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GUIDANCE LIGHT MENDING

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


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

Cleric Divination cantrip Cleric Evocation cantrip Cleric Transmutation cantrip

RESISTANCE SACRED FLAME SPARE THE DYING


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

Cleric Abjuration cantrip Cleric Evocation cantrip Cleric Necromancy cantrip

THAUMATURGY TOLL THE DEAD WORD OF RADIANCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 60 feet 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Up to 1 minute V, S Instantaneous V, M Instantaneous
You manifest a minor wonder, a sign of You point at one creature you can see within a holy symbol
supernatural power, within range. You create range, and the sound of a dolorous bell lls the
one of the following magical effects within range. air around it for a moment. The target must You utter a divine word, and burning radiance
• Your voice booms up to three times as loud as succeed on a Wisdom saving throw or take ld8 erupts from you. Each creature of your choice
normal for 1 minute. necrotic damage. If the target is missing any of that you can see within range must succeed on a
• You cause ames to icker, brighten, dim, or its hit points, it instead takes 1d12 necrotic Constitution saving throw or take 1d6 radiant
change color for 1 minute. damage. damage.
• You cause harmless tremors in the ground for 1 The spell's damage increases by one die when The spell's damage increases by 1d6 when you
minute. you reach 5th level (2d8 or 2d12), 11th level reach 5th level (2d6), 11th level (3d6), and 17th
• You create an instantaneous sound that (3d8 or 3d12), and 17th level (4d8 or 4d12). level (4d6).
originates from a point of your choice within
range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or
window to 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
up to three of its 1-minute effects active at a
time, and you can dismiss such an effect as an
action.

Cleric Transmutation cantrip Cleric (XGE) Necromancy cantrip Cleric (XGE) Evocation cantrip
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ANIMAL FRIENDSHIP BANE BLESS
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, S, M 24 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a morsel of food
a drop of blood a sprinkling of holy water
This spell lets you convince a beast that you
mean it no harm. Choose a beast that you can Up to three creatures of your choice that you can You bless up to three creatures of your choice
see within range. It must see and hear you. If the see within range must make Charisma saving within range. Whenever a target makes an attack
beast's Intelligence is 4 or higher, the spell fails. throws. Whenever a target that fails this saving roll or a saving throw before the spell ends, the
Otherwise, the beast must succeed on a Wisdom throw makes an attack roll or a saving throw target can roll a d4 and add the number rolled to
saving throw or be charmed by you for the spell's before the spell ends, the target must roll a d4 the attack roll or saving throw.
duration. If you or one of your companions and subtract the number rolled from the attack At Higher Levels: When you cast this spell
harms the target, the spell ends. roll or saving throw. using a spell slot of 2nd level or higher, you can
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell target one additional creature for each slot level
using a 2nd level spell slot or higher, you can using a spell slot of 2nd level or higher, you can above 1st.
affect one additional beast for each slot level target one additional creature for each slot level
above 1st. above 1st.

Cleric (Nature) 1st level Enchantment Cleric (*)(Grave) 1st level Enchantment Cleric (*)(Life) 1st level Enchantment

BURNING HANDS CEREMONY (RITUAL) [1/2] CEREMONY (RITUAL) [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cone) 1 hour Touch 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Instantaneous
As you hold your hands with thumbs touching 25 gp worth of powdered silver, which the spell 25 gp worth of powdered silver, which the spell
and ngers spread, a thin sheet of ames shoots consumes consumes
forth from your outstretched ngertips. Each
creature in a 15-foot cone must make a You perform a special religious ceremony that is corpse, and for the next 7 days, the target can't
Dexterity saving throw. A creature takes 3d6 re infused with magic. When you cast the spell, choose become undead by any means short of a wish
damage on a failed save, or half as much damage one of the following rites, the target of which must be spell.
within 10 feet of you throughout the casting. Wedding: You touch adult humanoids willing to
on a successful one. Atonement: You touch one willing creature whose
The re ignites any ammable objects in the area alignment has changed, and you make a DC 20 be bonded together in marriage. For the next 7
that aren't being worn or carried. Wisdom (Insight) check. On a successful check, you days, each target gains a +2 bonus to AC while
At Higher Levels: When you cast this spell restore the target to its original alignment. they are within 30 feet of each other. A creature
using a spell slot of 2nd level or higher, the Bless Water: You touch one vial of water and cause it can bene t from this rite again only if widowed.
damage increases by 1d6 for each slot level to become holy water.
above 1st. Coming of Age: You touch one humanoid who is a
young adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4 and add
the number rolled to the ability check. A creature can
bene t from this rite only once.
Dedication: You touch one humanoid who wishes to
be dedicated to your god's service. For the next 24
hours, whenever the target makes a saving throw, it
can roll a d4 and add the number rolled to the save. A
creature can bene t from this rite only once.
Funeral Rite: You touch one

Cleric (Light) 1st level Evocation Cleric (XGE) 1st level Abjuration Cleric (XGE) 1st level Abjuration

CHARM PERSON COMMAND [1/2] COMMAND [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V 1 round V 1 round
You attempt to charm a humanoid you can see You speak a one-word command to a creature you can one additional creature for each slot level above
within range. It must make a Wisdom saving see within range. The target must succeed on a 1st. The creatures must be within 30 feet of each
throw, and does so with advantage if you or your Wisdom saving throw or follow the command on its other when you target them.
companions are ghting it. If it fails the saving next turn. The spell has no effect if the target is
undead, if it doesn't understand your language, or if
throw, it is charmed by you until the spell ends or your command is directly harmful to it.
until you or your companions do anything Some typical commands and their effects follow.
harmful to it. The charmed creature regards you You might issue a command other than one described
as a friendly acquaintance. When the spell ends, here. If you do so, the DM determines how the target
the creature knows it was charmed by you. behaves. If the target can't follow your command, the
At Higher Levels: When you cast this spell spell ends.
using a spell slot of 2nd level or higher, you can Approach: The target moves toward you by the
target one additional creature for each slot level shortest and most direct route, ending its turn if it
moves within 5 feet of you.
above 1st. The creatures must be within 30 feet Drop: The target drops whatever it is holding and
of each other when you target them. then ends its turn.
Flee: The target spends its turn moving away from
you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A
ying creature stays aloft, provided that it is able to do
so. If it must move to stay aloft, it ies the minimum
distance needed to remain in the air.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, you can affect

Cleric (Trickery) 1st level Enchantment Cleric (*)(Knowledge) 1st level Enchantment Cleric (*)(Knowledge) 1st level Enchantment
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           

1
CREATE OR DESTROY WATER CURE WOUNDS DETECT EVIL AND GOOD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S Concentration, up to 10
minutes
a drop of water if creating water or a few grains of A creature you touch regains a number of hit
sand if destroying it points equal to 1d8 + your spellcasting ability For the duration, you know if there is an
modi er. This spell has no effect on undead or aberration, celestial, elemental, fey, end, or
You either create or destroy water. constructs. undead within 30 feet of you, as well as where
Create Water: You create up to 10 gallons of At Higher Levels: When you cast this spell the creature is located. Similarly, you know if
clean water within range in an open container. using a spell slot of 2nd level or higher, the there is a place of object within 30 feet of you
Alternatively, the water falls as rain in a 30-foot healing increases by 1d8 for each slot level that has been magically consecrated or
cube within range, extinguishing exposed ames above 1st. desecrated.
in the area. The spell can penetrate most barriers, but it is
Destroy Water: You destroy up to 10 gallons of blocked by 1 foot of stone, 1 inch of common
water in an open container within range. metal, a thin sheet of lead, or 3 feet of wood or
Alternatively, you destroy fog in a 30-foot cube dirt.
within range.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for
each slot level above 1st.

Cleric 1st level Transmutation Cleric (*)(Life) 1st level Evocation Cleric 1st level Divination

DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE DISGUISE SELF


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S 1 hour
minutes minutes
You make yourself, including your clothing, armor,
For the duration, you sense the presence of a yew leaf weapons, and other belongings on your person, look
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your
this way, you can use your action to see a faint For the duration, you can sense the presence and action to dismiss it. You can seem 1 foot shorter or
aura around any visible creature or object in the location of poisons, poisonous creatures, and taller and can appear thin, fat, or in between. You can't
diseases within 30 feet of you. You also identify change your body type, so you must adopt a form that
area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise,
magic, if any. the kind of poison, poisonous creature, or the extent of the illusion is up to you.
The spell can penetrate most barriers, but is disease in each case. The changes wrought by this spell fail to hold up to
blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is physical inspection. For example, if you use this spell
metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common to add a hat to your out t, objects pass through the
dirt. metal, a thin sheet of lead, or 3 feet of wood or hat, and anyone who touches it would feel nothing or
dirt. would feel your head and hair. If you use this spell to
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.

Cleric (*)(Arcana) 1st level Divination Cleric 1st level Divination Cleric (Trickery) 1st level Illusion

DIVINE FAVOR FAERIE FIRE FALSE LIFE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S, M 1 hour
minute minute
a small amount of alcohol or distilled spirits
Your prayer empowers you with divine radiance. Each object in a 20-foot cube within range is
Until the spell ends, your weapon attacks deal outlined in blue, green, or violet light (your Bolstering yourself with a necromantic facsimile
and extra 1d4 radiant damage on a hit. choice). Any creature in the area when the spell of life, you gain 1d4+4 temporary hit points for
is cast is also outlined in light if it fails a Dexterity the duration.
saving throw. For the duration, objects and At Higher Levels: When you cast this spell
affected creatures shed dim light in a 10-foot using a spell slot of 2nd level or higher, you gain 5
radius. additional temporary hit points for each slot
Any attack roll against an affected creature or level above 1st.
object has advantage if the attacker can see it,
and the affected creature or object can't bene t
from being invisible.

Cleric (War) 1st level Evocation Cleric (Light) 1st level Evocation Cleric (Death)(Grave) 1st level Necromancy
        
        
1

1
     
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  

  

  

  
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1

1
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1

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  


           
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1

1
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1

1
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  


           
  
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                    
           

1
FOG CLOUD GUIDING BOLT HEALING WORD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 1 round V Instantaneous
hour
A ash of light streaks toward a creature of your A creature of your choice that you can see within
You create a 20-foot-radius sphere of fog choice within range. Make a ranged spell attack range regains hit points equal to 1d4 + your
centered on a point within range. The sphere against the target. On a hit, the target takes 4d6 spellcasting ability modi er. This spell has no
spreads around corners, and its area is heavily radiant damage, and the next attack roll made effect on undead or constructs.
obscured. It lasts for the duration or until a wind against this target before the end of your next At Higher Levels: When you cast this spell
of moderate or greater speed (at least 10 miles turn has advantage, thanks to the mystical dim using a spell slot of 2nd level or higher, the
per hour) disperses it. light glittering on the target until then. healing increases by 1d4 for each slot level
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell above 1st.
using a spell slot of 2nd level or higher, the radius using a spell slot of 2nd level or higher, the
of the fog increases by 20 feet for each slot level damage increases by 1d6 for each slot level
above 1st. above 1st.

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

IDENTIFY (RITUAL) INFLICT WOUNDS MAGIC MISSILE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S Instantaneous
a pearl worth at least 100 gp and an owl feather Make a melee spell attack against a creature you You create three glowing darts of magical force.
can reach. On a hit, the target takes 3d10 Each dart hits a creature of your choice that you
You choose one object that you must touch necrotic damage. can see within range. A dart deals 1d4+1 force
throughout the casting of the spell. If it is a magic At Higher Levels: When you cast this spell damage to its target. The darts all strike
item or some other magic-imbued object, you using a spell slot of 2nd level or higher, the simultaneously and you can direct them to hit
learn its properties and how to use them, damage increases by 1d10 for each slot level one creature or several.
whether it requires attunement to use, and how above 1st. At Higher Levels: When you cast this spell
many charges it has, if any. You learn whether using a spell slot of 2nd level or higher, the spell
any spells are affecting the item and what they creates one more dart for each slot above 1st.
are. If the item was created by a spell, you learn
which spell created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.

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

PROTECTION FROM EVIL AND GOOD PURIFY FOOD AND DRINK (RITUAL) RAY OF SICKNESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 10 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous V, S Instantaneous
minutes
All nonmagical food and drink within a 5-foot- A ray of sickening greenish energy lashes out
holy water or powdered silver and iron, which the radius sphere centered on a point of your choice toward a creature within range. Make a ranged
spell consumes within range is puri ed and rendered free of spell attack against the target. On a hit, the
poison and disease. target takes 2d8 poison damage and must make
Until the spell ends, one willing creature you a Constitution saving throw. On a failed save, it is
touch is protected against certain types of also poisoned until the end of your next turn.
creatures - aberrations, celestials, elementals, At Higher Levels: When you cast this spell
fey, ends, and undead. using a spell slot of 2nd level or higher, the
The protection grants several bene ts. damage increases by 1d8 for each slot level
Creatures of those types have disadvantage on above 1st.
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 Abjuration Cleric 1st level Transmutation Cleric (Death) 1st level Necromancy
        
        
1

1
     
     
     
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  

  

  

  
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1

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1

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  


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1

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  


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1
SANCTUARY SEARING SMITE SHIELD OF FAITH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 bonus action Self 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V Concentration, up to 1 V, S, M Concentration, up to 10
minute minutes
a small silver mirror
The next time you hit a creature with a melee a small parchment with a bit of holy text written on
You ward a creature within range against attack. weapon attack during the spell's duration, your it
Until the spell ends, any creature who targets weapon ares with white-hot intensity, and the
the warded creature with an attack or a harmful attack deals an extra 1d6 re damage to the A shimmering eld appears and surrounds a
spell must rst make a Wisdom saving throw. On target and causes the target to ignite in ames. creature of your choice within range, granting it
a failed save, the creature must choose a new At the start of each of its turns until the spell a +2 bonus to AC for the duration.
target or lose the attack or spell. This spell ends, the target must make a Constitution saving
doesn't protect the warded creature from area throw. On a failed save, it takes 1d6 re damage.
effects, such as the explosion of a reball. On a successful save, the spell ends. If the target
If the warded creature makes an attack or casts a or a creature within 5 feet of it uses an action to
spell that affects an enemy creature, this spell put out the ames, or if some other effect douses
ends. 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
1d6 for each slot above the 1st.

Cleric 1st level Abjuration Cleric 1st level Evocation Cleric (*)(War) 1st level Abjuration

SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE AID


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

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

AUGURY (RITUAL) BARKSKIN BLINDNESS/DEAFNESS


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

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

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

FIND TRAPS FLAMING SPHERE GENTLE REPOSE (RITUAL)


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

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

GUST OF WIND HEAT METAL HOLD PERSON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot line) 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a legume seed a piece of iron and a ame a small, straight piece of iron
A line of strong wind 60 feet long and 10 feet Choose a manufactured metal object, such as a Choose a humanoid that you can see within
wide blasts from you in a direction you choose metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom
for the spell's duration. Each creature that starts metal armor, that you can see within range. You saving throw or be paralyzed for the duration. At
its turn in the line must succeed on a Strength cause the object to glow red-hot. Any creature in the end of each of its turns, the target can make
saving throw or be pushed 15 feet away from physical contact with the object takes 2d8 re another Wisdom saving throw. On a success, the
you in a direction following the line. damage when you cast the spell. Until the spell spell ends on the target.
Any creature in the line must spend 2 feet of ends, you can use a bonus action on each of your At Higher Levels: When you cast this spell
movement for every 1 foot it moves when subsequent turns to cause this damage again. using a spell slot of 3rd level or higher, you can
moving closer to you. If a creature is holding or wearing the object and target on additional humanoid for each slot level
The gust disperses gas or vapor, and it takes the damage from it, the creature must above 2nd. The humanoids must be within 30
extinguishes candles, torches, and similar succeed on a Constitution saving throw or drop feet of each other when you target them.
unprotected ames in the area. It causes the object if it can. If it doesn't drop the object, it
protected ames, such as those of lanterns, to has disadvantage on attack rolls and ability
dance wildly and has a 50 percent chance to checks until the start of your next turn.
extinguish them. At Higher Levels: When you cast this spell
As a bonus action on each of your turns before using a spell slot of 3rd level or higher, the
the spell ends, you can change the direction in damage increases by 1d8 for each slot above
which the line blasts from you. 2nd.

Cleric (Tempest) 2nd level Evocation Cleric 2nd level Transmutation Cleric 2nd level Enchantment
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              
  


           
  
                 
                 
                    
           

2
LESSER RESTORATION LOCATE OBJECT MAGIC WEAPON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 10 V, S Concentration, up to 1
minutes hour
You touch a creature and can end either one
disease or one condition af icting it. The a forked twig You touch a nonmagical weapon. Until the spell
condition can be blinded, deafened, paralyzed, or ends, that weapon becomes a magic weapon
poisoned. Describe or name an object that is familiar to with a +1 bonus to attack rolls and damage rolls.
you. You sense the direction to the object's At Higher Levels: When you cast this spell
location, as long as that object is within 1,000 using a spell slot of 4th level or higher, the bonus
feet of you. If the object is in motion, you know increases to +2. When you use a spell slot of 6th
the direction of its movement. level or higher, the bonus increases to +3.
The spell can locate a speci c object known to
you, as long as you have seen it up close - within
30 feet - at least once. Alternatively, the spell can
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon.
This spell can't locate an object if any thickness
of lead, even a thin sheet, blocks a direct path
between you and the object.

Cleric (*)(Life) 2nd level Abjuration Cleric 2nd level Divination Cleric (War)(Forge)(Arcana) 2nd level Transmutation

MIRROR IMAGE NYSTUL'S MAGIC AURA [1/2] NYSTUL'S MAGIC AURA [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S, M 24 hours V, S, M 24 hours
Three illusory duplicates of yourself appear in your a small square of silk a small square of silk
space. Until the spell ends, the duplicates move with
you and mimic your actions, shifting position so it's You place an illusion on a creature or an object you detect creature types, such as a paladin's Divine
impossible to track which image is real. You can use touch so that divination spells reveal false information Sense or the trigger of a symbol spell. You choose
your action to dismiss the illusory duplicates. about it. The target can be a willing creature or an a creature type and other spells and magical
Each time a creature targets you with an attack during object that isn't being carried or worn by another effects treat the target as if it were a creature of
the spell's duration, roll a d20 to determine whether creature.
the attack instead targets one of your duplicates. When you cast the spell, choose one or both of the that type or of that alignment.
If you have three duplicates, you must roll a 6 or following effects. The effect lasts for the duration. If
higher to change the attack's target to a duplicate. you cast this spell on the same creature or object
With two duplicates, you must roll an 8 or higher. With every day for 30 days, placing the same effect on it
one duplicate, you must roll an 11 or higher. each time, the illusion lasts until it is dispelled.
A duplicate's AC equals 10 + your Dexterity modi er. False Aura: You change the way the target appears
If an attack hits a duplicate, the duplicate is destroyed. to spells and magical effects, such as detect magic,
A duplicate can be destroyed only by an attack that that detect magical auras. You can make a nonmagical
hits it. It ignores all other damage and effects. The object appear magical, a magical object appear
spell ends when all three duplicates are destroyed. nonmagical, or change the object's magical aura so
A creature is unaffected by this spell if it can't see, if it that it appears to belong to a speci c school of magic
relies on senses other than sight, such as blindsight, or that you choose. When you use this effect on an
if it can perceive illusions as false, as with truesight. object, you can make the false magic apparent to any
creature that handles the item.
Mask: You change the way the target appears to
spells and magical effects that

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

PASS WITHOUT TRACE PRAYER OF HEALING PROTECTION FROM POISON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 10 minutes 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S 1 hour
hour
Up to six creatures of your choice that you can You touch a creature. If it is poisoned, you
ashes from a burned leaf of mistletoe and a sprig of see within range each regain hit points equal to neutralize the poison. If more than one poison
spruce 2d8 + your spellcasting ability modi er. This spell af icts the target, you neutralize on poison that
has no effect on undead or constructs. you know is present, or you neutralize one at
A veil of shadows and silence radiates from you, At Higher Levels: When you cast this spell random.
masking you and your companions from using a spell slot of 3rd level or higher, the For the duration, the target has advantage on
detection. For the duration, each creature you healing increases by 1d8 for each slot level saving throws against being poisoned, and it has
choose within 30 feet of you (including you) has a above 2nd. resistance to poison damage.
+10 bonus to Dexterity (Stealth) checks and
can't be tracked except by magical means. A
creature that receives this bonus leaves behind
no tracks or other traces of its passage.

Cleric (Trickery) 2nd level Abjuration Cleric 2nd level Evocation Cleric 2nd level Abjuration
        
        
2

2
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
RAY OF ENFEEBLEMENT SCORCHING RAY SHATTER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
minute
You create three rays of re and hurl them at a chip of mica
A black beam of enervating energy springs from targets within range. You can hurl them at one
your nger toward a creature within range. target or several. A sudden loud ringing noise, painfully intense,
Make a ranged spell attack against the target. On Make a ranged spell attack for each ray. On a hit, erupts from a point of your choice within range.
a hit, the target deals only half damage with the target takes 2d6 re damage. Each creature in a 10-foot-radius sphere
weapon attacks that use Strength until the spell At Higher Levels: When you cast this spell centered on that point must make a Constitution
ends. using a spell slot of 3rd level or higher, you create saving throw. A creature takes 3d8 thunder
At the end of each of the target's turns, it can one additional ray for each slot level above 2nd. damage on a failed save, or half as much damage
make a Constitution saving throw against the on a successful one. A creature made of
spell. On a success, the spell ends. inorganic material such as stone, crystal, or
metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or
carried also takes the damage if it's in the spell's
area.
At Higher Levels: When you cast this spell
using a spell slot of or higher, the damage
increases by 1d8 for each slot level above 2nd.

Cleric (Death)(Grave) 2nd level Necromancy Cleric (Light) 2nd level Evocation Cleric (Tempest) 2nd level Evocation

SILENCE (RITUAL) SPIKE GROWTH SPIRITUAL WEAPON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 150 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S 1 minute
minutes minutes
You create a oating, spectral weapon within
For the duration, no sound can be created within seven sharp thorns or seven small twigs, each range that lasts for the duration or until you cast
or pass through a 20-foot-radius sphere sharpened to a point this spell again. When you cast the spell, you can
centered on a point you choose within range. make a melee spell attack against a creature
Any creature or object entirely inside the sphere The ground in a 20-foot radius centered on a within 5 feet of the weapon. On a hit, the target
is immune to thunder damage, and creatures are point within range twists and sprouts hard spikes takes force damage equal to 1d8 + your
deafened while entirely inside it. Casting a spell and thorns. The area becomes dif cult terrain spellcasting ability modi er.
that includes a verbal component is impossible for the duration. When a creature moves into or As a bonus action on your turn, you can move the
there. within the area, it takes 2d4 piercing damage for weapon up to 20 feet and repeat the attack
every 5 feet it travels. against a creature within 5 feet of it.
The transformation of the ground is The weapon can take whatever form you choose.
camou aged to look natural. Any creature that Clerics of deities who are associated with a
can't see the area at the time the spell is case particular weapon (as St. Cuthbert is known for
must make a Wisdom (Perception) check against his mace and Thor for his hammer) make this
your spell save DC to recognize the terrain as spell's effect resemble that weapon.
hazardous before entering it. At Higher Levels: When you cast this spell
using a spell slot 3rd level of or higher, the
damage increases by 1d8 for every two slot
levels above the 2nd.

Cleric 2nd level Illusion Cleric (Nature) 2nd level Transmutation Cleric (*)(War)(Life) 2nd level Evocation

SUGGESTION [1/2] SUGGESTION [2/2] WARDING BOND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 8 V, M Concentration, up to 8 V, S, M 1 hour
hours hours
a pair of platinum rings worth at least 50 gp each,
a snake's tongue and either a bit of honeycomb or a a snake's tongue and either a bit of honeycomb or a which you and target must wear for the duration
drop of sweet oil drop of sweet oil
This spell wards a willing creature you touch and
You suggest a course of activity (limited to a sentence performed. creates a mystic connection between you and
or two) and magically in uence a creature you can see If you or any of your companions damage the the target until the spell ends. While the target is
within range that can hear and understand you. target, the spell ends. within 60 feet of you, it gains a +1 bonus to AC
Creatures that can't be charmed are immune to this
effect. The suggestion must be worded in such a and saving throws, and it has resistance to all
manner as to make the course of action sound damage. Also, each time it takes damage, you
reasonable. Asking the creature to stab itself, throw take the same amount of damage.
itself onto a spear, immolate itself, or do some other The spell ends if you drop to 0 hit points or if you
obviously harmful act ends the spell. and the target become separated by more than
The target must make a Wisdom saving throw. On a 60 feet. It also ends if the spell is cast again on
failed save, it purses the course of action you either of the connected creatures. You can also
described to the best of its ability. The suggested dismiss the spell as an action.
course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter
time, the spell ends when the subject nishes what it
was asked to do.
You can also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a knight ve her warhorse to the
rst beggar she meets. If the condition isn't met
before the spell expires, the activity isn't

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

2
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
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     
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  


           
  
                 
                 
                    
           

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

Cleric 2nd level Enchantment Cleric (*)(Death) 3rd level Necromancy Cleric (*)(Death) 3rd level Necromancy

BEACON OF HOPE BESTOW CURSE [1/2] BESTOW CURSE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute minute
This spell bestows hope and vitality. Choose any You touch a creature, and that creature must succeed level spell slot, the spell lasts until it is dispelled.
number of creatures within range. For the on a Wisdom saving throw or become cursed for the Using a spell slot of 5th level or higher grants a
duration, each target has advantage on Wisdom duration of the spell. When you cast this spell, choose duration that doesn't require concentration.
saving throws and death saving throws, and the nature of the curse from the following options.
• Choose one ability score. While cursed, the target
regains the maximum number of hit points has disadvantage on ability checks and saving throws
possible from any healing. made with that ability score.
• While cursed, the target has disadvantage on attack
rolls against you.
• While cursed, the target must make a Wisdom
saving throw at the start of each of its turns. If it fails,
it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells
deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's
option, you may choose an alternative curse effect,
but it should be no more powerful than those
described above. The DM has nal say on such a
curse's effect.
At Higher Levels: If you cast this spell using a spell
slot of 4th level or higher, the duration is
concentration, up to 10 minutes. If you use a spell slot
of 5th level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the duration is 24
hours. If you use a 9th

Cleric (*)(Life) 3rd level Abjuration Cleric 3rd level Necromancy Cleric 3rd level Necromancy

BLINK CALL LIGHTNING CLAIRVOYANCE [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 120 feet 10 minutes 1 mile
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
Roll a d20 at the end of each of your turns for the
duration of the spell. On a roll of 11 or higher, you A storm cloud appears in the shape of a cylinder that is a focus worth at least 100 gp, either a jeweled horn
vanish from your current plane of existence and 10 feet tall with a 60-foot radius, centered on a point for hearing or a glass eye for scrying
appear in the Ethereal Plane (the spell fails and the you can see 100 feet directly above you. The spell fails
casting is wasted if you were already on that plane). At if you can't see a point in the air where the storm cloud You create an invisible sensor within range in a
the start of you next turn, and when the spell ends if could appear (for example, if you are in a room that location familiar to you (a place you have visited or
you are on the Ethereal Plane, you return to an can't accommodate the cloud). seen before) or in an obvious location that is
unoccupied space of your choice that you can see When you cast the spell, choose a point you can see unfamiliar to you (such as behind a door, around a
within 10 feet of the space you vanished from. If no within range. A bolt of lightning ashes down from the corner, or in a grove of trees). The sensor remains in
unoccupied space is available within that range, you cloud to that point. Each creature within 5 feet of that place for the duration, and it can't be attacked or
appear in the nearest unoccupied space (chosen at point must make a Dexterity saving throw. A creature otherwise interacted with. When you cast the spell,
random if more than one space is equally near). You takes 3d10 lightning damage on a failed save, or half you choose seeing or hearing. You can use the chosen
can dismiss this spell as an action. as much damage on a successful one. On each of your sense through the sensor as if you were in its space. As
While on the Ethereal Plane, you can see and hear the turns until the spell ends, you can use your action to your action, you can switch between seeing and
plane you originated from, which is cast in shades of call down lightning in this way again, targeting the hearing. A creature that can see the sensor (such as a
gray, and you can't see anything more than 60 feet same point or a different one. creature bene tting from see invisibility or truesight)
away. You can only affect and be affected by other If you are outdoors in stormy conditions when you sees a luminous, intangible orb about the size of your
creatures on the Ethereal Plane. Creature that aren't cast this spell, the spell gives you control over the st.
there can't perceive you or interact with you, unless existing storm instead of creating a new one. Under When you cast the spell, you choose seeing or hearing.
they have the ability to do so. such conditions, the spell's damage increases by 1d10. You can use the chosen sense through the sensor as if
At Higher Levels: When you cast this spell using a you were in its space. As your action, you can switch
spell slot of 4th level or higher level, the damage between seeing and hearing. A creature that can see
increases by 1d10 for each slot level above 3rd. the sensor (such as a creature bene tting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your

Cleric (Trickery) 3rd level Transmutation Cleric (Tempest) 3rd level Conjuration Cleric 3rd level Divination
        
        
2

3
     
     
     
                 
              
  

  

  

  
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  
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                    
           
2

3
        
        
3

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

3
CLAIRVOYANCE [2/2] CREATE FOOD AND WATER CRUSADER'S MANTLE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 1 mile 1 action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous V Concentration, up to 1
minutes minute
You create 45 pounds of food and 30 gallons of
a focus worth at least 100 gp, either a jeweled horn water on the ground or in containers within Holy power radiates from you in an aura with a
for hearing or a glass eye for scrying range, enough to sustain up to fteen humanoids 30-foot radius, awakening boldness in friendly
or ve steeds for 24 hours. The food is bland but creatures. Until the spell ends, the aura moves
st. nourishing, and spoils if uneaten after 24 hours. with you, centered on you. While in the aura,
A creature that can see the sensor (such as a The water is clean and doesn't go bad. each non-hostile creature in the aura (including
creature bene tting from see invisibility or you) deals an extra 1d4 radiant damage when it
truesight) sees a luminous, intangible orb about hits with a weapon attack.
the size of your st.

Cleric 3rd level Divination Cleric 3rd level Conjuration Cleric (War) 3rd level Evocation

DAYLIGHT DISPEL MAGIC ELEMENTAL WEAPON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Instantaneous V, S Concentration, up to 1
hour
A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect
from a point you choose within range. The within range. Any spell of 3rd level or lower on A nonmagical weapon you touch becomes a
sphere is bright light and sheds dim light for an the target ends. For each spell of or higher on the magic weapon. Choose one of the following
additional 60 feet. target, make an ability check using your damage types - acid, cold, re, lightning, or
If you chose a point on an object you are holding spellcasting ability. The DC equals 10 + the thunder. For the duration, the weapon has a +1
or one that isn't being worn or carried, the light spell's level. On a successful check, the spell bonus to attack rolls and deals an extra 1d4
shines from the object with and moves with it. ends. damage of the chosen type when it hits.
Completely covering the affected object with an At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
opaque object, such as a bowl or a helm, blocks using a spell slot of 4th level or higher, you using a spell slot of 5th or 6th level, the bonus to
the light. automatically end the effects of a spell on the attack rolls increases to +2 and the extra damage
If any of this spell's area overlaps with an area of target if the spell's level is equal to or less than increases to 2d4. When you use a spell slot of
darkness created by a spell of or lower, the spell the level of the spell slot you used. 7th level or higher, the bonus increases to +3 and
that created the darkness is dispelled. the extra damage increases to 3d4.

Cleric (*)(Light) 3rd level Evocation Cleric (*)(Trickery)(Arcana) 3rd level Abjuration Cleric 3rd level Transmutation

FEIGN DEATH (RITUAL) FIREBALL GLYPH OF WARDING [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 150 feet 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Instantaneous V, S, M Until dispelled or
triggered
a pinch of graveyard dirt a tiny ball of bat guano and sulfur
incense and powdered diamond worth at least 200
You touch a willing creature and put it into a A bright streak ashes from your pointing nger gp, which the spell consumes
cataleptic state that is indistinguishable from to a point you choose within range then
death. blossoms with a low roar into an explosion of When you cast this spell, you inscribe a glyph that
For the spell's duration, or until you use an action ame. Each creature in a 20-foot radius must harms other creatures, either upon a surface (such as
to touch the target and dismiss the spell, the make a Dexterity saving throw. A target takes a table or a section of oor or wall) or within an object
target appears dead to all outward inspection 8d6 re damage on a failed save, or half as much that can be closed (such as a book, a scroll, or a
treasure chest) to conceal the glyph. If you choose a
and to spells used to determine the target's damage on a successful one. surface, the glyph can cover an area of the surface no
status. The target is blinded and incapacitated, The re spreads around corners. It ignites larger than 10 feet in diameter. If you choose an
and its speed drops to 0. The target has ammable objects in the area that aren't being object, that object must remain in its place, if the
resistance to all damage except psychic damage. worn or carried. object is moved more than 10 feet from where you
If the target is diseased or poisoned when you At Higher Levels: When you cast this spell cast this spell, the glyph is broken and the spell ends
cast the spell, or becomes diseased or poisoned using a spell slot of 4th level or higher, the without being triggered.
while under the spell's effect, the disease and damage increases by 1d6 for each slot level The glyph is nearly invisible and requires a successful
poison have no effect until the spell ends. above 3rd. Intelligence (Investigation) check against your spell
save DC to be found.
You decide what triggers the glyph when you cast the
spell. For glyphs inscribed on a surface, the most
typical triggers include touching or standing on the
glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or
manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an

Cleric 3rd level Necromancy Cleric (Light) 3rd level Evocation Cleric 3rd level Abjuration
        
        
3

3
     
     
     
                 
              
  

  

  

  
           
  
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           
3

3
        
        
3

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

3
GLYPH OF WARDING [2/3] GLYPH OF WARDING [3/3] LIFE TRANSFERENCE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 hour Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V, S Instantaneous
triggered triggered
You sacri ce some of your health to mend
incense and powdered diamond worth at least 200 incense and powdered diamond worth at least 200 another creature's injuries. You take 4d8
gp, which the spell consumes gp, which the spell consumes necrotic damage, and one creature of your
choice that you can see within range regains a
object, the most common triggers include opening Spell Glyph: You can store a prepared spell of or number of hit points equal to twice the necrotic
that object, approaching within a certain distance of lower in the glyph by casting it as part of creating the damage you take. AtHigher Levels. When you
the object, or seeing or reading the glyph. Once a glyph. The spell must target a single creature or an
glyph is triggered, this spell ends. area. The spell being stored has no immediate effect cast this spell using a spell slot of 4th level or
You can further re ne the trigger so the spell activates when cast in this way. When the glyph is triggered, the higher, the damage increases by 1d8 for each
only under certain circumstances or according to stored spell is cast. If the spell has a target, it targets slot level above 3rd.
physical characteristics (such as height or weight), the creature that triggered the glyph. If the spell
creature kind (for example, the ward could be set to affects an area, the area is centered on that creature.
affect aberrations or drow), or alignment. You can also If the spell summons hostile creatures or creates
set conditions for creatures that don't trigger the harmful objects or traps, they appear as close as
glyph, such as those who say a certain password. possible to the intruder and attack it. If the spell
When you inscribe the glyph, choose explosive runes requires concentration, it lasts until the end of its full
or a spell glyph. duration.
Explosive Runes: When triggered, the glyph erupts At Higher Levels: When you cast this spell using a
with magical energy in a 20-foot-radius sphere spell slot of 4th level or higher, the damage of an
centered on the glyph. The sphere spreads around explosive runes glyph increases by 1d8 for each slot
corners. Each creature in the aura must make a level above 3rd. If you create a spell glyph, you can
Dexterity saving throw. A creature takes 5d8 acid, store any spell of up to the same level as the slot you
cold, re, lightning, or thunder damage on a failed use for the glyph of warding.
saving throw (your choice when you create the glyph),
or half as much damage on a successful one.

Cleric 3rd level Abjuration Cleric 3rd level Abjuration Cleric (XGE) 3rd level Necromancy

MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2] MASS HEALING WORD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 1 hour V Instantaneous
holy water or powdered silver and iron worth at holy water or powdered silver and iron worth at As you call out words of restoration, up to six
least 100 gp, which the spell consumes least 100 gp, which the spell consumes creatures of your choice that you can see within
range regain hit points equal to 1d4 + your
You create a 10-foot-radius, 20-foot-tall cylinder of using a spell slot of 4th level or higher, the spellcasting ability modi er. This spell has no
magical energy centered on a point on the ground that duration increases by 1 hour for each slot level effect on undead or constructs.
you can see within range. Glowing runes appear above 3rd. At Higher Levels: When you cast this spell
wherever the cylinder intersects with the oor or
other surface. using a spell slot of 4th level or higher, the
Choose one or more of the following types of healing increases by 1d4 for each slot level
creatures - celestials, elementals, fey, ends, or above 3rd.
undead. The circle affects a creature of the chosen
type in the following ways.
• The creature can't willingly enter the cylinder by
nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it must
rst succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls
against targets within the cylinder.
• Targets within the cylinder can't be charmed,
frightened, or possessed by the creature. When you
cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature
of the speci ed type from leaving the cylinder and
protecting targets outside it.
At Higher Levels: When you cast this spell

Cleric (*)(Arcana) 3rd level Abjuration Cleric (*)(Arcana) 3rd level Abjuration Cleric 3rd level Evocation

MELD INTO STONE (RITUAL) NONDETECTION PLANT GROWTH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action or 8 hours 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 8 hours V, S, M 8 hours V, S Instantaneous
You step into a stone object or surface large enough to a pinch of diamond dust worth 25 gp sprinkled over This spell channels vitality into plants within a
fully contain your body, melding yourself and all the the target, which the spell consumes speci c area. There are two possible uses for the
equipment you carry with the stone for the duration. spell, granting either immediate or long-term
Using your movement, you step into the stone at a For the duration, you hide a target that you bene ts.
point you can touch. Nothing of your presence touch from divination magic. The target can be a
remains visible or otherwise detectable by nonmagical If you cast this spell using 1 action, choose a
senses. willing creature or a place or an object no larger point within range. All normal plants in a 100-
While merged with the stone, you can't see what than 10 feet in any dimension. The target can't foot radius centered on that point become thick
occurs outside it, and any Wisdom (Perception) checks be targeted by any divination magic or perceived and overgrown. A creature moving through the
you make to hear sounds outside it are made with through magical scrying sensors. area must spend 4 feet of movement for every 1
disadvantage. You remain aware of the passage of foot it moves.
time and can cast spells on yourself while merged in You can exclude one or more areas of any size
the stone. You can use your movement to leave the within the spell's area from being affected.
stone where you entered it, which ends the spell. You
otherwise can't move. If you cast this spell over 8 hours, you enrich the
Minor physical damage to the stone doesn't harm you, land. All plants in a half-mile radius centered on a
but its partial destruction or a change in its shape (to point within range become enriched for 1 year.
the extent that you no longer t within it) expels you The plants yield twice the normal amount of
and deals 6d6 bludgeoning damage to you. The stone's food when harvested.
complete destruction (or transmutation into a
different substance) expels you and deals 50
bludgeoning damage to you. If expelled, you fall prone
in an unoccupied space closest to where you rst
entered.

Cleric 3rd level Transmutation Cleric (Knowledge) 3rd level Abjuration Cleric (Nature) 3rd level Transmutation
        
        
3

3
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

3
PROTECTION FROM ENERGY REMOVE CURSE REVIVIFY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
hour
At your touch, all curses affecting one creature diamonds worth 300 gp, which the spell consumes
For the duration, the willing creature you touch or object end. If the object is a cursed magic item,
has resistance to one damage type of your its curse remains, but the spell breaks its owner's You touch a creature that has died within the last
choice: acid, cold, re, lightning, or thunder. attunement to the object so it can be removed or minute. That creature returns to life with 1 hit
discarded. point. This spell can't return to life a creature
that has died of old age, nor can it restore any
missing body parts.

Cleric (*)(Forge) 3rd level Abjuration Cleric 3rd level Abjuration Cleric (*)(Life)(Grave) 3rd level Necromancy

SENDING SLEET STORM SPEAK WITH DEAD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Unlimited 1 action 150 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 round V, S, M Concentration, up to 1 V, S, M 10 minutes
minute
A short piece of ne copper wire burning incense
a pinch of dust and a few drops of water
You send a short message of twenty- ve words You grant the semblance of life and intelligence
or less to a creature with you are familiar. The Until the spell ends, freezing rain and sleet fall in to a corpse of your choice within range, allowing
creature hears the message in its mind, a 20-foot-tall cylinder with a 40-foot radius it to answer the questions you pose. The corpse
recognizes you as the sender if it knows you, and centered on a point you choose within range. must still have a mouth and can't be undead. The
can answer in a like manner immediately. The The area is heavily obscured, and exposed ames spell fails if the corpse was the target of this spell
spell enables creatures with Intelligence scores in the area are doused. within the last 10 days.
of at least 1 to understand the meaning of your The ground in the area is covered with slick ice, Until the spell ends, you can ask the corpse up to
message. making it dif cult terrain. When a creature ve questions. The corpse knows only what it
You can send the message across any distance enters the spell's area for the rst time on a turn knew in life, including the languages it knew.
and even to other planes of existence, but if the or starts its turn there, it must make a Dexterity Answers are usually brief, cryptic, or repetitive,
target is on a different plane than you, there is a saving throw. On a failed save, it falls prone. and the corpse is under no compulsion to offer a
5 percent chance that the message doesn't If a creature is concentrating in the spell's area, truthful answer if you are hostile to it or it
arrive. the creature must make a successful recognizes you as an enemy. This spell doesn't
Constitution saving throw against your spell return the creature's soul to its body, only its
save DC or lose concentration. animating spirit. Thus, the corpse can't learn new
information, doesn't comprehend anything that
has happened since it died, and can't speculate
about future events.

Cleric 3rd level Evocation Cleric (Tempest) 3rd level Conjuration Cleric (*)(Knowledge) 3rd level Necromancy

SPIRIT GUARDIANS TONGUES VAMPIRIC TOUCH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot-radius) 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, M 1 hour V, S Concentration, up to 1
minutes minute
a small clay model of a ziggurat
a holy symbol The touch of your shadow-wreathed hand can
This spell grants the creature you touch the siphon force from others to heal your wounds.
You call forth spirits to protect you. They it ability to understand any spoken language it Make a melee spell attack against a creature
around you to a distance of 15 feet for the hears. Moreover, when the target speaks, any within your reach. On a hit, the target takes 3d6
duration. If you are good or neutral, their creature that knows at least one language and necrotic damage, and you regain hit points equal
spectral form appears angelic or fey (your can hear the target understands what it says. to half the amount of necrotic damage dealt.
choice). If you are evil, they appear endish. Until the spell ends, you can make the attack
When you cast this spell, you can designate any again on each of your turns as an action.
number of creatures you can see to be At Higher Levels: When you cast this spell
unaffected by it. An affected creature's speed is using a spell slot of 4th level or higher, the
halved in the area, and when the creature enters damage increases by 1d6 for each slot level
the area for the rst time on a turn or starts its above 3rd.
turn there, it must make a Wisdom saving throw.
On a failed save, the creature takes 3d8 radiant
damage (if you are good or neutral) or 3d8
necrotic damage (if you are evil). On a successful
save, the creature takes half as much damage.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level
above 3rd.

Cleric (*)(War) 3rd level Conjuration Cleric 3rd level Divination Cleric (Death)(Grave) 3rd level Necromancy
        
        
3

3
     
     
     
                 
              
  

  

  

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3
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3

3
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           

3
WATER WALK (RITUAL) WIND WALL ARCANE EYE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour
a piece of cork
a tiny fan and a feather of exotic origin a bit of bat fur
This spell grants the ability to move across any
liquid surface - such as water, acid, mud, snow, A wall of strong wind rises from the ground at a point You create an invisible, magical eye within range
quicksand, or lava - as if it were harmless solid you choose within range. You can make the wall up to that hovers in the air for the duration.
ground (creatures crossing molten lava can still 50 feet long, 15 feet high, and 1 foot thick. You can You mentally receive visual information from the
shape the wall in any way you choose so long as it eye, which has normal vision and darkvision out
take damage from the heat). Up to ten willing makes one continuous path along the ground. The wall
creatures you can see within range gain this lasts for the duration. to 30 feet. The eye can look in every direction.
ability for the duration. When the wall appears, each creature within its area As an action, you can move the eye up to 30 feet
If your target a creature submerged in a liquid, must make a Strength saving throw. A creature takes in any direction. There is no limit to how far away
the spell carries the target to the surface of the 3d8 bludgeoning damage on a failed save, or half as from you the eye can move, but it can't enter
liquid at a rate of 60 feet per round. much damage on a successful one. another plane of existence. A solid barrier blocks
The strong wind keeps fog, smoke, and other gases at the eye's movement, but the eye can pass
bay. Small or smaller ying creatures or objects can't through an opening as small as 1 inch in
pass through the wall. Loose, lightweight materials diameter.
brought into the wall y upward. Arrows, bolts, and
other ordinary projectiles launched at targets behind
the wall are de ected upward and automatically miss.
(Boulders hurled by giants or siege engines, and
similar projectiles, are unaffected.) Creatures in
gaseous form can't pass through it.

Cleric 3rd level Transmutation Cleric (Nature) 3rd level Evocation Cleric (Knowledge)(Arcana) 4th level Divination

BANISHMENT BLIGHT CONFUSION [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Concentration, up to 1
minute minute
Necromantic energy washes over a creature of
an item distasteful to the target your choice that you can see within range, three nut shells
You attempt to send one creature that you can see
draining moisture and vitality from it. The target This spell assaults and twists creatures' minds,
within range to another place of existence. The target must make a Constitution saving throw. The spawning delusions and provoking uncontrolled
must succeed on a Charisma saving throw or be target takes 8d8 necrotic damage on a failed actions. Each creature in a 10-foot-radius sphere
banished. save, or half as much damage on a successful centered on a point you choose within range must
If the target is native to the plane of existence you're one. This spell has no effect on undead or succeed on a Wisdom saving throw when you cast this
on, you banish the target to a harmless demiplane. constructs. spell or be affected by it.
While there, the target is incapacitated. The target If you target a plant creature or a magical plant, An affected target can't take reactions and must roll a
remains there until the spell ends, at which point the it makes the saving throw with disadvantage, d10 at the start of each of its turns to determine its
target reappears in the space it left or in the nearest and the spell deals maximum damage to it. behavior for that turn.
unoccupied space if that space is occupied. If you target a nonmagical plant that isn't a 1: The creature uses all its movement to move in a
If the target is native to a different plane of existence random direction. To determine the direction, roll a d8
that the one you're on, the target is banished with a creature, such as a tree or shrub, it doesn't make and assign a direction to each die face. The creature
faint popping noise, returning to its home plane. If the a saving throw, it simply withers and dies. doesn't take an action this turn.
spell ends before 1 minute has passed, the target At Higher Levels: When you cast this spell 2-6: The creature doesn't move or take actions this
reappears in the space it left or in the nearest using a spell slot of 5th level or higher, the turn.
unoccupied space if that space is occupied. Otherwise, damage increases by 1d8 for each slot level 7-8: The creature uses its action to make a melee
the target doesn't return. above 4th. attack against a randomly determined creature within
At Higher Levels: When you cast this spell using a its reach. If there is no creature within its reach, the
spell slot of 5th level or higher, you can target one creature does nothing this turn.
additional creature for each slot level above 4th. 9-10: The creature can act and move normally. At the
end of its turns, an affected target can make a Wisdom
saving throw. If it succeeds, this effect ends for that

Cleric 4th level Abjuration Cleric (Death)(Grave) 4th level Necromancy Cleric (Knowledge) 4th level Enchantment

CONFUSION [2/2] CONTROL WATER [1/3] CONTROL WATER [2/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minute minutes minutes
three nut shells a drop of water and a pinch of dust a drop of water and a pinch of dust
target. Until the spell ends, you control any freestanding water in the area to move apart and create a trench.
At Higher Levels: When you cast this spell water inside an area you choose that is a cube up to The trench extends across the spell's area, and the
using a spell slot of 5th level or higher, the radius 100 feet on a side. You can choose from any of the separated water forms a wall to either side. The
of the sphere increases by 5 feet for each slot following effects when you cast this spell. As an action trench remains until the spell ends or you choose a
on your turn, you can repeat the same effect or choose different effect. The water then slowly lls in the
above 4th. a different one. trench over the course of the next round until the
Flood: You cause the water level of all standing water normal water level is restored.
in the area to rise by as much as 20 feet. If the area Redirect Flow: You cause owing water in the area
includes a shore, the ooding water spills over onto to move in a direction you choose, even if the water
dry land. has to ow over obstacles, up walls, or in other
If you choose an area in a large body of water, you unlikely directions. The water in the area moves as
instead create a 20-foot tall wave that travels from you direct it, but once it moves beyond the spell's area,
one side of the area to the other and then crashes it resumes its ow based on the terrain conditions.
down. Any Huge or smaller vehicles in the wave's path The water continues to move in the direction you
are carried with it to the other side. Any Huge or chose until the spell ends or you choose a different
smaller vehicles struck by the wave have a 25 percent effect.
chance of capsizing. Whirlpool: This effect requires a body of water at
The water level remains elevated until the spell ends least 50 feet square and 25 feet deep. You cause a
or you choose a different effect. If this effect produced whirlpool to form in the center of the area. The
a wave, the wave repeats on the start of your next turn whirlpool forms a vortex that is 5 feet wide at the
while the ood effect lasts. base, up to 50 feet wide at the top, and 25 feet tall.
Part Water: You cause

Cleric (Knowledge) 4th level Enchantment Cleric (*)(Tempest) 4th level Transmutation Cleric (*)(Tempest) 4th level Transmutation
        
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3

4
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  

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4
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3

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3

4
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4

4
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  


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  
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           

4
CONTROL WATER [3/3] DEATH WARD DIMENSION DOOR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action Touch 1 action 500 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S 8 hours V Instantaneous
minutes
You touch a creature and grant it a measure of You teleport yourself from your current location
a drop of water and a pinch of dust protection from death. to any other spot within range. You arrive at
The rst time the target would drop to 0 hit exactly the spot desired. It can be a place you can
Any creature or object in the water and within points as a result of taking damage, the target see, one you can visualize, or one you can
25 feet of the vortex is pulled 10 feet toward it. instead drops to 1 hit point, and the spell ends. describe by stating distance and direction, such
A creature can swim away from the vortex by If the spell is still in effect when the target is as 200 feet straight downward or upward to the
making a Strength (Athletics) check against your subjected to an effect that would kill it northwest at a 45-degree angle, 300 feet.
spell save DC. instantaneously without dealing damage, that You can bring along objects as long as their
When a creature enters the vortex for the rst effect is instead negated against the target, and weight doesn't exceed what you can carry. You
time on a turn or starts its turn there, it must the spells ends. can also bring one willing creature of your size or
make a Strength saving throw. On a failed save, smaller who is carrying gear up to its carrying
the creature takes 2d8 bludgeoning damage and capacity. The creature must be within 5 feet of
is caught in the vortex until the spell ends. On a you when you cast this spell.
successful save, the creature takes half damage, If you would arrive in a place already occupied by
and isn't caught in the vortex. A creature caught an object or a creature, you and any creature
in the vortex can use its action to try to swim traveling with you each take 4d6 force damage,
away from the vortex as described above, but and the spell fails to teleport you.
has disadvantage on the Strength (Athletics)
check to do so.
The rst time each turn that an object enters the
vortex, the object takes 2d8 bludgeoning
damage, this damage occurs each round it
remains in the vortex.

Cleric (*)(Tempest) 4th level Transmutation Cleric (*)(Life)(Grave) 4th level Abjuration Cleric (Trickery) 4th level Conjuration

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


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

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

FABRICATE FREEDOM OF MOVEMENT GRASPING VINE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 120 feet 1 action Touch 1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 1 hour V, S Concentration, up to 1
minute
You convert raw materials into products of the same a leather strap, bound around the arm or a similar
material. For example, you can fabricate a wooden appendage You conjure a vine that sprouts from the ground
bridge from a clump of trees, a rope from a patch of in an unoccupied space of your choice that you
hemp, and clothes from ax or wool. You touch a willing creature. For the duration, can see within range. When you cast this spell,
Choose raw materials that you can see within range. the target's movement is unaffected by dif cult you can direct the vine to lash out at a creature
You can fabricate a Large or smaller object (contained
within a 10-foot cube, or eight connected 5-foot terrain, and spells and other magical effects can within 30 feet of it that you can see. That
cubes), given a suf cient quantity of raw material. If neither reduce the target's speed nor cause the creature must succeed on a Dexterity saving
you are working with metal, stone, or another mineral target to be paralyzed or restrained. throw or be pulled 20 feet directly toward the
substance, however, the fabricated object can be no The target can also spend 5 feet of movement to vine.
larger than Medium (contained within a single 5-foot automatically escape from nonmagical Until the spell ends, you can direct the vine to
cube). The quality of objects made by the spell is restraints, such as manacles or a creature that lash out at the same creature or another one as a
commensurate with the quality of the raw materials. has it grappled. Finally, being underwater bonus action on each of your turns.
Creatures or magic items can't be created or imposes no penalties on the target's movement
transmuted by this spell. You also can't use it to create
items that ordinarily require a high degree of or attacks.
craftsmanship, such as jewelry, weapons, glass, or
armor, unless you have pro ciency with the type of
artisan's tools used to craft such objects.

Cleric 4th level Evocation Cleric (*)(War) 4th level Abjuration Cleric (Nature) 4th level Conjuration
        
        
4

4
     
     
     
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              
  

  

  

  
           
  
                 
                 
                    
           
4

4
        
        
4

4
     
     
     
                 
              
  


           
  
                 
                 
                    
           
4

4
        
        
4

4
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

4
GUARDIAN OF FAITH ICE STORM LEOMUND'S SECRET CHEST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 300 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 8 hours V, S, M Instantaneous V, S, M Instantaneous
A Large spectral guardian appears and hovers for a pinch of dust and a few drops of water an exquisite chest, 3 feet by 2 feet by 2 feet,
the duration in an unoccupied space of your constructed from rare materials worth at least
choice that you can see within range. The A hail of rock-hard ice pounds to the ground in a 5,000 gp, and a Tiny replica made from the same
guardian occupies that space and is indistinct 20-foot-radius, 40-foot-high cylinder centered
except for a gleaming sword and shield on a point within range. Each creature in the materials worth at least 50 gp
emblazoned with the symbol of your deity. cylinder must make a Dexterity saving throw. A You hide a chest, and all its contents, on the
Any creature hostile to you that moves to a creature takes 2d8 bludgeoning damage and 4d6 Ethereal Plane. You must touch the chest and the
space within 10 feet of the guardian for the rst cold damage on a failed save, or half as much miniature replica that serves as a material
time on a turn must succeed on a Dexterity damage on a successful one. component for the spell. The chest can contain
saving throw. The creature takes 20 radiant Hailstones turn the storm's area of effect into up to 12 cubic feet of nonliving material (3 feet
damage on a failed save, or half as much damage dif cult terrain until the end of your next turn. by 2 feet by 2 feet).
on a successful one. The guardian vanishes when At Higher Levels: When you cast this spell While the chest remains on the Ethereal Plane,
it has dealt a total of 60 damage. using a spell slot of 5th level or higher, the you can use an action and touch the replica to
bludgeoning damage increases by 1d8 for each recall the chest. It appears in an unoccupied
slot level above 4th. space on the ground within 5 feet of you. You can
send the chest back to the Ethereal Plane by
using an action and touching both the chest and
the replica.
After 60 days, there is a cumulative 5 percent
chance per day that the spell's effect ends. This
effect ends if you cast this spell again, if the
smaller replica chest is destroyed, or if you
choose to end the spell as an action. If the spell
ends and the larger chest is on the Ethereal
Pl it i i t i bl l t
Cleric (*)(Light)(Life) 4th level Conjuration Cleric (Tempest) 4th level Evocation Cleric (Arcana) 4th level Conjuration

LOCATE CREATURE POLYMORPH [1/2] POLYMORPH [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour hour
a bit of fur from a bloodhound a caterpillar cocoon a caterpillar cocoon
Describe or name a creature that is familiar to This spell transforms a creature with at least 1 hit The creature is limited in the actions it can
you. You sense the direction to the creature's point that you can see within range into a new form. perform by the nature of its new form, and it
location, as long as that creature is within 1,000 An unwilling creature must make a Wisdom saving can't speak, cast spells, or take any other action
feet of you. If the creature is moving, you know throw to avoid the effect. A shapechanger that requires hands or speech.
automatically succeeds on this saving throw.
the direction of its movement. The transformation lasts for the duration, or until the The target's gear melds into the new form. The
The spell can locate a speci c creature known to target drops to 0 hit points or dies. The new form can creature can't activate, use, wield, or otherwise
you, or the nearest creature of a speci c kind be any beast whose challenge rating is equal to or less bene t from any of its equipment.
(such as a human or a unicorn), so long as you than the target's (or the target's level, if it doesn't have
have seen such a creature up close - within 30 a challenge rating). The target's game statistics,
feet - at least once. If the creature you described including mental ability scores, are replaced by the
or named is in a different form, such as being statistics of the chosen beast. It retains its alignment
under the effects of a polymorph spell, this spell and personality.
The target assumes the hit points of its new form.
doesn't locate the creature. When it reverts to its normal form, the creature
This spell can't locate a creature if running water returns to the number of hit points it had before it
at least 10 feet wide blocks a direct path transformed. If it reverts as a result of dropping to 0
between you and the creature. hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it
isn't knocked unconscious.

Cleric 4th level Divination Cleric (Trickery) 4th level Transmutation Cleric (Trickery) 4th level Transmutation

STONE SHAPE STONESKIN WALL OF FIRE


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 Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour minute
soft clay, which must be worked into roughly the
desired shape of the stone object diamond dust worth 100 gp, which the spell a small piece of phosphorus
consumes You create a wall of re on a solid surface within
You touch a stone object of Medium size or range. You can make the wall up to 60 feet long, 20
smaller or a section of stone no more than 5 feet This spell turns the esh of a willing creature you feet high, and 1 foot think, or a ringed wall up to 20
in any dimension and form it into any shape that touch as hard as stone. Until the spell ends, the feet in diameter, 20 feet high, and 1 foot think. The
suits your purpose. So, for example, you could target has resistance to nonmagical bludgeoning, wall is opaque and lasts for the duration.
shape a large rock into a weapon, idol, or coffer, piercing, and slashing damage. When the wall appears, each creature within its area
or make a small passage through a wall, as long must make a Dexterity saving throw. On a failed save,
as the wall is less than 5 feet thick. You could also a creature takes 5d8 re damage, or half as much
shape a stone door or its frame to seal the door damage on a successful save.
shut. The object you create can have up to two One side of the wall, selected by you when you cast
hinges and a latch, but ner mechanical detail this spell, deals 5d8 re damage to each creature that
ends its turn within 10 feet of that side or inside the
isn't possible. wall. A creature takes the same damage when it enters
the wall for the rst time on a turn or ends its turn
there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.

Cleric 4th level Transmutation Cleric (War) 4th level Abjuration Cleric (Light)(Forge) 4th level Evocation
        
        
4

4
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
4

4
        
        
4

4
     
     
     
                 
              
  


           
  
                 
                 
                    
           
4

4
        
        
4

4
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

4
ANIMATE OBJECTS [1/2] ANIMATE OBJECTS [2/2] ANTILIFE SHELL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self (10-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute hour
Objects come to life at your command. Choose up to objects lack legs or other appendages it can use for A shimmering barrier extends out from you in a
ten nonmagical objects within range that are not being locomotion, it instead has a ying speed of 30 feet and 10-foot radius and moves with you, remaining
worn or carried. Medium targets count as two objects, can hover. If the object is securely attached to a centered on you and hedging out creatures other
Large targets count as four objects, Huge targets surface or larger object, such as a chain bolted to a than undead and constructs.
count as eight objects. You can't animate any object wall, its speed is 0. It has blindsight with a radius of 30
larger than Huge. Each target animates and becomes a feet and is blind beyond that distance. When the The barrier lasts for the duration. The barrier
creature under your control until the spell ends or animated object drops to 0 hit points, it reverts to its prevents an affected creature from passing or
until reduced to 0 hit points. original object form, and any remaining damage reaching through. An affected creature can cast
As a bonus action, you can mentally command any carries over to its original object form. spells or make attacks with ranged or reach
creature you made with this spell if the creature is If you command an object to attack, it can make a weapons through the barrier.
within 500 feet of you (if you control multiple single melee attack against a creature within 5 feet of If you move so that an affect creature is forced to
creatures, you can command any or all of them at the it. It makes a slam attack with an attack bonus and pass through the barrier, the spell ends.
same time, issuing the same command to each one). bludgeoning damage determine by its size. The DM
You decide what action the creature will take and might rule that a speci c object in icts slashing or
where it will move during its next turn, or you can piercing damage based on its form.
issue a general command, such as to guard a particular Animated Object Statistics
chamber or corridor. If you issue no commands, the Size. . , HP, AC, Hit, Damage,Str,Dex
creature only defends itself against hostile creatures. Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
Once given an order, the creature continues to follow Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
it until its task is complete. Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
An animated object is a construct with AC, hit points, Large , 50, 10, +6 , 2d10 +2,14, 10
attacks, Strength, and Dexterity determine by its size. Huge. , 80, 10, +8 , 2d12 +4,18 , 6
Its Constitution is 10 and its Intelligence and Wisdom At Higher Levels: If you cast this spell using a spell
are 3, and its Charisma is 1. Its speed is 30 feet, if the slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.

Cleric 5th level Transmutation Cleric 5th level Transmutation Cleric (Death)(Grave) 5th level Abjuration

CLOUDKILL COMMUNE (RITUAL) CONTAGION [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M 1 minute V, S 7 days
minutes
incense and a vial of holy or unholy water Your touch in icts disease. Make a melee spell attack
You create a 20-foot-radius sphere of poisonous, against a creature within your reach. On a hit, you
yellow-green fog centered on a point you choose You contact your deity or a divine proxy and ask af ict the creature with a disease of your choice from
within range. The fog spreads around corners. It lasts up to three questions that can be answered with any of the ones described below.
for the duration or until strong wind disperses the fog, a yes or no. You must ask your questions before At the end of each of the target's turns, it must make a
ending the spell. Its area is heavily obscured. the spell ends. You receive a correct answer for Constitution saving throw. After failing three of these
When a creature enters the spell's area for the rst saving throws, the disease's effects last for the
time on a turn or starts its turn there, that creature each question. duration, and the creature stops making these saves.
must make a Constitution saving throw. The creature Divine beings aren't necessarily omniscient, so After succeeding on three of these saving throws, the
takes 5d8 poison damage on a failed save, or half as you might receive unclear as an answer if a creature recovers from the disease, and the spell ends.
much damage on a successful one. Creatures are question pertains to information that lies beyond Since this spell induces a natural disease in its target,
affected even if they hold their breath or don't need to the deity's knowledge. In a case where a one- any effect that removes a disease or otherwise
breathe. word answer could be misleading or contrary to ameliorates a disease's effects apply to it.
The fog moves 10 feet away from you at the start of the deity's interests, the DM might offer a short Blinding Sickness: Pain grips the creature's mind,
each of your turns, rolling along the surface of the phrase as an answer instead. and its eyes turn milky white. The creature has
ground. The vapors, being heavier than air, sink to the disadvantage on Wisdom checks and Wisdom saving
lowest level of the land, even pouring down openings. If you cast the spell two or more times before throws and is blinded.
At Higher Levels: When you cast this spell using a nishing your next long rest, there is a Filth Fever: A raging fever sweeps through the
spell slot of 6th level or higher, the damage increases cumulative 25 percent chance for each casting creature's body. The creature has disadvantage on
by 1d8 for each slot level above 5th. after the rst that you get no answer. The DM Strength checks, Strength saving throws, and attack
makes this roll in secret. rolls that use Strength.
Flesh Rot: The creature's esh decays. The creature
has disadvantage on Charisma checks and
vulnerability to all damage.
Mindfire: The creature's mind becomes

Cleric (Death) 5th level Conjuration Cleric 5th level Divination Cleric 5th level Necromancy

CONTAGION [2/2] CREATION DAWN


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 minute 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 7 days V, S, M Special V, S, M Concentration, up to 1
minute
feverish. The creature has disadvantage on a tiny piece of matter of the same type of the item
Intelligence checks and Intelligence saving you plan to create a sunburst pendant worth at least 100gp
throws, and the creature behaves as if under the
effects of the confusion spell during combat. You pull wisps of shadow material from the The Light of dawn shines down on a location you
Seizure: The creature is overcome with shaking. Shadowfell to create a nonliving object of vegetable specify within range. Until the spell ends, a 30-
The creature has disadvantage on Dexterity matter within range - soft goods, rope, wood, or foot-radius, 40-foot-high cylinder of bright light
something similar. You can also use this spell to create glimmers there. This light is sunlight.
checks, Dexterity saving throws, and attack rolls mineral objects such as stone, crystal, or metal. The
that use Dexterity. object created must be no larger than a 5-foot cube,
When the cylinder appears, each creature in it
Slimy Doom: The creature begins to bleed and the object must be of a form and material that you must make a Constitution saving throw, taking
uncontrollably. The creature has disadvantage have seen before. 4d10 radiant damage on a failed save, or half as
on Constitution checks and Constitution saving The duration depends on the object's material. If the much damage on a successful one. A creature
throws. In addition, whenever the creature takes object is composed of multiple materials, use the must also make this saving throw whenever it
damage, it is stunned until the end of its next shortest duration. ends its turn in the cylinder.
turn. Duration: Vegetable matter - 1 day. Stone/crystal - 12 If you're within 60 feet of the cylinder, you can
hours. Precious metals - 1 hour. Gems - 10 minutes. move it up to 60 feet as a bonus action on your
Adamantine/Mithral - 1 minute. turn.
Using any material created by this spell as another
spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the cube increases by 5
feet for each slot level above 5th.

Cleric 5th level Necromancy Cleric 5th level Illusion Cleric (XGE) 5th level Evocation
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5
DESTRUCTIVE WAVE DISPEL EVIL AND GOOD DOMINATE PERSON [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot radius) 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute
You strike the ground, creating a burst of divine
energy that ripples outward from you. Each holy water or powdered silver and iron You attempt to beguile a humanoid that you can see
creature you choose within 30 feet of you must within range. It must succeed on a Wisdom saving
succeed on a Constitution saving throw or take Shimmering energy surrounds and protects you from throw or be charmed by you for the duration. If you or
fey, undead, and creatures originating from beyond creatures that are friendly to you are ghting it, it has
5d6 thunder damage, as well as 5d6 radiant or the Material Plane. For the duration, celestials, advantage on the saving throw.
necrotic damage (your choice), and be knocked elementals, fey, ends, and undead have disadvantage While the target is charmed, you have a telepathic link
prone. A creature that succeeds on its saving on attack rolls against you. with it as long as the two of you are on the same plane
throw takes half as much damage and isn't You can end the spell early by using either of the of existence. You can use this telepathic link to issue
knocked prone. following special functions. commands to the creature while you are conscious (no
Break Enchantment: As your action, you touch a action required), which it does its best to obey. You
creature you can reach that is charmed, frightened, or can specify a simple and general course of action, such
possessed by a celestial, an elemental, a fey, a end, or as Attack that creature, Run over there, or Fetch that
an undead. The creature you touch is no longer object. If the creature completes the order and
charmed, frightened, or possessed by such creatures. doesn't receive further direction from you, it defends
Dismissal: As your action, make a melee spell attack and preserves itself to the best of its ability.
against a celestial, an elemental, a fey, a end, or an You can use your action to take total and precise
undead you can reach. On a hit, you attempt to drive control of the target. Until the end of your next turn,
the creature back to its home plane. The creature the creature takes only the actions you choose, and
must succeed on a Charisma saving throw or be sent doesn't do anything that you don't allow it to do.
back to its home plane (if it isn't there already). If they During this time you can also cause the creature to
aren't on their home plane, undead are sent to the use a reaction, but this requires you to use your own
Shadowfell, and fey are sent to the Feywild. reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving

Cleric (Tempest) 5th level Evocation Cleric 5th level Abjuration Cleric (Trickery) 5th level Enchantment

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, up to 1 V, S, M Instantaneous V 30 days
minute
pinch of sulfur You place a magical command on a creature that you
throw succeeds, the spell ends. can see within range, forcing it to carry out some
At Higher Levels: When you cast this spell A vertical column of divine re roars down from service or refrain from some action or course of
using a 6th-level spell slot, the duration is the heavens in a location you specify. Each activity as you decide. If the creature can understand
concentration, up to 10 minutes. When you use a creature in a 10-foot radius, 40-foot-high you, it must succeed on a Wisdom saving throw or
cylinder centered on a point within range must become charmed by you for the duration. While the
7th-level spell slot, the duration is concentration, creature is charmed by you, it takes 5d10 psychic
up to 1 hour. When you use a spell slot of 8th make a Dexterity saving throw. A creature takes damage each time it acts in a manner directly counter
level or higher, the duration is concentration, up 4d6 re damage and 4d6 radiant damage on a to your instructions, but no more than once each day.
to 8 hours. failed save, or half as much damage on a A creature that can't understand you is unaffected by
successful one. the spell.
At Higher Levels: When you cast this spell You can issue any command you choose, short of an
using a spell slot of 6th level or higher, the re activity that would result in certain death. Should you
damage or the radiant damage (your choice) issue a suicidal command, the spell ends.
increases by 1d6 for each slot level above 5th. You can end the spell early by using an action to
dismiss it. A remove curse, greater restoration, or
wish spell also ends it.
At Higher Levels: When you cast this spell using a
spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of the spell
lasts until it is ended by one of the spells mentioned
above.

Cleric (Trickery) 5th level Enchantment Cleric (*)(War)(Light) 5th level Evocation Cleric 5th level Enchantment

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 the spell herbs, oils, and incense worth at least 1,000 gp, herbs, oils, and incense worth at least 1,000 gp,
consumes which the spell consumes which the spell consumes
You imbue a creature you touch with positive You touch a point and infuse an area around it with spell's area for the rst time on a turn or starts its turn
energy to undo a debilitating effect. You can holy (or unholy) power. The area can have a radius up there, it can make a Charisma saving throw. On a
reduce the target's exhaustion level by one, or to 60 feet, and the spell fails if the radius includes an success, the creature ignores the extra effect until it
end one of the following effects on the target. area already under the effect a hallow spell. The leaves the area.
affected area is subject to the following effects. Courage: Affected creatures can't be frightened
• One effect that charmed or petri ed the target First, celestials, elementals, fey, ends, and undead while in the area.
• One curse, including the target's attunement can't enter the area, nor can such creatures charm, Darkness: Darkness lls the area. Normal light, as
to a cursed magic item frighten, or possess creatures within it. Any creature well as magical light created by spells of a lower level
• Any reduction to one of the target's ability charmed, frightened, or possessed by such a creature than the slot you used to cast this spell, can't
scores is no longer charmed, frightened, or possessed upon illuminate the area.
• One effect reducing the target's hit point entering the area. You can exclude one or more of Daylight: Bright light lls the area. Magical darkness
maximum those types of creatures from this effect. created by spells of a lower level than the slot you
Second, you can bind an extra effect to the area. used to cast this spell can't extinguish the light.
Choose the effect from the following list, or choose an Energy Protection: Affected creatures in the area
effect offered by the DM. Some of these effects apply have resistance to one damage type of your choice,
to creatures in the area, you can designate whether except for bludgeoning, piercing, or slashing.
the effect applies to all creatures, creatures that Energy Vulnerability: Affected creatures in the area
follow a speci c deity or leader, or creatures of a have vulnerability to one damage type of your choice,
speci c sort, such as ores or trolls. When a creature except for bludgeoning, piercing, or slashing.
that would be affected enters the Everlasting Rest: Dead bodies interred in the area
can't be turned into undead.

Cleric 5th level Abjuration Cleric 5th level Evocation Cleric 5th level Evocation
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5

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              
  


           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

5
HALLOW [3/3] HOLD MONSTER HOLY WEAPON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
24 hours Touch 1 action 90 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute hour
herbs, oils, and incense worth at least 1,000 gp,
which the spell consumes a small, straight piece of iron You imbue a weapon you touch with holy power.
Until the spell ends, the weapon emits bright
Extradimensional Interference: Affected Choose a creature that you can see within range. light in a 30-foot radius and dim light for an
creatures can't move or travel using The target must succeed on a Wisdom saving additional 30 feet. In addition, weapon attacks
teleportation or by extradimensional or throw or be paralyzed for the duration. This spell made with it deal an extra 2d8 radiant damage
interplanar means. has no effect on undead. At the end of each of its on a hit. If the weapon isn't already a magic
Fear: Affected creatures are frightened while in turns, the target can make another Wisdom weapon, it becomes one for the duration.
the area. saving throw. On a success, the spell ends on the As a bonus action on your turn, you can dismiss
Silence: No sound can emanate from within the target. this spell and cause the weapon to emit a burst
area, and no sound can reach into it. At Higher Levels: When you cast this spell of radiance. Each creature of your choice that
Tongues: Affected creatures can communicate using a spell slot of 6th level or higher, you can you can see within 30 feet of you must make a
with any other creature in the area, even if they target on additional creature for each slot level Constitution saving throw. On a failed save, a
don't share a common language. above 5th. The creatures must be within 30 feet creature takes 4d8 radiant damage, and it is
of each other when you target them. blinded for 1 minute. On a successful save, a
creature takes half as much damage and isn't
blinded. At the end of each of its turns, a blinded
creature can make a Constitution saving throw,
ending the effect on itself on a success.

Cleric 5th level Evocation Cleric (War) 5th level Enchantment Cleric (XGE) 5th level Evocation

INSECT PLAGUE LEGEND LORE MASS CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 10 minutes Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Instantaneous V, S Instantaneous
minutes
incense worth at least 250 gp, which the spell A wave of healing energy washes out from a
a few grains of sugar, some kernels of grain, and a consumes, and four ivory strips worth at least 50 gp point of your choice within range. Choose up to
smear of fat each six creatures in a 30-foot-radius sphere centered
on that point. Each target regains hit points
Swarming, biting locusts ll a 20-foot-radius Name or describe a person, place, or object. The equal to 3d8 + your spellcasting ability modi er.
sphere centered on a point you choose within spell brings to your mind a brief summary of the This spell has no effect on undead or constructs.
range. The sphere spreads around corners. The signi cant lore about the thing you named. The At Higher Levels: When you cast this spell
sphere remains for the duration, and its area is lore might consist of current tales, forgotten using a spell slot of 6th level or higher, the
lightly obscured. The sphere's area is dif cult stories, or even secret lore that has never been healing increases by 1d8 for each slot level
terrain. widely known. If the thing you named isn't of above 5th.
When the area appears, each creature in it must legendary importance, you gain no information.
make a Constitution saving throw. A creature The more information you already have about
takes 4d10 piercing damage on a failed save, or the thing, the more precise and detailed the
half as much damage on a successful one. A information you receive is.
creature must also make this saving throw when The information you learn is accurate but might
it enters the spell's area for the rst time on a be couched in gurative language. For example,
turn or ends its turn there. if you have a mysterious magic axe on hand, the
At Higher Levels: When you cast this spell spell might yield this information - Woe to the
using a spell slot of 6th level or higher, the evildoer whose hand touches the axe, for even
damage increases by 1d10 for each slot level the haft slices the hand of the evil ones. Only a
above 5th. true Child of Stone, lover and beloved of
Moradin, may awaken the true powers of the
axe, and only with the sacred word Rudnogg on
the lips.
Cleric (*)(Tempest)(Nature) 5th level Conjuration Cleric (*)(Knowledge) 5th level Divination Cleric (*)(Life) 5th level Evocation

MODIFY MEMORY [1/2] MODIFY MEMORY [2/2] PLANAR BINDING [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 hour 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M 24 hours
minute minute
a jewel worth at least 1,000 gp, which the spell
You attempt to reshape another creature's memories. take hold when the spell ends. consumes
One creature that you can see must make a Wisdom A modi ed memory doesn't necessarily affect
saving throw. If you are ghting the creature, it has how a creature behaves, particularly if the With this spell, you attempt to bind a celestial, an
advantage on the saving throw. On a failed save, the memory contradicts the creature's natural elemental, a fey, or a end to your service. The
target becomes charmed by you for the duration. The creature must be within range for the entire casting of
charmed target is incapacitated and unaware of its inclinations, alignment, or beliefs. An illogical the spell. (Typically, the creature is rst summoned
surroundings, though it can still hear you. If it takes modi ed memory, such as implanting a memory into the center of an inverted magic circle in order to
any damage or is targeted by another spell, this spell of how much the creature enjoyed dousing itself keep it trapped while this spell is cast.) At the
ends, and none of the target's memories are modi ed. in acid, is dismissed, perhaps as a bad dream. The completion of the casting, the target must make a
While this charm lasts, you can affect the target's DM might deem a modi ed memory too Charisma saving throw. On a failed save, it is bound to
memory of an event that it experienced within the last nonsensical to affect a creature in a signi cant serve you for the duration. If the creature was
24 hours and that lasted no more than 10 minutes. manner. summoned or created by another spell, that spell's
You can permanently eliminate all memory of the A remove curse or greater restoration spell cast on duration is extended to match the duration of this
event, allow the target to recall the event with perfect spell.
clarity and exacting detail, change its memory of the the target restores the creature's true memory.
At Higher Levels: If you cast this spell using a A bound creature must follow your instructions to the
details of the event, or create a memory of some other best of its ability. You might command the creature to
event. spell slot of 6th level or higher, you can alter the accompany you on an adventure, to guard a location,
You must speak to the target to describe how its target's memories of an event that took place up or to deliver a message. The creature obeys the letter
memories are affected, and it must be able to to 7 days ago (6th level), 30 days ago (7th level), of your instructions, but if the creature is hostile to
understand your language for the modi ed memories 1 year ago (8th level), or any time in the you, it strives to twist your words to achieve its own
to take root. Its mind lls in any gaps in the details of creature's past (9th level). objectives. If the creature carries out your
your description. If the spell ends before you have instructions completely before the spell ends, it
nished describing the modi ed memories, the travels to you to report this
creature's memory isn't altered. Otherwise, the
modi ed memories

Cleric (Trickery) 5th level Enchantment Cleric (Trickery) 5th level Enchantment Cleric (*)(Arcana) 5th level Abjuration
        
        
5

5
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
                 
              
  


           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

5
PLANAR BINDING [2/2] RAISE DEAD SCRYING [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour Touch 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Instantaneous V, S, M Concentration, up to 10
minutes
a jewel worth at least 1,000 gp, which the spell a diamond worth at least 500 gp, which the spell
consumes consumes a focus worth at least 1,000 gp, such as a crystal
ball, a silver mirror, or a font lled with holy water
fact if you are on the same plane of existence. If You return a dead creature you touch to life, provided
you are on a different plane of existence, it that it has been dead no longer than 10 days. If the You can see and hear a particular creature you choose
returns to the place where you bound it and creature's soul is both willing and at liberty to rejoin that is on the same plane of existence as you. The
remains there until the spell ends. the body, the creature returns to life with 1 hit point. target must make a Wisdom saving throw, which is
This spell also neutralizes any poison and cures modi ed by how well you know the target and the sort
At Higher Levels: When you cast this spell nonmagical diseases that affected the creature at the of physical connection you have to it. If a target knows
using a spell slot of a higher level, the duration time it died. This spell doesn't, however, remove you're casting this spell, it can fail the saving throw
increases to 10 days with a 6th-level slot, to 30 magical diseases, curses, or similar effects, if these voluntarily if it wants to be observed.
days with a 7th-level slot, to 180 days with an aren't rst removed prior to casting the spell, they Knowledge - Secondhand (you have heard of the
8th-level slot, and to a year and a day with a 9th- take effect when the creature returns to life. The spell target) +5. Firsthand (you have met the target) +0.
level spell slot. can't return an undead creature to life. Familiar (you know the target well) -5.
This spell closes all mortal wounds, but it doesn't Connection Likeness or picture -2. Possession or
restore missing body parts. If the creature is lacking garment -4. Body part, lock of hair, bit of nail, or the
body parts or organs integral for its survival - its head, like -10.
for instance - the spell automatically fails. On a successful save, the target isn't affected, and you
Coming back from the dead is an ordeal. The target can't use this spell against it again for 24 hours.
takes a -4 penalty to all attack rolls, saving throws, and On a failed save, the spell creates an invisible sensor
ability checks. Every time the target nishes a long within 10 feet of the target. You can see and hear
rest, the penalty is reduced by 1 until it disappears. through the sensor as if you were there. The sensor
moves with the target, remaining within 10 feet of it
for the duration. A creature that can see invisible
objects sees the sensor as a

Cleric (*)(Arcana) 5th level Abjuration Cleric (*)(Life)(Grave) 5th level Necromancy Cleric (*)(Light)(Knowledge) 5th level Divination

SCRYING [2/2] TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, M 1 round V, M 1 round
minutes
rare chalks and inks infused with precious gems with rare chalks and inks infused with precious gems with
a focus worth at least 1,000 gp, such as a crystal 50 gp, which the spell consumes 50 gp, which the spell consumes
ball, a silver mirror, or a font lled with holy water
As you cast the spell, you draw a 10-foot-diameter minute.
luminous orb about the size of your st. circle on the ground inscribed with sigils that link your You can create a permanent teleportation circle
Instead of targeting a creature, you can choose a location to a permanent teleportation circle of your by casting this spell in the same location every
location you have seen before as the target of choice whose sigil sequence you know and that is on day for one year. You need not use the circle to
this spell. When you do, the sensor appears at the same plane of existence as you. A shimmering
portal opens within the circle you drew and remains teleport when you cast the spell in this way.
that location and doesn't move. open until the end of your next turn. Any creature that
enters the portal instantly appears within 5 feet of the
destination circle or in the nearest unoccupied space if
that space is occupied.
Many major temples, guilds, and other important
places have permanent teleportation circles inscribed
somewhere within their con nes. Each such circle
includes a unique sigil sequence - a string of magical
runes arranged in a particular pattern. When you rst
gain the ability to cast this spell, you learn the sigil
sequences for two destinations on the Material Plane,
determined by the DM. You can learn additional sigil
sequences during your adventures. You can commit a
new sigil sequence to memory after studying it for 1

Cleric (*)(Light)(Knowledge) 5th level Divination Cleric (Arcana) 5th level Conjuration Cleric (Arcana) 5th level Conjuration

TREE STRIDE BLADE BARRIER CREATE UNDEAD [1/2]


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

Cleric (Nature) 5th level Conjuration Cleric 6th level Evocation Cleric 6th level Necromancy
        
        
5

5
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
5

5
        
        
5

6
     
     
     
                 
              
  


           
  
                 
                 
                    
           
5

6
        
        
5

6
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

6
CREATE UNDEAD [2/2] FIND THE PATH FORBIDDANCE (RITUAL) [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute Self 10 minutes Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V, S, M 1 day
day
one clay pot lled with grave dirt, one clay pot lled a sprinkling of holy water, rare incense, and
with brackish water, and one 150 gp black onyx a set of divinatory tools - such as bones, ivory sticks, powdered ruby worth at least 1,000 gp
stone for each corpse. cards, teeth, or carved runes - worth 100 gp and an
object from the location you wish to nd You create a ward against magical travel that protects
creature before the current 24-hour period up to 40,000 square feet of oor space to a height of
ends. This use of the spell reasserts your control This spell allows you to nd the shortest, most 30 feet above the oor. For the duration, creatures
direct physical route to a speci c xed location can't teleport into the area or use portals, such as
over up to three creatures you have animated those created by the gate spell, to enter the area. The
with this spell, rather than animating new ones. that you are familiar with on the same plane of spell proofs the area against planar travel, and
At Higher Levels: When you cast this spell existence. If you name a destination on another therefore prevents creatures from accessing the area
using a 7th-level spell slot, you can animate or plan of existence, a destination that moves (such by way of the Astral Plane, Ethereal Plane, Feywild,
reassert control over four ghouls. When you cast as a mobile fortress), or a destination that isn't Shadowfell, or the plane shift spell.
this spell using an 8th-level spell slot, you can speci c (such as a green dragon's lair), the spell In addition, the spell damages types of creatures that
animate or reassert control over ve ghouls or fails. you choose when you cast it. Choose one or more of
two ghasts or wights. When you cast this spell For the duration, as long as you are on the same the following: celestials, elementals, fey, ends, and
using a 9th-level spell slot, you can animate or plane of existence as the destination, you know undead. When a chosen creature enters the spell's
how far it is and in what direction it lies. While area for the rst time on a turn or starts its turn there,
reassert control over six ghouls, three ghasts or the creature takes 5d10 radiant or necrotic damage
wights, or two mummies you are traveling there, whenever you are (your choice when you cast this spell).
presented with a choice of paths along the way, When you cast this spell, you can designate a
you automatically determine which path is the password. A creature that speaks the password as it
shortest and most direct route (but not enters the area takes no damage from the spell.
necessarily the safest route) to the destination. The spell's area can't overlap with the area of another

Cleric 6th level Necromancy Cleric 6th level Divination Cleric 6th level Abjuration

FORBIDDANCE (RITUAL) [2/2] HARM HEAL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 day V, S Instantaneous V, S Instantaneous
a sprinkling of holy water, rare incense, and You unleash a virulent disease on a creature that Choose a creature that you can see within range.
powdered ruby worth at least 1,000 gp you can see within range. The target must make A surge of positive energy washes through the
a Constitution saving throw. On a failed save, it creature, causing it to regain 70 hit points. The
forbiddance spell. If you cast forbiddance every takes 14d6 necrotic damage, or half as much spell also ends blindness, deafness, and any
day for 30 days in the same location, the spell damage on a successful save. The damage can't diseases affecting the target. This spell has no
lasts until it is dispelled, and the material reduce the target's hit points below 1. If the effect on constructs or undead.
components are consumed on the last casting. target fails the saving throw, its hit point At Higher Levels: When you cast this spell
maximum is reduced for 1 hour by an amount using a spell slot of 7th level or higher, the
equal to the necrotic damage it took. Any effect amount of healing increases by 10 for each slot
that removes a disease allows a creature's hit level above 6th.
point maximum to return to normal before that
time passes.

Cleric 6th level Abjuration Cleric 6th level Necromancy Cleric 6th level Evocation

HEROES' FEAST PLANAR ALLY [1/2] PLANAR ALLY [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 30 feet 10 minutes 60 feet 10 minutes 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S Instantaneous
a gem-encrusted bowl worth at least 1,000 gp, You beseech an otherworldly entity for aid. The being can be measured in minutes requires a payment worth
which the spell consumes must be known to you - a god, a primordial, a demon 100 gp per minute. A task measured in hours requires
prince, or some other being of cosmic power. That 1,000 gp per hour. And a task measured in days (up to
You bring forth a great feast, including entity sends a celestial, an elemental, or a end loyal 10 days) requires 10,000 gp per day. The DM can
magni cent food and drink. The feast takes 1 to it to aid you, making the creature appear in an adjust these payments based on the circumstances
unoccupied space within range. If you know a speci c under which you cast the spell. If the task is aligned
hour to consume and disappears at the end of creature's name, you can speak that name when you with the creature's ethos, the payment might be
that time, and the bene cial effects don't set in cast this spell to request that creature, though you halved or even waived. Nonhazardous tasks typically
until this hour is over. Up to twelve other might get a different creature anyway (DM's choice). require only half the suggested payment, while
creatures can partake of the feast. When the creature appears, it is under no compulsion especially dangerous tasks might require a greater
A creature that partakes of the feast gains to behave in any particular way. You can ask the gift. Creatures rarely accept tasks that seem suicidal.
several bene ts. The creature is cured of all creature to perform a service in exchange for After the creature completes the task, or when the
diseases and poison, becomes immune to poison payment, but it isn't obliged to do so. The requested agreed-upon duration of service expires, the creature
and being frightened, and makes all Wisdom task could range from simple ( y us across the chasm, returns to its home plane after reporting back to you,
or help us ght a battle) to complex (spy on our if appropriate to the task and if possible. If you are
saving throws with advantage. Its hit point enemies, or protect us during our foray into the unable to agree on a price for the creature's service,
maximum also increases by 2d10, and it gains dungeon). You must be able to communicate with the the creature immediately returns to its home plane.
the same number of hit points. These bene ts creature to bargain for its services. A creature enlisted to join your group counts as a
last for 24 hours. Payment can take a variety of forms. A celestial might member of it, receiving a full share of experience
require a sizable donation of gold or magic items to an points awarded.
allied temple, while a end might demand a living
sacri ce or a gift of treasure. Some creatures might
exchange their service for a quest undertaken by you.
As a rule of thumb, a task that

Cleric 6th level Conjuration Cleric 6th level Conjuration Cleric 6th level Conjuration
        
        
6

6
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
                 
              
  


           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

6
TRUE SEEING WORD OF RECALL CONJURE CELESTIAL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 5 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Instantaneous V, S Concentration, up to 1
hour
an ointment for the eyes that costs 25 gp, is made You and up to ve willing creatures within 5 feet
from mushroom powder, saffron, and fat, and is of you instantly teleport to a previously You summon a celestial of challenge rating 4 or
consumed by the spell designated sanctuary. You and any creatures lower, which appears in an unoccupied space
that teleport with you appear in the nearest that you can see within range. The celestial
This spell gives the willing creature you touch unoccupied space to the spot you designated disappears when it drops to 0 hit points or when
the ability to see things as they actually are. For when you prepared your sanctuary (see below). the spell ends.
the duration, the creature has truesight, notices If you cast this spell without rst preparing a The celestial is friendly to you and your
secret doors hidden by magic, and can see into sanctuary, the spell has no effect. companions for the duration. Roll initiative for
the Ethereal Plane, all out to a range of 120 feet. You must designate a sanctuary by casting this the celestial, which has its own turns. It obeys
spell within a location, such as a temple, any verbal commands that you issue to it (no
dedicated to or strongly linked to your deity. If action required by you), as long as they don't
you attempt to cast the spell in this manner in an violate its alignment. If you don't issue any
area that isn't dedicated to your deity, the spell commands to the celestial, it defends itself from
has no effect. hostile creatures but otherwise takes no actions.
The DM has the celestial's statistics.
At Higher Levels: When you cast this spell
using a 9th-level spell slot, you summon a
celestial of challenge rating 5 or lower.

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

DIVINE WORD ETHEREALNESS [1/2] ETHEREALNESS [2/2]


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

Cleric 7th level Evocation Cleric 7th level Transmutation Cleric 7th level Transmutation

FIRE STORM PLANE SHIFT [1/2] PLANE SHIFT [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Instantaneous
A storm made up of sheets of roaring ame a forked, metal rod worth at least 250 gp, attuned to a forked, metal rod worth at least 250 gp, attuned to
appears in a location you choose within range. a particular plane of existence a particular plane of existence
The area of the storm consists of up to ten 10-
foot cubes, which you can arrange as you wish. You and up to eight willing creatures who link hands in If the creature fails the save, it is transported to a
Each cube must have at least one face adjacent a circle are transported to a different plane of random location on the plane of existence you
to the face of another cube. Each creature in the existence. You can specify a target destination in specify. A creature so transported must nd its
general terms, such as the City of Brass on the own way back to your current plane of existence.
area must make Dexterity saving throw. It takes Elemental Plane of Fire or the palace of Dispater on
7d10 re damage on a failed save, or half as the second level of the Nine Hells, and you appear in
much damage on a successful one. or near that destination. If you are trying to reach the
The re damages objects in the area and ignites City of Brass, for example, you might arrive in its
ammable objects that aren't being worn or Street of Steel, before its Gate of Ashes, or looking at
carried. If you choose, plant life in the area is the city from across the Sea of Fire, at the DM's
unaffected by this spell. discretion.
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane of existence, this
spell can take you to that circle. If the teleportation
circle is too small to hold all the creatures you
transported, they appear in the closest unoccupied
spaces next to the circle.
You can use this spell to banish an unwilling creature
to another plane. Choose a creature within your reach
and make a melee spell attack against it. On a hit, the
creature must make a Charisma saving throw.

Cleric 7th level Evocation Cleric 7th level Conjuration Cleric 7th level Conjuration
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7

7
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  


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7
REGENERATE RESURRECTION SYMBOL [1/4]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 hour Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Instantaneous V, S, M Until dispelled or
triggered
a prayer wheel and holy water a diamond worth at least 1,000 gp, which the spell
consumes mercury, phosphorus, and powdered diamond and
You touch a creature and stimulate its natural opal with a total value of at least 1,000 gp, which
healing ability. The target regains 4d8 + 15 hit You touch a dead creature that has been dead for no the spell consumes
points. For the duration of the spell, the target more than a century, that didn't die of old age, and that
regains 1 hit point at the start of each of its turns isn't undead. If its soul is free and willing, the target When you cast this spell, you inscribe a harmful glyph
(10 hit points each minute). returns to life with all its hit points. either on a surface (such as a section of oor, a wall, or
The target's severed body members ( ngers, This spell neutralizes any poisons and cures normal a table) or within an object that can be closed to
diseases af icting the creature when it died. It doesn't, conceal the glyph (such as a book, a scroll, or a
legs, tails, and so on), if any, are restored after 2 however, remove magical diseases, curses, and the treasure chest). If you choose a surface, the glyph can
minutes. If you have the severed part and hold it like, if such affects aren't removed prior to casting the cover an area of the surface no larger than 10 feet in
to the stump, the spell instantaneously causes spell, they af ict the target on its return to life. diameter. If you choose an object, that object must
the limb to knit to the stump. This spell closes all mortal wounds and restores any remain in its place, if the object is moved more than 10
missing body parts. feet from where you cast this spell, the glyph is
Coming back from the dead is an ordeal. The target broken, and the spell ends without being triggered.
takes a -4 penalty to all attack rolls, saving throws, and The glyph is nearly invisible, requiring an Intelligence
ability checks. Every time the target nishes a long (Investigation) check against your spell save DC to nd
rest, the penalty is reduced by 1 until it disappears. it.
Casting this spell to restore life to a creature that has You decide what triggers the glyph when you cast the
been dead for one year or longer taxes you greatly. spell. For glyphs inscribed on a surface, the most
Until you nish a long rest, you can't cast spells again, typical triggers include touching or stepping on the
and you have disadvantage on all attack rolls, ability glyph, removing another object covering it,
checks, and saving throws. approaching within a certain distance of it, or
manipulating the object that holds it. For glyphs
inscribed within an object, the most common triggers
are opening the object,

Cleric 7th level Transmutation Cleric 7th level Necromancy Cleric 7th level Abjuration

SYMBOL [2/4] SYMBOL [3/4] SYMBOL [4/4]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V, S, M Until dispelled or
triggered triggered triggered
mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and
opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which
the spell consumes the spell consumes the spell consumes
approaching within a certain distance of it, or seeing saving throw. On a failed save, a target bickers and Each target must make a Constitution saving
or reading the glyph. argues with other creatures for 1 minute. During this throw and becomes incapacitated with
You can further re ne the trigger so the spell is time, it is incapable of meaningful communication and excruciating pain for 1 minute on a failed save.
activated only under certain circumstances or has disadvantage on attack rolls and ability checks. Sleep: Each target must make a Wisdom saving
according to a creature's physical characteristics (such Fear: Each target must make a Wisdom saving throw
as height or weight), or physical kind (for example, the and becomes frightened for 1 minute on a failed save. throw and falls unconscious for 10 minutes on a
ward could be set to affect hags or shapechangers). While frightened, the target drops whatever it is failed save. A creature awakens if it takes
You can also specify creatures that don't trigger the holding and must move at least 30 feet away from the damage or if someone uses an action to shake or
glyph, such as those who say a certain password. glyph on each of its turns, if able. slap it awake.
When you inscribe the glyph, choose one of the Hopelessness: Each target must make a Charisma Stunning: Each target must make a Wisdom
options below for its effect. Once triggered, the glyph saving throw. On a failed save, the target is saving throw and becomes stunned for 1 minute
glows, lling a 60-foot-radius sphere with dim light for overwhelmed with despair for 1 minute. During this on a failed save.
10 minutes, after which time the spell ends. Each time, it can't attack or target any creature with
creature in the sphere when the glyph activates is harmful abilities, spells, or other magical effects.
targeted by its effect, as is a creature that enters the Insanity: Each target must make an Intelligence
sphere for the rst time on a turn or ends its turn saving throw. On a failed save, the target is driven
there. insane for 1 minute. An insane creature can't take
Death: Each target must make a Constitution saving actions, can't understand what other creatures say,
throw, taking 10d10 necrotic damage on a failed save, can't read, and speaks only in gibberish. The DM
or half as much damage on a successful save. controls its movement, which is erratic.
Discord: Each target must make a Constitution Pain:

Cleric 7th level Abjuration Cleric 7th level Abjuration Cleric 7th level Abjuration

TEMPLE OF THE GODS [1/2] TEMPLE OF THE GODS [2/2] ANTIMAGIC FIELD [1/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 120 feet 1 hour 120 feet 1 action Self (10-foot-radius
sphere)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours COMPONENTS DURATION
V, S M Concentration, up to 1
You cause a temple to shimmer into existence on the temple, the magic there hinders it. Whenever it hour
ground you can see within range. The temple must t makes an attack roll, an ability check, or a saving
within an unoccupied cube of space, up to 120 feet on throw inside the temple, it must roll a d4 and subtract a pinch of powdered iron or iron lings
each side. The temple remains until the spell ends. It is the number rolled from the d20 roll.
dedicated to whatever god, pantheon, or philosophy is In addition, the sensors created by divination spells A 10-foot-radius invisible sphere of antimagic
represented by the holy symbol used in the casting. can't appear inside the temple, and creatures within surrounds you. This area is divorced from the magical
You make all decisions about the temple's appearance. can't be targeted by divination spells. energy that suffuses the multiverse. Within the
The interior is enclosed by a oor, walls, and a roof, Finally, whenever any creature in the temple regains sphere, spells can't be cast, summoned creatures
with one door granting access to the interior and as hit points from a spell of 1st level or higher, the disappear, and even magic items become mundane.
many windows as you wish. Only you and any creature regains additional hit points equal to your Until the spell ends, the sphere moves with you,
creatures you designate when you cast the spell can Wisdom modi er (minimum 1 hit point). centered on you.
open or close the door. The temple is made from opaque magical force that Spells and other magical effects, except those created
The temple's interior is an open space with an idol or extends into the Ethereal Plane, thus blocking by an artifact or a deity, are suppressed in the sphere
altar at one end. You decide whether the temple is ethereal travel into the temple's interior. Nothing can and can't protrude into it. A slot expended to cast a
illuminated and whether that illumination is bright physically pass through the temple's exterior. It can't suppressed spell is consumed. While an effect is
light or dim light. The smell of burning incense lls the be dispelled by dispel magic, and antimagic eld has suppressed, it doesn't function, but the time it spends
air within, and the temperature is mild. no effect on it. A disintegrate spell destroys the suppressed counts against its duration.
The temple opposes types of creatures you choose temple instantly. Targeted Effects: Spells and other magical effects,
when you cast this spell. Choose one or more of the Casting this spell on the same spot every day for a such as magic missile and charm person, that target a
following: celestials, elementals, fey, ends, or undead. year makes this effect permanent. creature or an object in the sphere have no effect on
If a creature of the chosen type attempts to enter the that target.
temple, that creature must make a Charisma saving Areas of Magic: The area of another spell or magical
throw. On a failed save, it can't enter the temple for 24 effect, such as reball, can't extend into the sphere. If
hours. Even if the creature can enter the sphere overlaps an area of magic, the part of the
area that is covered by the sphere is

Cleric (XGE) 7th level Conjuration Cleric (XGE) 7th level Conjuration Cleric 8th level Abjuration
        
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7

7
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  

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7

7
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7

7
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  


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7

7
        
        
7

8
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

8
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-radius 1 action Self (10-foot-radius 10 minutes Self (5-mile radius)
sphere) sphere)
COMPONENTS DURATION
COMPONENTS DURATION COMPONENTS DURATION V, S, M Concentration, up to 8
V, S M Concentration, up to 1 V, S M Concentration, up to 1 hours
hour hour
burning incense and bits of earth and wood mixed in
a pinch of powdered iron or iron lings a pinch of powdered iron or iron lings water
suppressed. For example, the ames created by a wall portal to another location, world, or plane of You take control of the weather within 5 miles of you
of re are suppressed within the sphere, creating a existence, as well as an opening to an for the duration. You must be outdoors to cast this
gap in the wall if the overlap is large enough. extradimensional space such as that created by spell. Moving to a place where you don't have a clear
Spells: Any active spell or other magical effect on a the rope trick spells, temporarily closes while in path to the sky ends the spell early.
creature or an object in the sphere is suppressed while the sphere. When you cast the spell, you change the current
the creature or object is in it. Creatures and Objects: A creature or object weather conditions, which are determined by the DM
Magic Items: The properties and powers of magic based on the climate and season.
items are suppressed in the sphere. For example, a +1 summoned or created by magic temporarily You can change precipitation, temperature, and wind.
long sword in the sphere functions as a nonmagical winks out of existence in the sphere. Such a It takes 1d4 x 10 minutes for the new conditions to
long sword. A magic weapon's properties and powers creature instantly reappears once the space the take effect. Once they do so, you can change the
are suppressed if it is used against a target in the creature occupied is no longer within the sphere. conditions again. When the spell ends, the weather
sphere or wielded by an attacker in the sphere. If a Dispel Magic: Spells and magical effects such gradually returns to normal. When you change the
magic weapon or piece of magic ammunition fully as dispel magic have no effect on the sphere. weather conditions, nd a current condition on the
leaves the sphere (For example, if you re a magic Likewise, the spheres created by different following tables and change its stage by one, up or
arrow or throw a magic spear at a target outside the antimagic eld spells don't nullify each other. down. When changing the wind, you can change its
sphere), the magic of the item ceases to be suppressed direction.
as soon as it exits. Precipitation: Stage 1 - Clear Stage 2 - Light clouds
Magical Travel: Teleportation and planar travel fail Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or
to work in the sphere, whether the sphere is the snow Stage 5 - Torrential rain, driving hail or blizzard
destination or the departure point for such magical Temperature: Stage 1 - Unbearable heat Stage 2 -
travel. A Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold

Cleric 8th level Abjuration Cleric 8th level Abjuration Cleric 8th level Transmutation

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


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self (5-mile radius) 1 action 500 feet 1 action 500 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 8 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hours minute minute
burning incense and bits of earth and wood mixed in a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay
water You create a seismic disturbance at a point on the edge of the spell's area to the opposite side. A
Stage 6 - Arctic cold ground that you can see within range. For the creature standing on a spot where a ssure opens
Wind: Stage 1 - Calm Stage 2 - Moderate wind duration, an intense tremor rips through the ground in must succeed on a Dexterity saving throw or fall in. A
a 100-foot- radius circle centered on that point and creature that successfully saves moves with the
Stage 3 - Strong wind Stage 4 - Gale Stage 5 - shakes creatures and structures in contact with the ssure's edge as it opens.
Storm ground in that area. A ssure that opens beneath a structure causes it to
The ground in the area becomes dif cult terrain. Each automatically collapse (see below).
creature on the ground that is concentrating must Structures: The tremor deals 50 bludgeoning
make a Constitution saving throw. On a failed save, damage to any structure in contact with the ground in
the creature's concentration is broken. the area when you cast the spell and at the start of
When you cast this spell and at the end of each turn each of your turns until the spell ends. If a structure
you spend concentrating on it, each creature on the drops to 0 hit points, it collapses and potentially
ground in the area must make a Dexterity saving damages nearby creatures. A creature within half the
throw. On a failed save, the creature is knocked prone. distance of a structure's height must make a Dexterity
This spell can have additional effects depending on the saving throw. On a failed save, the creature takes 5d6
terrain in the area, as determined by the DM. bludgeoning damage, is knocked prone, and is buried
Fissures: Fissures open throughout the spell's area in the rubble, requiring a DC 20 Strength (Athletics)
at the start of your next turn after you cast the spell. A check as an action to escape. The DM can adjust the
total of 1d6 such ssures open in locations chosen by DC higher or lower, depending on the nature of the
the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and rubble. On a successful save, the creature takes half as
extends from one much damage and doesn't

Cleric 8th level Transmutation Cleric 8th level Evocation Cleric 8th level 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, up to 1 V, S, M Concentration, up to 1 V, S, M Special
minute minute
for each creature you affect with this spell, you must
a pinch of dirt, a piece of rock, and a lump of clay a tiny reliquary worth at least 1,000 gp containing a provide one jacinth worth at least 1,000 gp and one
fall prone or become buried. sacred relic, such as a scrap of cloth from a saint's ornately carved bar of silver worth at least 100 gp,
robe or a piece of parchment from a religious text all of which the spell consumes
Divine light washes out from you and coalesces You and up to eight willing creatures within range
in a soft radiance in a 30-foot radius around you. project your astral bodies into the Astral Plane (the
Creatures of your choice in that radius when you spell fails and the casting is wasted if you are already
cast this spell shed dim light in a 5-foot radius on that plane). The material body you leave behind is
and have advantage on all saving throws, and unconscious and in a state of suspended animation, it
other creatures have disadvantage on attack doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost
rolls against them until the spell ends. In every way, replicating your game statistics and
addition, when a end or an undead hits an possessions. The principal difference is the addition of
affected creature with a melee attack, the aura a silvery cord that extends from between your
ashes with brilliant light. The attacker must shoulder blades and trails behind you, fading to
succeed on a Constitution saving throw or be invisibility after 1 foot. This cord is your tether to your
blinded until the spell ends. material body. As long as the tether remains intact,
you can nd your way home. If the cord is cut-
something that can happen only when an effect
speci cally states that it does-your soul and body are
separated, killing you instantly.
Your astral form can freely travel through the Astral
Plane and can pass through portals there leading to
any other plane. If you enter a new plane or return to
the plane you

Cleric 8th level Evocation Cleric 8th level Abjuration Cleric 9th level Necromancy
        
        
8

8
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
8

8
        
        
8

8
     
     
     
                 
              
  


           
  
                 
                 
                    
           
8

8
        
        
8

9
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

9
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 spell, you must for each creature you affect with this spell, you must
provide one jacinth worth at least 1,000 gp and one provide one jacinth worth at least 1,000 gp and one a diamond worth at least 5,000 gp
ornately carved bar of silver worth at least 100 gp, ornately carved bar of silver worth at least 100 gp, You conjure a portal linking an unoccupied space you
all of which the spell consumes all of which the spell consumes can see within range to a precise location on a
different plane of existence. The portal is a circular
were on when casting this spell, your body and nd their own way back to their bodies, usually opening, which you can make 5 to 20 feet in diameter.
possessions are transported along the silver cord, by dropping to 0 hit points. You can orient the portal in any direction you choose.
allowing you to re-enter your body as you enter the The portal lasts for the duration.
new plane. Your astral form is a separate incarnation. The portal has a front and a back on each plane where
Any damage or other effects that apply to it have no it appears. Travel through the portal is possible only by
effect on your physical body, nor do they persist when moving through its front. Anything that does so is
you return to it. instantly transported to the other plane, appearing in
The spell ends for you and your companions when you the unoccupied space nearest to the portal.
use your action to dismiss it. When the spell ends, the Deities and other planar rulers can prevent portals
affected creature returns to its physical body, and it created by this spell from opening in their presence or
awakens. The spell might also end early for you or one anywhere within their domains.
of your companions. A successful dispel magic spell When you cast this spell, you can speak the name of a
used against an astral or physical body ends the spell speci c creature (a pseudonym, title, or nickname
for that creature. If a creature's original body or its doesn't work). If that creature is on a plane other than
astral form drops to 0 hit points, the spell ends for that the one you are on, the portal opens in the named
creature. If the spell ends and the silver cord is intact, creature's immediate vicinity and draws the creature
the cord pulls the creature's astral form back to its through it to the nearest unoccupied space on your
body, ending its state of suspended animation. side of the portal.
If you are returned to your body prematurely, your
companions remain in their astral forms and must

Cleric 9th level Necromancy Cleric 9th level Necromancy Cleric 9th level Conjuration

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, up to 1 V, S Instantaneous V, S, M Instantaneous
minute
A ood of healing energy ows from you into a sprinkle of holy water and diamonds worth at least
a diamond worth at least 5,000 gp injured creatures around you. You restore up to 25,000 gp, which the spell consumes
700 hit points, divided as you choose among any
You gain no special power over the creature, and number of creatures that you can see within You touch a creature that has been dead for no
it is free to act as the DM deems appropriate. It range. Creatures healed by this spell are also longer than 200 years and that died for any
might leave, attack you, or help you. cured of all diseases and any effect making them reason except old age. If the creature's soul is
blinded or deafened. This spell has no effect on free and willing, the creature is restored to life
undead or constructs. 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
within 10 feet of you.

Cleric 9th level Conjuration Cleric 9th level Evocation Cleric 9th level Necromancy
     
     
9

     
     
           
         
 

  

   
  
   
 
           
           
             
       
9

9
     
     
9

     
     
           
         
 

 

 
 

 
           
           
             
       
9

9
     
     
9

9
     
     
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