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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
Cleric (Light) 1st level Evocation Cleric (XGE) 1st level Abjuration Cleric (XGE) 1st level Abjuration
Cleric (Trickery) 1st level Enchantment Cleric (*)(Knowledge) 1st level Enchantment Cleric (*)(Knowledge) 1st level Enchantment
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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
Cleric (*)(Arcana) 1st level Divination Cleric 1st level Divination Cleric (Trickery) 1st level Illusion
Cleric (War) 1st level Evocation Cleric (Light) 1st level Evocation Cleric (Death)(Grave) 1st level Necromancy
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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
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
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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
Cleric (Nature) 1st level Divination Cleric (Tempest) 1st level Evocation Cleric 2nd level Abjuration
Cleric (*)(Knowledge) 2nd level Divination Cleric (Nature) 2nd level Transmutation Cleric (*)(Death) 2nd level Necromancy
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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
Cleric 2nd level Divination Cleric (Light) 2nd level Conjuration Cleric (*)(Grave) 2nd level Necromancy
Cleric (Tempest) 2nd level Evocation Cleric 2nd level Transmutation Cleric 2nd level Enchantment
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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
Cleric (Trickery) 2nd level Abjuration Cleric 2nd level Evocation Cleric 2nd level Abjuration
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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
Cleric 2nd level Illusion Cleric (Nature) 2nd level Transmutation Cleric (*)(War)(Life) 2nd level Evocation
Cleric (Knowledge) 2nd level Enchantment Cleric (Knowledge) 2nd level Enchantment Cleric 2nd level Abjuration
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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
Cleric (*)(Life) 3rd level Abjuration Cleric 3rd level Necromancy Cleric 3rd level Necromancy
Cleric (Trickery) 3rd level Transmutation Cleric (Tempest) 3rd level Conjuration Cleric 3rd level Divination
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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
Cleric (*)(Light) 3rd level Evocation Cleric (*)(Trickery)(Arcana) 3rd level Abjuration Cleric 3rd level Transmutation
Cleric 3rd level Necromancy Cleric (Light) 3rd level Evocation Cleric 3rd level Abjuration
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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
Cleric (*)(Arcana) 3rd level Abjuration Cleric (*)(Arcana) 3rd level Abjuration Cleric 3rd level Evocation
Cleric 3rd level Transmutation Cleric (Knowledge) 3rd level Abjuration Cleric (Nature) 3rd level Transmutation
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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
Cleric 3rd level Evocation Cleric (Tempest) 3rd level Conjuration Cleric (*)(Knowledge) 3rd level Necromancy
Cleric (*)(War) 3rd level Conjuration Cleric 3rd level Divination Cleric (Death)(Grave) 3rd level Necromancy
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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
Cleric 4th level Abjuration Cleric (Death)(Grave) 4th level Necromancy Cleric (Knowledge) 4th level Enchantment
Cleric (Knowledge) 4th level Enchantment Cleric (*)(Tempest) 4th level Transmutation Cleric (*)(Tempest) 4th level Transmutation
3
4
3
4
3
4
3
4
4
4
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
Cleric 4th level Divination Cleric (Nature) 4th level Enchantment Cleric (Nature) 4th level Enchantment
Cleric 4th level Evocation Cleric (*)(War) 4th level Abjuration Cleric (Nature) 4th level Conjuration
4
4
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
Cleric 4th level Divination Cleric (Trickery) 4th level Transmutation Cleric (Trickery) 4th level Transmutation
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
Cleric (Death) 5th level Conjuration Cleric 5th level Divination Cleric 5th level Necromancy
Cleric 5th level Necromancy Cleric 5th level Illusion Cleric (XGE) 5th level Evocation
5
5
5
5
5
5
5
5
5
5
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
Cleric (Trickery) 5th level Enchantment Cleric (*)(War)(Light) 5th level Evocation Cleric 5th level Enchantment
Cleric 5th level Abjuration Cleric 5th level Evocation Cleric 5th level Evocation
5
5
5
5
5
5
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
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
Cleric (*)(Light)(Knowledge) 5th level Divination Cleric (Arcana) 5th level Conjuration Cleric (Arcana) 5th level Conjuration
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
Cleric 6th level Abjuration Cleric 6th level Necromancy Cleric 6th level Evocation
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
Cleric 7th level Evocation Cleric 7th level Transmutation Cleric 7th level Transmutation
Cleric 7th level Evocation Cleric 7th level Conjuration Cleric 7th level Conjuration
6
7
6
7
6
7
6
7
7
7
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
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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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
Cleric 8th level Transmutation Cleric 8th level Evocation Cleric 8th level Evocation
Cleric 8th level Evocation Cleric 8th level Abjuration Cleric 9th level Necromancy
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ASTRAL PROJECTION [2/3] ASTRAL PROJECTION [3/3] GATE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 10 feet 1 hour 10 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Special V, S, M Special V, S, M Concentration, up to 1
minute
for each creature you affect with this 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
Cleric 9th level Conjuration Cleric 9th level Evocation Cleric 9th level Necromancy
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