRUSADER'S MANTLE DAYLIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V Concentration, V, S 1 hour
You create 45 pounds of food and up to 1 minute A 60-foot-radius sphere of light
30 gallons of water on the ground Holy power radiates from you in spreads out from a point you
or in containers within range, an aura with a 30-foot radius, choose within range. The sphere is
enough to sustain up to fteen awakening boldness in friendly bright light and sheds dim light for
humanoids or ve steeds for 24 creatures. Until the spell ends, the an additional 60 feet.
hours. The food is bland but aura moves with you, centered on If you chose a point on an object
nourishing, and spoils if uneaten you. While in the aura, each non- you are holding or one that isn't
after 24 hours. The water is clean hostile creature in the aura being worn or carried, the light
and doesn't go bad. (including you) deals an extra 1d4 shines from the object with and
radiant damage when it hits with a moves with it. Completely
weapon attack. covering the affected object with
an opaque object, such as a bowl
or a helm, blocks the light.
If any of this spell's area overlaps
with an area of darkness created
by a spell of or lower, the spell that
created the darkness is dispelled.

Cleric 3rd level Conjuration Cleric (War) 3rd level Evocation Cleric (*)(Light) 3rd level Evocation
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DISPEL MAGIC ELEMENTAL WEAPON FEIGN DEATH (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, V, S, M 1 hour
Choose any creature, object, or up to 1 hour
magical effect within range. Any A nonmagical weapon you touch a pinch of graveyard dirt
spell of 3rd level or lower on the becomes a magic weapon. Choose You touch a willing creature and
target ends. For each spell of or one of the following damage types put it into a cataleptic state that is
higher on the target, make an - acid, cold, re, lightning, or indistinguishable from death.
ability check using your thunder. For the duration, the For the spell's duration, or until
spellcasting ability. The DC equals weapon has a +1 bonus to attack you use an action to touch the
10 + the spell's level. On a rolls and deals an extra 1d4 target and dismiss the spell, the
successful check, the spell ends. damage of the chosen type when it target appears dead to all outward
At Higher Levels: When you cast hits. inspection and to spells used to
this spell using a spell slot of 4th At Higher Levels: When you cast determine the target's status. The
level or higher, you automatically this spell using a spell slot of 5th or target is blinded and
end the effects of a spell on the 6th level, the bonus to attack rolls incapacitated, and its speed drops
target if the spell's level is equal to increases to +2 and the extra to 0. The target has resistance to
or less than the level of the spell damage increases to 2d4. When all damage except psychic damage.
slot you used. you use a spell slot of 7th level or If the target is diseased or
higher, the bonus increases to +3 poisoned when you cast the spell,
and the extra damage increases to or becomes diseased or poisoned
3d4. while under the spell's effect, the
disease and poison have no effect
until the spell ends.

Cleric (*)(Trickery)(Arcana)
3rd level Abjuration Cleric 3rd level Transmutation Cleric 3rd level Necromancy

FIREBALL GLYPH OF WARDING [1/3] GLYPH OF WARDING [2/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 hour Touch 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Until dispelled V, S, M Until dispelled
or triggered or triggered
a tiny ball of bat guano and sulfur
incense and powdered diamond incense and powdered diamond
A bright streak ashes from your worth at least 200 gp, which the spell worth at least 200 gp, which the spell
pointing nger to a point you
choose within range then consumes consumes
blossoms with a low roar into an
explosion of ame. Each creature When you cast this spell, you object, the most common triggers
in a 20-foot radius must make a inscribe a glyph that harms other include opening that object,
Dexterity saving throw. A target creatures, either upon a surface approaching within a certain
takes 8d6 re damage on a failed (such as a table or a section of distance of the object, or seeing or
save, or half as much damage on a oor or wall) or within an object reading the glyph. Once a glyph is
successful one. that can be closed (such as a book, triggered, this spell ends.
The re spreads around corners. It a scroll, or a treasure chest) to You can further re ne the trigger
conceal the glyph. If you choose a so the spell activates only under
ignites ammable objects in the surface, the glyph can cover an certain circumstances or
area that aren't being worn or area of the surface no larger than according to physical
carried. 10 feet in diameter. If you choose characteristics (such as height or
At Higher Levels: When you cast an object, that object must remain weight), creature kind (for
this spell using a spell slot of 4th in its place, if the object is moved example, the ward could be set to
level or higher, the damage more than 10 feet from where you affect aberrations or drow), or
increases by 1d6 for each slot level cast this spell, the glyph is broken alignment. You can also set
above 3rd. and the spell ends without being conditions for creatures that don't
triggered. trigger the glyph, such as those
The glyph is nearly invisible and who say a certain password.
requires a successful Intelligence When you inscribe the glyph,
(Investigation) check against your choose explosive runes or a spell
Cleric (Light) 3rd level Evocation spell save DC to3rd
Cleric be found
level Abjuration glyph
Cleric 3rd level Abjuration

GLYPH OF WARDING [3/3] MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M 1 hour V, S, M 1 hour
or triggered
holy water or powdered silver and holy water or powdered silver and
incense and powdered diamond iron worth at least 100 gp, which the iron worth at least 100 gp, which the
worth at least 200 gp, which the spell spell consumes spell consumes
consumes
You create a 10-foot-radius, 20- spell slot of 4th level or higher, the
Spell Glyph: You can store a foot-tall cylinder of magical energy duration increases by 1 hour for
prepared spell of or lower in the centered on a point on the ground each slot level above 3rd.
glyph by casting it as part of that you can see within range.
creating the glyph. The spell must Glowing runes appear wherever
target a single creature or an area. the cylinder intersects with the
The spell being stored has no oor or other surface.
immediate effect when cast in this Choose one or more of the
way. When the glyph is triggered, following types of creatures -
the stored spell is cast. If the spell celestials, elementals, fey, ends,
has a target, it targets the creature or undead. The circle affects a
that triggered the glyph. If the creature of the chosen type in the
spell affects an area, the area is following ways.
centered on that creature. If the The creature can't willingly enter
spell summons hostile creatures or the cylinder by nonmagical means.
creates harmful objects or traps, If the creature tries to use
they appear as close as possible to teleportation or interplanar travel
the intruder and attack it. If the to do so, it must rst succeed on a
spell requires concentration, it Charisma saving throw.
lasts until the end of its full The creature has disadvantage
duration. on attack rolls against targets
At Higher Levels:
Cleric 3rdWhen you cast
level Abjuration within(*)(Arcana)
Cleric the cylinder
3rd level Abjuration Cleric (*)(Arcana)3rd level Abjuration
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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 You step into a stone object or a pinch of diamond dust worth 25 gp
restoration, up to six creatures of surface large enough to fully
your choice that you can see contain your body, melding sprinkled over the target, which the
within range regain hit points yourself and all the equipment you spell consumes
equal to 1d4 + your spellcasting carry with the stone for the
ability modi er. This spell has no duration. Using your movement,
effect on undead or constructs. you step into the stone at a point For the duration, you hide a target
you can touch. Nothing of your that you touch from divination
At Higher Levels: When you cast presence remains visible or magic. The target can be a willing
this spell using a spell slot of 4th otherwise detectable by creature or a place or an object no
level or higher, the healing nonmagical senses. larger than 10 feet in any
increases by 1d4 for each slot level While merged with the stone, you dimension. The target can't be
above 3rd. can't see what occurs outside it, targeted by any divination magic
and any Wisdom (Perception)
checks you make to hear sounds or perceived through magical
outside it are made with 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
Cleric 3rd level Evocation its shape (to3rd
Cleric thelevel
extent that you no
Transmutation Cleric (Knowledge)
3rd level Abjuration

PLANT GROWTH PROTECTION FROM ENERGY REMOVE CURSE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action or 8 150 feet 1 action Touch 1 action Touch
hours COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION V, S Concentration, V, S Instantaneous
V, S Instantaneous up to 1 hour At your touch, all curses affecting
This spell channels vitality into For the duration, the willing one creature or object end. If the
plants within a speci c area. There creature you touch has resistance object is a cursed magic item, its
are two possible uses for the spell, to one damage type of your choice: curse remains, but the spell breaks
granting either immediate or long- acid, cold, re, lightning, or its owner's attunement to the
term bene ts. thunder. object so it can be removed or
If you cast this spell using 1 action, discarded.
choose a point within range. All
normal plants in a 100-foot radius
centered on that point become
thick and overgrown. A creature
moving through the area must
spend 4 feet of movement for
every 1 foot it moves.
You can exclude one or more areas
of any size within the spell's area
from being affected.
If you cast this spell over 8 hours,
you enrich the land. All plants in a
half-mile radius centered on a
point within range become
enriched for 1 year. The plants
yield twice the normal amount of
food when harvested.
Cleric (Nature)
3rd level Transmutation Cleric (*)(Forge) 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 A short piece of ne copper wire
spell consumes a pinch of dust and a few drops of
You send a short message of water
You touch a creature that has died twenty- ve words or less to a
within the last minute. That creature with you are familiar. The Until the spell ends, freezing rain
creature returns to life with 1 hit creature hears the message in its and sleet fall in a 20-foot-tall
point. This spell can't return to life mind, recognizes you as the sender cylinder with a 40-foot radius
a creature that has died of old age, if it knows you, and can answer in a centered on a point you choose
nor can it restore any missing body like manner immediately. The spell within range. The area is heavily
parts. enables creatures with obscured, and exposed ames in
Intelligence scores of at least 1 to the area are doused.
understand the meaning of your The ground in the area is covered
message. with slick ice, making it dif cult
You can send the message across terrain. When a creature enters
any distance and even to other the spell's area for the rst time on
planes of existence, but if the a turn or starts its turn there, it
target is on a different plane than must make a Dexterity saving
you, there is a 5 percent chance throw. On a failed save, it falls
that the message doesn't arrive. prone.
If a creature is concentrating in the
spell's area, the creature must
make a successful Constitution
saving throw against your spell
save DC or lose concentration
Cleric (*)(Life)(Grave)
3rd level Necromancy Cleric 3rd level Evocation Cleric (Tempest) 3rd level Conjuration
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SPEAK WITH DEAD SPIRIT GUARDIANS TONGUES
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action Self (15-foot- 1 action Touch
COMPONENTS DURATION radius) COMPONENTS DURATION
V, S, M 10 minutes COMPONENTS DURATION V, M 1 hour
V, S, M Concentration,
burning incense up to 10 a small clay model of a ziggurat
minutes
You grant the semblance of life and a holy symbol This spell grants the creature you
intelligence to a corpse of your touch the ability to understand
choice within range, allowing it to You call forth spirits to protect any spoken language it hears.
answer the questions you pose. you. They it around you to a Moreover, when the target speaks,
The corpse must still have a mouth distance of 15 feet for the any creature that knows at least
and can't be undead. The spell fails duration. If you are good or one language and can hear the
if the corpse was the target of this neutral, their spectral form target understands what it says.
spell within the last 10 days. appears angelic or fey (your
Until the spell ends, you can ask choice). If you are evil, they appear
the corpse up to ve questions. endish.
The corpse knows only what it When you cast this spell, you can
knew in life, including the designate any number of creatures
languages it knew. Answers are you can see to be unaffected by it.
usually brief, cryptic, or repetitive, An affected creature's speed is
and the corpse is under no halved in the area, and when the
compulsion to offer a truthful creature enters the area for the
answer if you are hostile to it or it rst time on a turn or starts its
recognizes you as an enemy. This turn there, it must make a Wisdom
spell doesn't return the creature's saving throw. On a failed save, the
soul to its body, only its animating creature takes 3d8 radiant
spirit. Thus, the corpse can't learn damage (if you are good or neutral)
new information, doesn't or 3d8(*)(War)
necrotic3rd
damage (if you are
h d 3rdthi level th
Cleric (*)(Knowledge) th
Necromancy Cleric level Conjuration Cleric 3rd level Divination

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, V, S, M 1 hour V, S, M Concentration,
up to 1 minute up to 1 minute
The touch of your shadow- a piece of cork
wreathed hand can siphon force a tiny fan and a feather of exotic
from others to heal your wounds. This spell grants the ability to origin
Make a melee spell attack against move across any liquid surface -
a creature within your reach. On a such as water, acid, mud, snow, A wall of strong wind rises from
hit, the target takes 3d6 necrotic quicksand, or lava - as if it were the ground at a point you choose
damage, and you regain hit points harmless solid ground (creatures within range. You can make the
equal to half the amount of crossing molten lava can still take wall up to 50 feet long, 15 feet
necrotic damage dealt. Until the damage from the heat). Up to ten high, and 1 foot thick. You can
willing creatures you can see shape the wall in any way you
spell ends, you can make the within range gain this ability for choose so long as it makes one
attack again on each of your turns the duration. continuous path along the ground.
as an action. If your target a creature The wall lasts for the duration.
At Higher Levels: When you cast submerged in a liquid, the spell When the wall appears, each
this spell using a spell slot of 4th carries the target to the surface of creature within its area must make
level or higher, the damage a Strength saving throw. A
increases by 1d6 for each slot level the liquid at a rate of 60 feet per creature takes 3d8 bludgeoning
above 3rd. round. damage on a failed save, or half as
much damage on a successful one.
The strong wind keeps fog, smoke,
and other gases at bay. Small or
smaller ying creatures or objects
can't pass through the wall. Loose,
lightweight materials brought into
the wall y upward. Arrows, bolts,
and other ordinary projectiles
Cleric (Death)(Grave)
3rd level Necromancy Cleric 3rd level Transmutation l
Cleric h(Nature)
d t t 3rd t blevel
hi dEvocation
th

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, V, S, M Concentration, V, S Instantaneous
up to 1 hour up to 1 minute Necromantic energy washes over
a bit of bat fur an item distasteful to the target a creature of your choice that you
can see within range, draining
You create an invisible, magical You attempt to send one creature moisture and vitality from it. The
eye within range that hovers in the that you can see within range to target must make a Constitution
air for the duration. another place of existence. The saving throw. The target takes 8d8
You mentally receive visual target must succeed on a necrotic damage on a failed save,
information from the eye, which Charisma saving throw or be or half as much damage on a
has normal vision and darkvision banished. successful one. This spell has no
out to 30 feet. The eye can look in If the target is native to the plane effect on undead or constructs.
of existence you're on, you banish If you target a plant creature or a
every direction. the target to a harmless
As an action, you can move the eye demiplane. While there, the target magical plant, it makes the saving
up to 30 feet in any direction. is incapacitated. The target throw with disadvantage, and the
There is no limit to how far away remains there until the spell ends, spell deals maximum damage to it.
from you the eye can move, but it at which point the target If you target a nonmagical plant
can't enter another plane of reappears in the space it left or in that isn't a creature, such as a tree
existence. A solid barrier blocks the nearest unoccupied space if or shrub, it doesn't make a saving
the eye's movement, but the eye that space is occupied. throw, it simply withers and dies.
If the target is native to a different At Higher Levels: When you cast
can pass through an opening as plane of existence that the one
small as 1 inch in diameter. you're on, the target is banished this spell using a spell slot of 5th
with a faint popping noise, level or higher, the damage
returning to its home plane. If the increases by 1d8 for each slot level
spell ends before 1 minute has above 4th.
passed, the target reappears in the
space it left or in the nearest
Cleric (Knowledge)(Arcana)
4th level Divination Cleric i d 4thiflevel
h Abjuration
i Cleric (Death)(Grave)
4th level Necromancy
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CONFUSION [1/2] CONFUSION [2/2] CONTROL WATER [1/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 90 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, V, S, M Concentration, V, S, M Concentration,
up to 1 minute up to 1 minute up to 10
minutes
three nut shells three nut shells
a drop of water and a pinch of dust
This spell assaults and twists target.
creatures' minds, spawning At Higher Levels: When you cast Until the spell ends, you control
delusions and provoking this spell using a spell slot of 5th any freestanding water inside an
uncontrolled actions. Each level or higher, the radius of the area you choose that is a cube up
creature in a 10-foot-radius sphere increases by 5 feet for each to 100 feet on a side. You can
sphere centered on a point you slot above 4th. choose from any of the following
choose within range must succeed effects when you cast this spell. As
on a Wisdom saving throw when an action on your turn, you can
you cast this spell or be affected by repeat the same effect or choose a
it. different one.
An affected target can't take Flood: You cause the water level
reactions and must roll a d10 at of all standing water in the area to
the start of each of its turns to rise by as much as 20 feet. If the
determine its behavior for that area includes a shore, the ooding
turn. water spills over onto dry land.
1: The creature uses all its If you choose an area in a large
movement to move in a random body of water, you instead create a
direction. To determine the 20-foot tall wave that travels from
direction, roll a d8 and assign a one side of the area to the other
direction to each die face. The and then crashes down. Any Huge
creature doesn't take an action or smaller vehicles in the wave's
this turn. path are carried with it to the
2-6: The creature doesn't move or other side. Any Huge or smaller
take actions this turn vehicles struck by the wave have a
7 8 Th
Cleric (Knowledge) i i
4th level Enchantment Cleric (Knowledge)
4th level Enchantment Cleric (*)(Tempest)
4th level Transmutation

CONTROL WATER [2/3] CONTROL WATER [3/3] DEATH WARD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, V, S, M Concentration, V, S 8 hours
up to 10 up to 10 You touch a creature and grant it a
minutes minutes measure of protection from death.
a drop of water and a pinch of dust a drop of water and a pinch of dust The rst time the target would
drop to 0 hit points as a result of
water in the area to move apart Any creature or object in the taking damage, the target instead
and create a trench. The trench water and within 25 feet of the drops to 1 hit point, and the spell
extends across the spell's area, and vortex is pulled 10 feet toward it. ends.
the separated water forms a wall A creature can swim away from If the spell is still in effect when
to either side. The trench remains the vortex by making a Strength the target is subjected to an effect
until the spell ends or you choose a (Athletics) check against your spell that would kill it instantaneously
different effect. The water then save DC. without dealing damage, that
slowly lls in the trench over the effect is instead negated against
course of the next round until the When a creature enters the vortex
normal water level is restored. for the rst time on a turn or starts the target, and the spells ends.
Redirect Flow: You cause owing its turn there, it must make a
water in the area to move in a Strength saving throw. On a failed
direction you choose, even if the save, the creature takes 2d8
water has to ow over obstacles, bludgeoning damage and is caught
up walls, or in other unlikely in the vortex until the spell ends.
directions. The water in the area On a successful save, the creature
moves as you direct it, but once it
moves beyond the spell's area, it takes half damage, and isn't caught
resumes its ow based on the in the vortex. A creature caught in
terrain conditions. The water the vortex can use its action to try
continues to move in the direction to swim away from the vortex as
you chose until the spell ends or described above, but has
you choose a different effect di d (*)(Tempest)
t 4th level
th St th
Cleric (*)(Tempest)
4th level Transmutation Cleric Transmutation Cleric (*)(Life)(Grave)
4th level Abjuration

DIMENSION DOOR DIVINATION (RITUAL) DOMINATE BEAST [1/2]


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,
You teleport yourself from your up to 1 minute
current location to any other spot incense and a sacri cial offering You attempt to beguile a beast
within range. You arrive at exactly appropriate to your religion, together that you can see within range. It
the spot desired. It can be a place worth at least 25 gp, which the spell must succeed on a Wisdom saving
you can see, one you can visualize, throw or be charmed by you for
or one you can describe by stating consumes the duration. If you or creatures
distance and direction, such as 200 that are friendly to you are ghting
Your magic and an offering put you it, it has advantage on the saving
feet straight downward or upward throw.
to the northwest at a 45-degree in contact with a god or a god's While the beast is charmed, you
angle, 300 feet. servants. You ask a single question have a telepathic link with it as
You can bring along objects as long concerning a speci c goal, event, long as the two of you are on the
as their weight doesn't exceed or activity to occur within 7 days. same plane of existence. You can
what you can carry. You can also The DM offers a truthful reply. The use this telepathic link to issue
bring one willing creature of your reply might be a short phrase, a commands to the creature while
size or smaller who is carrying gear cryptic rhyme, or an omen. you are conscious (no action
The spell doesn't take into account required), which it does its best to
up to its carrying capacity. The obey. You can specify a simple and
creature must be within 5 feet of any possible circumstances that general course of action, such as
you when you cast this spell. might change the outcome, such as Attack that creature, Run over
If you would arrive in a place the casting of additional spells or there, or Fetch that object. If the
already occupied by an object or a the loss or gain of a companion. creature completes the order and
creature, you and any creature If you cast this spell two or more doesn't receive further direction
traveling with you each take 4d6 times before nishing your next from you, it defends and preserves
force damage, and the spell fails to long rest, there is a cumulative 25 itself to the best of its ability.
percent chance for each casting You can use your action to take
teleport you. total and precise control of the
Cleric (Trickery)4th level Conjuration after the rst that
Cleric 4thyou getDivination
level a target(Nature)
Cleric Until the
4thend
levelofEnchantment
your next
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DOMINATE BEAST [2/2] FABRICATE FREEDOM OF MOVEMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 10 minutes 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, V, S Instantaneous V, S, M 1 hour
up to 1 minute You convert raw materials into
succeeds, the spell ends. products of the same material. For a leather strap, bound around the
At Higher Levels: When you cast example, you can fabricate a arm or a similar appendage
this spell with a 5th-level spell slot, wooden bridge from a clump of
the duration is concentration, up trees, a rope from a patch of hemp, You touch a willing creature. For
to 10 minutes. When you use a and clothes from ax or wool. the duration, the target's
6th-level spell slot, the duration is Choose raw materials that you can movement is unaffected by
concentration, up to 1 hour. When see within range. You can fabricate dif cult terrain, and spells and
a Large or smaller object other magical effects can neither
you use a spell slot of 7th level or (contained within a 10-foot cube,
higher, the duration is or eight connected 5-foot cubes), reduce the target's speed nor
concentration, up to 8 hours. given a suf cient quantity of raw cause the target to be paralyzed or
material. If you are working with restrained.
metal, stone, or another mineral The target can also spend 5 feet of
substance, however, the fabricated movement to automatically escape
object can be no larger than from nonmagical restraints, such
Medium (contained within a single as manacles or a creature that has
5-foot cube). The quality of objects it grappled. Finally, being
made by the spell is commensurate
with the quality of the raw underwater imposes no penalties
materials. on the target's movement or
Creatures or magic items can't be attacks.
created or transmuted by this
spell. You also can't use it to create
items that ordinarily require a high
degree of craftsmanship, such as
jewelry, weapons, glass, or armor,
Cleric (Nature)
4th level Enchantment unless you have pro
Cleric ciency
4th level with
Evocation Cleric (*)(War) 4th level Abjuration

GRASPING VINE GUARDIAN OF FAITH ICE STORM


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 action 30 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, V 8 hours V, S, M Instantaneous
up to 1 minute A Large spectral guardian appears
You conjure a vine that sprouts and hovers for the duration in an a pinch of dust and a few drops of
from the ground in an unoccupied unoccupied space of your choice water
space of your choice that you can that you can see within range. The
see within range. When you cast guardian occupies that space and A hail of rock-hard ice pounds to
this spell, you can direct the vine is indistinct except for a gleaming the ground in a 20-foot-radius, 40-
to lash out at a creature within 30 sword and shield emblazoned with foot-high cylinder centered on a
feet of it that you can see. That the symbol of your deity. point within range. Each creature
creature must succeed on a Any creature hostile to you that in the cylinder must make a
Dexterity saving throw or be moves to a space within 10 feet of Dexterity saving throw. A creature
pulled 20 feet directly toward the the guardian for the rst time on a takes 2d8 bludgeoning damage
vine. turn must succeed on a Dexterity and 4d6 cold damage on a failed
Until the spell ends, you can direct saving throw. The creature takes save, or half as much damage on a
the vine to lash out at the same 20 radiant damage on a failed save, successful one.
creature or another one as a bonus or half as much damage on a Hailstones turn the storm's area of
action on each of your turns. successful one. The guardian effect into dif cult terrain until the
vanishes when it has dealt a total end of your next turn.
of 60 damage. At Higher Levels: When you cast
this spell using a spell slot of 5th
level or higher, the bludgeoning
damage increases by 1d8 for each
slot level above 4th.

Cleric (Nature)4th level Conjuration Cleric (*)(Light)(Life)


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

LEOMUND'S SECRET CHEST LOCATE CREATURE POLYMORPH [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, V, S, M Concentration,
up to 1 hour up to 1 hour
an exquisite chest, 3 feet by 2 feet by
2 feet, constructed from rare a bit of fur from a bloodhound a caterpillar cocoon
materials worth at least 5,000 gp, Describe or name a creature that This spell transforms a creature
is familiar to you. You sense the with at least 1 hit point that you
and a Tiny replica made from the direction to the creature's can see within range into a new
same materials worth at least 50 gp location, as long as that creature is form. An unwilling creature must
within 1,000 feet of you. If the make a Wisdom saving throw to
creature is moving, you know the avoid the effect. A shapechanger
You hide a chest, and all its direction of its movement. automatically succeeds on this
contents, on the Ethereal Plane. saving throw.
You must touch the chest and the The spell can locate a speci c The transformation lasts for the
miniature replica that serves as a creature known to you, or the duration, or until the target drops
material component for the spell. nearest creature of a speci c kind to 0 hit points or dies. The new
The chest can contain up to 12 (such as a human or a unicorn), so form can be any beast whose
cubic feet of nonliving material (3 long as you have seen such a challenge rating is equal to or less
creature up close - within 30 feet - than the target's (or the target's
feet by 2 feet by 2 feet). at least once. If the creature you level, if it doesn't have a challenge
While the chest remains on the described or named is in a rating). The target's game
Ethereal Plane, you can use an statistics, including mental ability
action and touch the replica to different form, such as being under scores, are replaced by the
recall the chest. It appears in an the effects of a polymorph spell, statistics of the chosen beast. It
unoccupied space on the ground this spell doesn't locate the retains its alignment and
within 5 feet of you. You can send creature. personality.
the chest back to the Ethereal This spell can't locate a creature if The target assumes the hit points
running water at least 10 feet wide of its new form. When it reverts to
Plane by using an action and bl k di t 4th th level
b t Divination its normal form the creature
Cleric (Arcana)4th level Conjuration Cleric h4th level
Cleric (Trickery) b Transmutation
f hi i
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POLYMORPH [2/2] 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, V, S, M Instantaneous V, S, M Concentration,
up to 1 hour up to 1 hour
soft clay, which must be worked into
a caterpillar cocoon roughly the desired shape of the diamond dust worth 100 gp, which
The creature is limited in the stone object the spell consumes
actions it can perform by the This spell turns the esh of a
nature of its new form, and it can't You touch a stone object of willing creature you touch as hard
speak, cast spells, or take any Medium size or smaller or a as stone. Until the spell ends, the
other action that requires hands or section of stone no more than 5 target has resistance to
speech. feet in any dimension and form it nonmagical bludgeoning, piercing,
The target's gear melds into the into any shape that suits your and slashing damage.
new form. The creature can't purpose. So, for example, you
activate, use, wield, or otherwise could shape a large rock into a
bene t from any of its equipment. weapon, idol, or coffer, or make a
small passage through a wall, as
long as the wall is less than 5 feet
thick. You could also shape a stone
door or its frame to seal the door
shut. The object you create can
have up to two hinges and a latch,
but ner mechanical detail isn't
possible.

Cleric (Trickery)
4th level Transmutation Cleric 4th level Transmutation Cleric (War) 4th level Abjuration

WALL OF FIRE ANIMATE OBJECTS [1/2] ANIMATE OBJECTS [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, V, S Concentration, V, S Concentration,
up to 1 minute up to 1 minute up to 1 minute
a small piece of phosphorus Objects come to life at your objects lack legs or other
command. Choose up to ten appendages it can use for
You create a wall of re on a solid nonmagical objects within range locomotion, it instead has a ying
surface within range. You can that are not being worn or carried. speed of 30 feet and can hover. If
make the wall up to 60 feet long, Medium targets count as two the object is securely attached to a
20 feet high, and 1 foot think, or a objects, Large targets count as surface or larger object, such as a
ringed wall up to 20 feet in four objects, Huge targets count as chain bolted to a wall, its speed is
diameter, 20 feet high, and 1 foot eight objects. You can't animate 0. It has blindsight with a radius of
think. The wall is opaque and lasts any object larger than Huge. Each 30 feet and is blind beyond that
for the duration. target animates and becomes a distance. When the animated
When the wall appears, each creature under your control until object drops to 0 hit points, it
creature within its area must make the spell ends or until reduced to 0 reverts to its original object form,
a Dexterity saving throw. On a hit points. and any remaining damage carries
failed save, a creature takes 5d8 As a bonus action, you can over to its original object form.
re damage, or half as much mentally command any creature If you command an object to
damage on a successful save. you made with this spell if the attack, it can make a single melee
One side of the wall, selected by creature is within 500 feet of you attack against a creature within 5
you when you cast this spell, deals (if you control multiple creatures, feet of it. It makes a slam attack
5d8 re damage to each creature you can command any or all of with an attack bonus and
that ends its turn within 10 feet of them at the same time, issuing the bludgeoning damage determine by
that side or inside the wall. A same command to each one). You its size. The DM might rule that a
creature takes the same damage decide what action the creature speci c object in icts slashing or
when it enters the wall for the rst will take and where it will move piercing damage based on its form.
time on a turn or ends its turn during its next turn, or you can Animated Object Statistics
there. The other side of the wall issue a general command, such as Size. . , HP, AC, Hit,
deals no damage to guard a particular chamber or Damage,Str,Dex
l4thWh
A Hi (Light)(Forge)
Cleric h level Evocation corridor If you
Cleric 5thissue
level no
Transmutation Tiny 20 18
Cleric 5th+8 1d4
level + 4 4 18
Transmutation

ANTILIFE SHELL CLOUDKILL COMMUNE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (10-foot 1 action 120 feet 1 minute Self
radius) COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION V, S Concentration, V, S, M 1 minute
V, S Concentration, up to 10
up to 1 hour minutes incense and a vial of holy or unholy
A shimmering barrier extends out You create a 20-foot-radius sphere water
from you in a 10-foot radius and of poisonous, yellow-green fog
moves with you, remaining centered on a point you choose You contact your deity or a divine
centered on you and hedging out within range. The fog spreads proxy and ask up to three
creatures other than undead and around corners. It lasts for the questions that can be answered
constructs. duration or until strong wind with a yes or no. You must ask your
The barrier lasts for the duration. disperses the fog, ending the spell. questions before the spell ends.
The barrier prevents an affected Its area is heavily obscured. You receive a correct answer for
When a creature enters the spell's
creature from passing or reaching area for the rst time on a turn or each question.
through. An affected creature can starts its turn there, that creature Divine beings aren't necessarily
cast spells or make attacks with must make a Constitution saving omniscient, so you might receive
ranged or reach weapons through throw. The creature takes 5d8 unclear as an answer if a question
the barrier. poison damage on a failed save, or pertains to information that lies
If you move so that an affect half as much damage on a beyond the deity's knowledge. In a
creature is forced to pass through successful one. Creatures are case where a one-word answer
the barrier, the spell ends. affected even if they hold their could be misleading or contrary to
breath or don't need to breathe.
The fog moves 10 feet away from the deity's interests, the DM might
you at the start of each of your offer a short phrase as an answer
turns, rolling along the surface of instead.
the ground. The vapors, being If you cast the spell two or more
heavier than air, sink to the lowest times before nishing your next
level of the land, even pouring long rest, there is a cumulative 25
down openings. percent chance for
Cleric (Death)(Grave)
5th level Abjuration At Higher
Cleric Levels
(Death) When
5th level you cast
Conjuration Cleric 5theach
levelcasting
Divination
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CONTAGION [1/2] CONTAGION [2/2] CREATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 7 days V, S 7 days V, S, M Special
Your touch in icts disease. Make a feverish. The creature has a tiny piece of matter of the same
melee spell attack against a disadvantage on Intelligence
creature within your reach. On a checks and Intelligence saving type of the item you plan to create
hit, you af ict the creature with a throws, and the creature behaves
disease of your choice from any of as if under the effects of the You pull wisps of shadow material
the ones described below. confusion spell during combat. from the Shadowfell to create a
At the end of each of the target's Seizure: The creature is overcome nonliving object of vegetable
turns, it must make a Constitution matter within range - soft goods,
saving throw. After failing three of with shaking. The creature has rope, wood, or something similar.
these saving throws, the disease's disadvantage on Dexterity checks, You can also use this spell to
effects last for the duration, and Dexterity saving throws, and create mineral objects such as
the creature stops making these attack rolls that use Dexterity. stone, crystal, or metal. The object
saves. After succeeding on three of Slimy Doom: The creature begins created must be no larger than a 5-
these saving throws, the creature to bleed uncontrollably. The foot cube, and the object must be
recovers from the disease, and the creature has disadvantage on of a form and material that you
spell ends. Constitution checks and have seen before.
Since this spell induces a natural The duration depends on the
disease in its target, any effect that Constitution saving throws. In object's material. If the object is
removes a disease or otherwise addition, whenever the creature composed of multiple materials,
ameliorates a disease's effects takes damage, it is stunned until use the shortest duration.
apply to it. the end of its next turn. Duration: Vegetable matter - 1
Blinding Sickness: Pain grips the day. Stone/crystal - 12 hours.
creature's mind, and its eyes turn Precious metals - 1 hour. Gems -
milky white. The creature has 10 minutes. Adamantine/Mithral -
disadvantage on Wisdom checks 1 minute.
and Wisdom saving throws and is Using any material created by this
blinded. spell as another spell's material
Filth Fever: A5th
Cleric raging
levelfever sweeps
Necromancy Cleric 5th level Necromancy Cleric t th
5thtlevelllIllusion
t

DESTRUCTIVE WAVE DISPEL EVIL AND GOOD DOMINATE PERSON [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot 1 action Self 1 action 60 feet
radius) COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION V, S, M Concentration, V, S Concentration,
V Instantaneous up to 1 minute up to 1 minute
You strike the ground, creating a holy water or powdered silver and You attempt to beguile a humanoid
burst of divine energy that ripples that you can see within range. It
outward from you. Each creature iron must succeed on a Wisdom saving
you choose within 30 feet of you throw or be charmed by you for
must succeed on a Constitution Shimmering energy surrounds and the duration. If you or creatures
saving throw or take 5d6 thunder protects you from fey, undead, and that are friendly to you are ghting
damage, as well as 5d6 radiant or creatures originating from beyond it, it has advantage on the saving
the Material Plane. For the throw.
necrotic damage (your choice), and duration, celestials, elementals, While the target is charmed, you
be knocked prone. A creature that fey, ends, and undead have have a telepathic link with it as
succeeds on its saving throw takes disadvantage on attack rolls long as the two of you are on the
half as much damage and isn't against you. same plane of existence. You can
knocked prone. You can end the spell early by use this telepathic link to issue
using either of the following commands to the creature while
special functions. you are conscious (no action
Break Enchantment: As your required), which it does its best to
action, you touch a creature you obey. You can specify a simple and
can reach that is charmed, general course of action, such as
frightened, or possessed by a Attack that creature, Run over
celestial, an elemental, a fey, a there, or Fetch that object. If the
end, or an undead. The creature creature completes the order and
you touch is no longer charmed, doesn't receive further direction
frightened, or possessed by such from you, it defends and preserves
creatures. itself to the best of its ability.
Dismissal: As your action, make a You can use your action to take
melee spell attack against a total and precise control of the
Cleric (Tempest) 5th level Evocation l ti l
Cleric l 5th tlevel
l fAbjuration target(Trickery)
Cleric Until the
5thend
levelofEnchantment
your next

DOMINATE PERSON [2/2] FLAME STRIKE GEAS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 minute 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, V, S, M Instantaneous V 30 days
up to 1 minute You place a magical command on a
throw succeeds, the spell ends. pinch of sulfur creature that you can see within
At Higher Levels: When you cast A vertical column of divine re range, forcing it to carry out some
this spell using a 6th-level spell roars down from the heavens in a service or refrain from some
slot, the duration is concentration, location you specify. Each creature action or course of activity as you
up to 10 minutes. When you use a decide. If the creature can
7th-level spell slot, the duration is in a 10-foot radius, 40-foot-high understand you, it must succeed
concentration, up to 1 hour. When cylinder centered on a point within on a Wisdom saving throw or
range must make a Dexterity become charmed by you for the
you use a spell slot of 8th level or saving throw. A creature takes 4d6 duration. While the creature is
higher, the duration is re damage and 4d6 radiant charmed by you, it takes 5d10
concentration, up to 8 hours. damage on a failed save, or half as psychic damage each time it acts in
much damage on a successful one. a manner directly counter to your
At Higher Levels: When you cast instructions, but no more than
once each day. A creature that
this spell using a spell slot of 6th can't understand you is unaffected
level or higher, the re damage or by the spell.
the radiant damage (your choice) You can issue any command you
increases by 1d6 for each slot level choose, short of an activity that
above 5th. would result in certain death.
Should you issue a suicidal
command, the spell ends.
You can end the spell early by
using an action to dismiss it. A
remove curse, greater restoration, or
wish spell also ends it.
At Higher Levels: When you cast
Cleric (Trickery)
5th level Enchantment Cleric (*)(War)(Light)
5th level Evocation this spell using
Cleric a spell
5th level slot of 7th or
Enchantment
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GREATER RESTORATION HALLOW [1/3] HALLOW [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 24 hours Touch 24 hours Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Until dispelled V, S, M Until dispelled
diamond dust worth 100 gp, which herbs, oils, and incense worth at least herbs, oils, and incense worth at least
the spell consumes 1,000 gp, which the spell consumes 1,000 gp, which the spell consumes
You imbue a creature you touch You touch a point and infuse an spell's area for the rst time on a
with positive energy to undo a area around it with holy (or turn or starts its turn there, it can
debilitating effect. You can reduce unholy) power. The area can have a make a Charisma saving throw. On
the target's exhaustion level by radius up to 60 feet, and the spell a success, the creature ignores the
one, or end one of the following fails if the radius includes an area extra effect until it leaves the area.
effects on the target. already under the effect a hallow Courage: Affected creatures can't
One effect that charmed or spell. The affected area is subject be frightened while in the area.
to the following effects. Darkness: Darkness lls the area.
petri ed the target First, celestials, elementals, fey, Normal light, as well as magical
One curse, including the target's ends, and undead can't enter the light created by spells of a lower
attunement to a cursed magic item area, nor can such creatures level than the slot you used to cast
Any reduction to one of the charm, frighten, or possess this spell, can't illuminate the area.
target's ability scores creatures within it. Any creature Daylight: Bright light lls the area.
One effect reducing the target's charmed, frightened, or possessed Magical darkness created by spells
hit point maximum by such a creature is no longer of a lower level than the slot you
charmed, frightened, or possessed used to cast this spell can't
upon entering the area. You can extinguish the light.
exclude one or more of those types Energy Protection: Affected
of creatures from this effect. creatures in the area have
Second, you can bind an extra resistance to one damage type of
effect to the area. Choose the your choice, except for
effect from the following list, or bludgeoning, piercing, or slashing.
choose an effect offered by the Energy Vulnerability: Affected
Cleric 5th level Abjuration DM S
Cleric f th 5th level
ff t Evocation
l t Clerict i th 5th level
h Evocation

HALLOW [3/3] HOLD MONSTER INSECT PLAGUE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
24 hours Touch 1 action 90 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, V, S, M Concentration,
up to 1 minute up to 10
herbs, oils, and incense worth at least minutes
1,000 gp, which the spell consumes a small, straight piece of iron
a few grains of sugar, some kernels of
Extradimensional Interference: Choose a creature that you can grain, and a smear of fat
Affected creatures can't move or see within range. The target must
travel using teleportation or by succeed on a Wisdom saving Swarming, biting locusts ll a 20-
extradimensional or interplanar throw or be paralyzed for the foot-radius sphere centered on a
means. duration. This spell has no effect point you choose within range. The
Fear: Affected creatures are on undead. At the end of each of sphere spreads around corners.
frightened while in the area. its turns, the target can make The sphere remains for the
Silence: No sound can emanate another Wisdom saving throw. On duration, and its area is lightly
from within the area, and no sound a success, the spell ends on the obscured. The sphere's area is
can reach into it. target. dif cult terrain.
Tongues: Affected creatures can At Higher Levels: When you cast When the area appears, each
communicate with any other this spell using a spell slot of 6th creature in it must make a
creature in the area, even if they level or higher, you can target on Constitution saving throw. A
don't share a common language. additional creature for each slot creature takes 4d10 piercing
level above 5th. The creatures damage on a failed save, or half as
must be within 30 feet of each much damage on a successful one.
other when you target them. A creature must also make this
saving throw when it enters the
spell's area for the rst time on a
turn or ends its turn there.
At Higher Levels: When you cast
Cleric 5th level Evocation Cleric (War) 5th level Enchantment Cleric (*)(Tempest)(Nature)
5th level Conjuration

LEGEND LORE MASS CURE WOUNDS MODIFY MEMORY [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S Concentration,
A wave of healing energy washes up to 1 minute
incense worth at least 250 gp, which out from a point of your choice You attempt to reshape another
the spell consumes, and four ivory within range. Choose up to six creature's memories. One creature
strips worth at least 50 gp each creatures in a 30-foot-radius that you can see must make a
sphere centered on that point. Wisdom saving throw. If you are
Each target regains hit points ghting the creature, it has
Name or describe a person, place, equal to 3d8 + your spellcasting advantage on the saving throw. On
or object. The spell brings to your a failed save, the target becomes
mind a brief summary of the ability modi er. This spell has no charmed by you for the duration.
signi cant lore about the thing you effect on undead or constructs. The charmed target is
named. The lore might consist of At Higher Levels: When you cast incapacitated and unaware of its
current tales, forgotten stories, or this spell using a spell slot of 6th surroundings, though it can still
even secret lore that has never level or higher, the healing hear you. If it takes any damage or
increases by 1d8 for each slot level is targeted by another spell, this
been widely known. If the thing above 5th. spell ends, and none of the target's
you named isn't of legendary memories are modi ed.
importance, you gain no While this charm lasts, you can
information. affect the target's memory of an
The more information you already event that it experienced within
have about the thing, the more the last 24 hours and that lasted
precise and detailed the no more than 10 minutes. You can
information you receive is. permanently eliminate all memory
of the event, allow the target to
The information you learn is recall the event with perfect
accurate but might be couched in clarity and exacting detail, change
gurative language. For example, if its memory of the details of the
you have a mysterious magic axe event, or create a memory of some
h (*)(Knowledge)
Cleric d h ll ilevel
5th h Divination
i ld hi Cleric (*)(Life) 5th level Evocation other (Trickery)
Cleric event 5th level Enchantment
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MODIFY MEMORY [2/2] PLANAR BINDING [1/2] PLANAR BINDING [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 hour 60 feet 1 hour 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, V, S, M 24 hours V, S, M 24 hours
up to 1 minute
take hold when the spell ends. a jewel worth at least 1,000 gp, a jewel worth at least 1,000 gp,
A modi ed memory doesn't which the spell consumes which the spell consumes
necessarily affect how a creature With this spell, you attempt to
behaves, particularly if the bind a celestial, an elemental, a fey, fact if you are on the same plane of
memory contradicts the creature's or a end to your service. The existence. If you are on a different
natural inclinations, alignment, or creature must be within range for plane of existence, it returns to the
beliefs. An illogical modi ed the entire casting of the spell. place where you bound it and
memory, such as implanting a (Typically, the creature is rst remains there until the spell ends.
memory of how much the creature summoned into the center of an At Higher Levels: When you cast
enjoyed dousing itself in acid, is inverted magic circle in order to this spell using a spell slot of a
dismissed, perhaps as a bad dream. keep it trapped while this spell is higher level, the duration increases
The DM might deem a modi ed cast.) At the completion of the to 10 days with a 6th-level slot, to
memory too nonsensical to affect casting, the target must make a 30 days with a 7th-level slot, to
a creature in a signi cant manner. Charisma saving throw. On a failed 180 days with an 8th-level slot,
A remove curse or greater save, it is bound to serve you for and to a year and a day with a 9th-
restoration spell cast on the target the duration. If the creature was level spell slot.
restores the creature's true summoned or created by another
spell, that spell's duration is
memory. extended to match the duration of
At Higher Levels: If you cast this this spell.
spell using a spell slot of 6th level A bound creature must follow your
or higher, you can alter the target's instructions to the best of its
memories of an event that took ability. You might command the
place up to 7 days ago (6th level), creature to accompany you on an
30 days ago (7th adventure, to guard a location, or
Cleric 5th level)
(Trickery) 1 year ago
level Enchantment t d li(*)(Arcana)5th level
Cleric Th Abjuration
t Cleric (*)(Arcana)5th level Abjuration

RAISE DEAD SCRYING [1/2] SCRYING [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 10 minutes Self 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, V, S, M Concentration,
up to 10 up to 10
a diamond worth at least 500 gp, minutes minutes
which the spell consumes a focus worth at least 1,000 gp, such a focus worth at least 1,000 gp, such
You return a dead creature you as a crystal ball, a silver mirror, or a as a crystal ball, a silver mirror, or a
touch to life, provided that it has font lled with holy water font lled with holy water
been dead no longer than 10 days.
If the creature's soul is both willing You can see and hear a particular
and at liberty to rejoin the body, creature you choose that is on the luminous orb about the size of
the creature returns to life with 1 same plane of existence as you. your st.
hit point. The target must make a Wisdom Instead of targeting a creature,
This spell also neutralizes any saving throw, which is modi ed by you can choose a location you have
poison and cures nonmagical how well you know the target and seen before as the target of this
diseases that affected the creature the sort of physical connection you spell. When you do, the sensor
at the time it died. This spell have to it. If a target knows you're appears at that location and
doesn't, however, remove magical casting this spell, it can fail the doesn't move.
diseases, curses, or similar effects, saving throw voluntarily if it wants
if these aren't rst removed prior to be observed.
to casting the spell, they take Knowledge - Secondhand (you
effect when the creature returns have heard of the target) +5.
to life. The spell can't return an Firsthand (you have met the
undead creature to life. target) +0. Familiar (you know the
This spell closes all mortal wounds, target well) -5.
but it doesn't restore missing body Connection Likeness or picture
parts. If the creature is lacking -2. Possession or garment -4. Body
body parts or organs integral for part, lock of hair, bit of nail, or the
its survival - its head, for instance - like 10
th
Cleric ll t 5thtilevel
(*)(Life)(Grave)ll Necromancy
f il Cleric (*)(Light)(Knowledge)
5th level Divination Cleric (*)(Light)(Knowledge)
5th level Divination

TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2] TREE STRIDE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 round V, M 1 round V, S Concentration,
up to 1 minute
rare chalks and inks infused with rare chalks and inks infused with You gain the ability to enter a tree
precious gems with 50 gp, which the precious gems with 50 gp, which the and move from inside it to inside
spell consumes spell consumes another tree of the same kind
within 500 feet. Both trees must
As you cast the spell, you draw a minute. be living and at least the same size
10-foot-diameter circle on the You can create a permanent as you. You must use 5 feet of
ground inscribed with sigils that teleportation circle by casting this movement to enter a tree. You
link your location to a permanent spell in the same location every instantly know the location of all
teleportation circle of your choice day for one year. You need not use other trees of the same kind within
whose sigil sequence you know the circle to teleport when you 500 feet and, as part of the move
and that is on the same plane of cast the spell in this way. used to enter the tree, can either
existence as you. A shimmering pass into one of those trees or step
portal opens within the circle you out of the tree you're in. You
drew and remains open until the appear in a spot of your choice
end of your next turn. Any within 5 feet of the destination
creature that enters the portal
instantly appears within 5 feet of tree, using another 5 feet of
the destination circle or in the movement. If you have no
nearest unoccupied space if that movement left, you appear within
space is occupied. 5 feet of the tree you entered.
Many major temples, guilds, and You can use this transportation
other important places have ability once per round for the
permanent teleportation circles duration. You must end each turn
inscribed somewhere within their outside a tree.
con nes. Each such circle includes
a unique
Cleric sigil sequence
(Arcana)5th a string of
level Conjuration Cleric (Arcana)5th level Conjuration Cleric (Nature)5th level Conjuration
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BLADE BARRIER CREATE UNDEAD [1/2] CREATE UNDEAD [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, V, S, M Instantaneous V, S, M Instantaneous
up to 10
minutes one clay pot lled with grave dirt, one one clay pot lled with grave dirt, one
You create a vertical wall of clay pot lled with brackish water, clay pot lled with brackish water,
whirling, razor-sharp blades made and one 150 gp black onyx stone for and one 150 gp black onyx stone for
of magical energy. The wall
appears within range and lasts for each corpse. each corpse.
the duration. You can make a
straight wall up to 100 feet long, You can cast this spell only at creature before the current 24-
20 feet high, and 5 feet thick, or a night. Choose up to three corpses hour period ends. This use of the
ringed wall up to 60 feet in of Medium or Small humanoids spell reasserts your control over
diameter, 20 feet high, and 5 feet within range. Each corpse up to three creatures you have
thick. The wall provides three- becomes a ghoul under your animated with this spell, rather
quarters cover to creatures behind control. (The DM has game than animating new ones.
it, and its space is dif cult terrain. statistics for these creatures.) At Higher Levels: When you cast
As a bonus action on each of your
When a creature enters the wall's turns, you can mentally command this spell using a 7th-level spell
area for the rst time on a turn or any creature you animated with slot, you can animate or reassert
starts its turn there, the creature this spell if the creature is within control over four ghouls. When
must make a Dexterity saving 120 feet of you (if you control you cast this spell using an 8th-
throw. On a failed save, the multiple creatures, you can level spell slot, you can animate or
creature takes 6d10 slashing command any or all of them at the reassert control over ve ghouls or
damage. On a successful save, the same time, issuing the same two ghasts or wights. When you
creature takes half as much command to each one). You decide cast this spell using a 9th-level
what action the creature will take
damage. and where it will move during its spell slot, you can animate or
next turn, or you can issue a reassert control over six ghouls,
general command such as to guard three ghasts or wights or two
Cleric 6th level Evocation Cleric 6th level Necromancy Cleric 6th level Necromancy

FIND THE PATH FORBIDDANCE (RITUAL) [1/2] FORBIDDANCE (RITUAL) [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 10 minutes Touch 10 minutes Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, V, S, M 1 day V, S, M 1 day
up to 1 day
a sprinkling of holy water, rare a sprinkling of holy water, rare
a set of divinatory tools - such as incense, and powdered ruby worth at incense, and powdered ruby worth at
bones, ivory sticks, cards, teeth, or least 1,000 gp least 1,000 gp
carved runes - worth 100 gp and an
object from the location you wish to You create a ward against magical forbiddance spell. If you cast
travel that protects up to 40,000 forbiddance every day for 30 days
nd square feet of oor space to a in the same location, the spell lasts
height of 30 feet above the oor. until it is dispelled, and the
This spell allows you to nd the For the duration, creatures can't material components are
shortest, most direct physical teleport into the area or use consumed on the last casting.
route to a speci c xed location portals, such as those created by
the gate spell, to enter the area.
that you are familiar with on the The spell proofs the area against
same plane of existence. If you planar travel, and therefore
name a destination on another prevents creatures from accessing
plan of existence, a destination the area by way of the Astral
that moves (such as a mobile Plane, Ethereal Plane, Feywild,
fortress), or a destination that isn't Shadowfell, or the plane shift spell.
speci c (such as a green dragon's In addition, the spell damages
lair), the spell fails. types of creatures that you choose
when you cast it. Choose one or
For the duration, as long as you are more of the following: celestials,
on the same plane of existence as elementals, fey, ends, and
the destination, you know how far undead. When a chosen creature
it is and in what direction it lies. enters the spell's area for the rst
Whil
Cleric 6th lilevelhDivination time on a turn or6th
Cleric starts
levelitsAbjuration
turn Cleric 6th level Abjuration

HARM HEAL HEROES' FEAST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 10 minutes 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M Instantaneous
You unleash a virulent disease on a Choose a creature that you can a gem-encrusted bowl worth at least
creature that you can see within see within range. A surge of 1,000 gp, which the spell consumes
range. The target must make a positive energy washes through
Constitution saving throw. On a the creature, causing it to regain You bring forth a great feast,
failed save, it takes 14d6 necrotic 70 hit points. The spell also ends including magni cent food and
damage, or half as much damage blindness, deafness, and any drink. The feast takes 1 hour to
on a successful save. The damage diseases affecting the target. This consume and disappears at the
can't reduce the target's hit points spell has no effect on constructs or end of that time, and the bene cial
below 1. If the target fails the undead. effects don't set in until this hour is
saving throw, its hit point At Higher Levels: When you cast over. Up to twelve other creatures
maximum is reduced for 1 hour by this spell using a spell slot of 7th can partake of the feast.
an amount equal to the necrotic level or higher, the amount of A creature that partakes of the
damage it took. Any effect that healing increases by 10 for each feast gains several bene ts. The
removes a disease allows a slot level above 6th. creature is cured of all diseases
creature's hit point maximum to and poison, becomes immune to
return to normal before that time poison and being frightened, and
passes. makes all Wisdom saving throws
with advantage. Its hit point
maximum also increases by 2d10,
and it gains the same number of hit
points. These bene ts last for 24
hours.
Cleric 6th level Necromancy Cleric 6th level Evocation Cleric 6th level Conjuration
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PLANAR ALLY [1/2] PLANAR ALLY [2/2] TRUE SEEING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 60 feet 10 minutes 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M 1 hour
You beseech an otherworldly can be measured in minutes an ointment for the eyes that costs
entity for aid. The being must be requires a payment worth 100 gp
known to you - a god, a primordial, per minute. A task measured in 25 gp, is made from mushroom
a demon prince, or some other hours requires 1,000 gp per hour. powder, saffron, and fat, and is
being of cosmic power. That entity And a task measured in days (up to
sends a celestial, an elemental, or a 10 days) requires 10,000 gp per consumed by the spell
end loyal to it to aid you, making day. The DM can adjust these
the creature appear in an payments based on the This spell gives the willing creature
unoccupied space within range. If circumstances under which you
you know a speci c creature's cast the spell. If the task is aligned you touch the ability to see things
name, you can speak that name with the creature's ethos, the as they actually are. For the
when you cast this spell to request payment might be halved or even duration, the creature has
that creature, though you might waived. Nonhazardous tasks truesight, notices secret doors
get a different creature anyway typically require only half the hidden by magic, and can see into
(DM's choice). suggested payment, while the Ethereal Plane, all out to a
When the creature appears, it is especially dangerous tasks might range of 120 feet.
under no compulsion to behave in require a greater gift. Creatures
any particular way. You can ask the rarely accept tasks that seem
creature to perform a service in suicidal.
exchange for payment, but it isn't After the creature completes the
obliged to do so. The requested task, or when the agreed-upon
task could range from simple ( y duration of service expires, the
us across the chasm, or help us creature returns to its home plane
ght a battle) to complex (spy on after reporting back to you, if
our enemies, or protect us during appropriate to the task and if
our foray into the dungeon). You possible. If you are unable to agree
must be able to communicate with on a price for the creature's
the creature to6th
Cleric bargain for its
level Conjuration service the creature
Cleric immediately
6th level Conjuration Cleric 6th level Divination

WORD OF RECALL CONJURE CELESTIAL DIVINE WORD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 minute 90 feet 1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, V Instantaneous
You and up to ve willing creatures up to 1 hour You utter a divine word, imbued
within 5 feet of you instantly You summon a celestial of with the power that shaped the
teleport to a previously designated challenge rating 4 or lower, which world at the dawn of creation.
sanctuary. You and any creatures appears in an unoccupied space Choose any number of creatures
that teleport with you appear in that you can see within range. The you can see within range. Each
the nearest unoccupied space to celestial disappears when it drops creature that can hear you must
the spot you designated when you to 0 hit points or when the spell make a Charisma saving throw. On
prepared your sanctuary (see ends. a failed save, a creature suffers an
below). If you cast this spell The celestial is friendly to you and effect based on its current hit
without rst preparing a your companions for the duration. points.
sanctuary, the spell has no effect. Roll initiative for the celestial, 50 hit points or fewer: deafened
You must designate a sanctuary by which has its own turns. It obeys for 1 minute
casting this spell within a location, any verbal commands that you 40 hit points or fewer: deafened
such as a temple, dedicated to or issue to it (no action required by and blinded for 10 minutes
strongly linked to your deity. If you you), as long as they don't violate 30 hit points or fewer: blinded,
attempt to cast the spell in this its alignment. If you don't issue any deafened, and stunned for 1 hour
manner in an area that isn't commands to the celestial, it 20 hit points or fewer: killed
dedicated to your deity, the spell defends itself from hostile instantly
has no effect. creatures but otherwise takes no Regardless of its current hit points,
actions. a celestial, an elemental, a fey, or a
The DM has the celestial's end that fails its save is forced
statistics. back to its plane of origin (if it isn't
At Higher Levels: When you cast there already) and can't return to
this spell using a 9th-level spell your current plane for 24 hours by
Cleric 6th level Conjuration slot you summon
Cleric 7thalevel
celestial of
Conjuration any means short7th
Cleric of alevel
wish Evocation
spell

ETHEREALNESS [1/2] ETHEREALNESS [2/2] FIRE STORM


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 8 hours V, S Up to 8 hours V, S Instantaneous
You step into the border regions of moved. A storm made up of sheets of
the Ethereal Plane, in the area This spell has no effect if you cast roaring ame appears in a location
where it overlaps with your it while you are on the Ethereal you choose within range. The area
current plane. You remain in the Plane or a plane that doesn't of the storm consists of up to ten
Border Ethereal for the duration border it, such as one of the Outer 10-foot cubes, which you can
or until you use your action to Planes. arrange as you wish. Each cube
dismiss the spell. During this time, At Higher Levels: When you cast must have at least one face
you can move in any direction. If
you move up or down, every foot this spell using a spell slot of 8th adjacent to the face of another
of movement costs an extra foot. level or higher, you can target up cube. Each creature in the area
You can see and hear the plane you to three willing creatures must make Dexterity saving throw.
originated from, but everything (including you) for each slot level It takes 7d10 re damage on a
there looks gray, and you can't see above 7th. The creatures must be failed save, or half as much damage
anything more than 60 feet away. within 10 feet of you when you on a successful one.
While on the Ethereal Plane, you cast the spell. The re damages objects in the
can only affect and be affected by area and ignites ammable objects
other creatures on that plane.
Creatures that aren't on the that aren't being worn or carried. If
Ethereal Plane can't perceive you you choose, plant life in the area is
and can't interact with you, unless unaffected by this spell.
a special ability or magic has given
them the ability to do so.
You ignore all objects and effects
that aren't on the Ethereal Plane,
allowing you to move through
objects you perceive on the plaen
you originated from.
When the spell
Cleric 7th ends you
level Transmutation Cleric 7th level Transmutation Cleric 7th level Evocation
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PLANE SHIFT [1/2] PLANE SHIFT [2/2] REGENERATE
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, M Instantaneous V, S, M Instantaneous V, S, M 1 hour
a forked, metal rod worth at least a forked, metal rod worth at least a prayer wheel and holy water
250 gp, attuned to a particular plane 250 gp, attuned to a particular plane You touch a creature and stimulate
of existence of existence its natural healing ability. The
target regains 4d8 + 15 hit points.
You and up to eight willing If the creature fails the save, it is For the duration of the spell, the
creatures who link hands in a circle transported to a random location target regains 1 hit point at the
are transported to a different on the plane of existence you start of each of its turns (10 hit
plane of existence. You can specify specify. A creature so transported points each minute).
a target destination in general must nd its own way back to your The target's severed body
terms, such as the City of Brass on current plane of existence. members ( ngers, legs, tails, and
the Elemental Plane of Fire or the so on), if any, are restored after 2
palace of Dispater on the second minutes. If you have the severed
level of the Nine Hells, and you
appear in or near that destination. part and hold it to the stump, the
If you are trying to reach the City spell instantaneously causes the
of Brass, for example, you might limb to knit to the stump.
arrive in its Street of Steel, before
its Gate of Ashes, or looking at the
city from across the Sea of Fire, at
the DM's discretion.
Alternatively, if you know the sigil
sequence of a teleportation circle
on another plane of existence, this
spell can take you to that circle. If
the teleportation circle is too small
to hold all the creatures
Cleric you
7th level Conjuration Cleric 7th level Conjuration Cleric 7th level Transmutation

RESURRECTION SYMBOL [1/4] SYMBOL [2/4]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Until dispelled V, S, M Until dispelled
or triggered or triggered
a diamond worth at least 1,000 gp,
which the spell consumes mercury, phosphorus, and powdered mercury, phosphorus, and powdered
diamond and opal with a total value diamond and opal with a total value
You touch a dead creature that has of at least 1,000 gp, which the spell of at least 1,000 gp, which the spell
been dead for no more than a
century, that didn't die of old age, consumes consumes
and that isn't undead. If its soul is
free and willing, the target returns When you cast this spell, you approaching within a certain
to life with all its hit points. inscribe a harmful glyph either on distance of it, or seeing or reading
This spell neutralizes any poisons a surface (such as a section of the glyph.
and cures normal diseases oor, a wall, or a table) or within an You can further re ne the trigger
af icting the creature when it object that can be closed to so the spell is activated only under
died. It doesn't, however, remove conceal the glyph (such as a book, certain circumstances or
magical diseases, curses, and the a scroll, or a treasure chest). If you according to a creature's physical
like, if such affects aren't removed choose a surface, the glyph can characteristics (such as height or
prior to casting the spell, they cover an area of the surface no weight), or physical kind (for
af ict the target on its return to larger than 10 feet in diameter. If example, the ward could be set to
life. you choose an object, that object affect hags or shapechangers). You
This spell closes all mortal wounds must remain in its place, if the can also specify creatures that
and restores any missing body object is moved more than 10 feet don't trigger the glyph, such as
parts. from where you cast this spell, the those who say a certain password.
Coming back from the dead is an glyph is broken, and the spell ends When you inscribe the glyph,
ordeal. The target takes a -4 without being triggered. choose one of the options below
penalty to all attack rolls, saving The glyph is nearly invisible, for its effect. Once triggered, the
throws, and ability checks. Every requiring an Intelligence glyph glows, lling a 60-foot-
time the target nishes a long rest, (Investigation) check against your radius sphere with dim light for 10
th
Cleric lt i 7thd leveld bNecromancy
1 til it Cleric 7th level Abjuration Cleric 7th level Abjuration

SYMBOL [3/4] SYMBOL [4/4] ANTIMAGIC FIELD [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 action Self (10-foot-
COMPONENTS DURATION COMPONENTS DURATION radius sphere)
V, S, M Until dispelled V, S, M Until dispelled COMPONENTS DURATION
or triggered or triggered V, S M Concentration,
up to 1 hour
mercury, phosphorus, and powdered mercury, phosphorus, and powdered
diamond and opal with a total value diamond and opal with a total value a pinch of powdered iron or iron
of at least 1,000 gp, which the spell of at least 1,000 gp, which the spell lings
consumes consumes A 10-foot-radius invisible sphere
of antimagic surrounds you. This
saving throw. On a failed save, a Each target must make a area is divorced from the magical
target bickers and argues with Constitution saving throw and energy that suffuses the
other creatures for 1 minute. becomes incapacitated with multiverse. Within the sphere,
During this time, it is incapable of spells can't be cast, summoned
meaningful communication and excruciating pain for 1 minute on a creatures disappear, and even
has disadvantage on attack rolls failed save. magic items become mundane.
and ability checks. Sleep: Each target must make a Until the spell ends, the sphere
Fear: Each target must make a Wisdom saving throw and falls moves with you, centered on you.
Wisdom saving throw and unconscious for 10 minutes on a Spells and other magical effects,
becomes frightened for 1 minute failed save. A creature awakens if except those created by an artifact
on a failed save. While frightened, it takes damage or if someone uses or a deity, are suppressed in the
the target drops whatever it is an action to shake or slap it awake. sphere and can't protrude into it. A
holding and must move at least 30 slot expended to cast a suppressed
feet away from the glyph on each Stunning: Each target must make spell is consumed. While an effect
of its turns, if able. a Wisdom saving throw and is suppressed, it doesn't function,
Hopelessness: Each target must becomes stunned for 1 minute on but the time it spends suppressed
make a Charisma saving throw. On a failed save. counts against its duration.
a failed save, the target is Targeted Effects: Spells and
overwhelmed with despair for 1 other magical effects, such as
Cleric 7th level Abjuration Cleric 7th level Abjuration i i il
Cleric d8th
h level Abjuration
th t
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ANTIMAGIC FIELD [2/3] ANTIMAGIC FIELD [3/3] CONTROL WEATHER [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (10-foot- 1 action Self (10-foot- 10 minutes Self (5-mile
radius sphere) radius sphere) radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S M Concentration, V, S M Concentration, V, S, M Concentration,
up to 1 hour up to 1 hour up to 8 hours
a pinch of powdered iron or iron a pinch of powdered iron or iron burning incense and bits of earth and
lings lings wood mixed in water
suppressed. For example, the portal to another location, world, You take control of the weather
ames created by a wall of re are or plane of existence, as well as an within 5 miles of you for the
suppressed within the sphere, opening to an extradimensional duration. You must be outdoors to
creating a gap in the wall if the space such as that created by the cast this spell. Moving to a place
overlap is large enough. rope trick spells, temporarily closes where you don't have a clear path
Spells: Any active spell or other while in the sphere. to the sky ends the spell early.
magical effect on a creature or an Creatures and Objects: A When you cast the spell, you
object in the sphere is suppressed change the current weather
while the creature or object is in it. creature or object summoned or conditions, which are determined
Magic Items: The properties and created by magic temporarily by the DM based on the climate
powers of magic items are winks out of existence in the and season.
suppressed in the sphere. For sphere. Such a creature instantly You can change precipitation,
example, a +1 long sword in the reappears once the space the temperature, and wind. It takes
sphere functions as a nonmagical creature occupied is no longer 1d4 x 10 minutes for the new
long sword. A magic weapon's within the sphere. conditions to take effect. Once
properties and powers are Dispel Magic: Spells and magical they do so, you can change the
suppressed if it is used against a conditions again. When the spell
target in the sphere or wielded by effects such as dispel magic have no ends, the weather gradually
an attacker in the sphere. If a effect on the sphere. Likewise, the returns to normal. When you
magic weapon or piece of magic spheres created by different change the weather conditions,
ammunition fully leaves the sphere antimagic eld spells don't nullify nd a current condition on the
(F
Cleric l if 8th level Abjuration
i Cleric 8th level Abjuration f ll i t 8th
Cleric bl level
d Transmutation
h it

CONTROL WEATHER [2/2] EARTHQUAKE [1/3] EARTHQUAKE [2/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self (5-mile 1 action 500 feet 1 action 500 feet
radius) COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION V, S, M Concentration, V, S, M Concentration,
V, S, M Concentration, up to 1 minute up to 1 minute
up to 8 hours
a pinch of dirt, a piece of rock, and a a pinch of dirt, a piece of rock, and a
burning incense and bits of earth and lump of clay lump of clay
wood mixed in water
You create a seismic disturbance edge of the spell's area to the
Stage 6 - Arctic cold at a point on the ground that you opposite side. A creature standing
Wind: Stage 1 - Calm Stage 2 - can see within range. For the on a spot where a ssure opens
Moderate wind Stage 3 - Strong duration, an intense tremor rips must succeed on a Dexterity
wind Stage 4 - Gale Stage 5 - Storm through the ground in a 100-foot- saving throw or fall in. A creature
radius circle centered on that that successfully saves moves with
point and shakes creatures and the ssure's edge as it opens.
structures in contact with the A ssure that opens beneath a
ground in that area. structure causes it to
The ground in the area becomes automatically collapse (see below).
dif cult terrain. Each creature on Structures: The tremor deals 50
the ground that is concentrating bludgeoning damage to any
must make a Constitution saving structure in contact with the
throw. On a failed save, the ground in the area when you cast
creature's concentration is broken. the spell and at the start of each of
When you cast this spell and at the your turns until the spell ends. If a
end of each turn you spend structure drops to 0 hit points, it
concentrating on it, each creature collapses and potentially damages
on the ground in the area must nearby creatures. A creature
make a Dexterity saving throw. On within half the distance of a
a failed save, the creature is structure's height must make a
knocked prone. Dexterity saving throw. On a failed
Cleric 8th level Transmutation Thi
Cleric ll h 8th dditi l
level Evocation Cleric th t 8th t k
level5d6
Evocation

EARTHQUAKE [3/3] HOLY AURA ASTRAL PROJECTION [1/3]


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, V, S, M Concentration, V, S, M Special
up to 1 minute up to 1 minute
for each creature you affect with this
a pinch of dirt, a piece of rock, and a a tiny reliquary worth at least 1,000 spell, you must provide one jacinth
lump of clay gp containing a sacred relic, such as a worth at least 1,000 gp and one
fall prone or become buried. scrap of cloth from a saint's robe or a ornately carved bar of silver worth at
piece of parchment from a religious least 100 gp, all of which the spell
text consumes
Divine light washes out from you You and up to eight willing
and coalesces in a soft radiance in creatures within range project
a 30-foot radius around you. your astral bodies into the Astral
Creatures of your choice in that Plane (the spell fails and the
radius when you cast this spell casting is wasted if you are already
shed dim light in a 5-foot radius on that plane). The material body
and have advantage on all saving you leave behind is unconscious
throws, and other creatures have and in a state of suspended
disadvantage on attack rolls animation, it doesn't need food or
against them until the spell ends. air and doesn't age.
In addition, when a end or an Your astral body resembles your
undead hits an affected creature mortal form in almost every way,
with a melee attack, the aura replicating your game statistics
and possessions. The principal
ashes with brilliant light. The difference is the addition of a
attacker must succeed on a silvery cord that extends from
Cleric 8th level Evocation C
Cleric i i i level
8th h Abjuration
b b t
Cleric 9thh level
ld Necromancy
bl d d
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ASTRAL PROJECTION [2/3] ASTRAL PROJECTION [3/3] GATE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 10 feet 1 hour 10 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Special V, S, M Special V, S, M Concentration,
up to 1 minute
for each creature you affect with this for each creature you affect with this
spell, you must provide one jacinth spell, you must provide one jacinth a diamond worth at least 5,000 gp
worth at least 1,000 gp and one worth at least 1,000 gp and one You conjure a portal linking an
unoccupied space you can see
ornately carved bar of silver worth at ornately carved bar of silver worth at within range to a precise location
least 100 gp, all of which the spell least 100 gp, all of which the spell on a different plane of existence.
The portal is a circular opening,
consumes consumes which you can make 5 to 20 feet in
diameter. You can orient the portal
were on when casting this spell, nd their own way back to their in any direction you choose. The
your body and possessions are portal lasts for the duration.
transported along the silver cord, bodies, usually by dropping to 0 hit The portal has a front and a back
allowing you to re-enter your body points. on each plane where it appears.
as you enter the new plane. Your Travel through the portal is
astral form is a separate possible only by moving through
incarnation. Any damage or other its front. Anything that does so is
effects that apply to it have no instantly transported to the other
effect on your physical body, nor plane, appearing in the unoccupied
do they persist when you return to space nearest to the portal.
it. Deities and other planar rulers can
The spell ends for you and your prevent portals created by this
companions when you use your spell from opening in their
action to dismiss it. When the spell presence or anywhere within their
ends, the affected creature returns domains.
to its physical body, and it When you cast this spell, you can
k Th 9th lllevel
i ht l d speak the name of a speci c
Cleric Necromancy Cleric 9th level Necromancy Cleric ( d level Conjuration
9th il

GATE [2/2] 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, V, S Instantaneous V, S, M Instantaneous
up to 1 minute A ood of healing energy ows
from you into injured creatures a sprinkle of holy water and
a diamond worth at least 5,000 gp diamonds worth at least 25,000 gp,
around you. You restore up to 700
You gain no special power over the hit points, divided as you choose which the spell consumes
creature, and it is free to act as the among any number of creatures
DM deems appropriate. It might that you can see within range. You touch a creature that has been
leave, attack you, or help you. Creatures healed by this spell are dead for no longer than 200 years
also cured of all diseases and any and that died for any reason
effect making them blinded or except old age. If the creature's
deafened. This spell has no effect soul is free and willing, the
on undead or constructs. creature is restored to life with all
its hit points.
This spell closes all wounds,
neutralizes any poison, cures all
diseases, and lifts any curses
affecting the creature when it
died. The spell replaces damaged
or missing organs or limbs.
The spell can even provide a new
body if the original no longer
exists, in which case you must
speak the creature's name. The
creature then appears in an
unoccupied space you choose
Cleric 9th level Conjuration Cleric 9th level Evocation i hi 10 f 9th
Cleric f level Necromancy
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