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SPELLCA STING A BILITY: ________________ SPELL SA V E DC: ________________ SPELL A TTA CK BONUS: ________________

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Spell slots
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Control Flames Eldritch Blast


Transmutation Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 120 feet
Components: S Components: V, S
Duration: Instantaneous or 1 hour Duration: Instantaneous

You c hoose a nonmagic al flame that you c an see within range and A beam of c rac kling energy streaks toward a c reature within range.
that fits within a 5-foot c ube. You affec t it in one of the following Make a ranged spell attac k against the target. On a hit, the target
ways: takes 1d10 forc e damage.
- You instantaneously expand the flame 5 feet in one direc tion,
provided that wood or other fuel is present in the new loc ation. At higher level
- You instantaneously extinguish the flames within the c ube.
- You double or halve the area of bright light and dim light c ast by The spell c reates more than one beam when you reac h higher
the flame, c hange its c olor, or both. The c hange lasts for 1 hour. levels:
- You c ause simple shapes — suc h as the vague form of a c reature, Two beams at 5th level
an inanimate objec t, or a loc ation — to appear within the flames Three beams at 11th level
and animate as you like. The shapes last for 1 hour. Four beams at 17th level.
If you c ast this spell multiple times, you c an have up to three non- You c an direc t the beams at the same target or at different ones.
instantaneous Make a separate attac k roll for eac h beam.

Friends Mage Hand


Enchantment C onjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 30 feet
Components: S, M (a small amount of makeup applied to the face Components: V, S
as this spell is cast) Duration: 1 minute
Duration: Concentration, up to 1 minute
A spec tral, floating hand appears at a point you c hoose within
For the duration, you have advantage on all Charisma c hec ks range.
direc ted at one c reature of your c hoic e that isn’t hostile toward The hand lasts for the duration or until you dismiss it as an ac tion.
you. When the spell ends, the c reature realiz es that you used The hand vanishes if it is ever more than 30 feet away from you or if
magic to influenc e its mood and bec omes hostile toward you. A you c ast this spell again.
c reature prone to violenc e might attac k you. Another c reature
might seek retribution in other ways (at the DM’s disc retion), You c an use your ac tion to c ontrol the hand. You c an use the hand
depending on the nature of your interac tion with it. to manipulate an objec t, open an unloc ked door or c ontainer, stow
or retrieve an item from an open c ontainer, or pour the c ontents
out of a vial. You c an move the hand up to 30 feet eac h time you
use it.

The hand c an’t attac k, ac tivate magic al items, or c arry more than
10 pounds.
Message Minor Illusion
Transmutation Illusion

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 30 feet
Components: V, S, M (a short piece of copper wire) Components: S, M (a bit of fleece)
Duration: 1 round Duration: 1 minute

You point your finger toward a c reature within range and whisper a You c reate a sound or an image of an objec t within range that lasts
message. for the duration. The illusion also ends if you dismiss it as an ac tion
The target (and only the target) hears the message and c an reply or c ast this spell again.
in a whisper that only you c an hear.
If you c reate a sound, its volume c an range from a whisper to a
You c an c ast this spell through solid objec ts if you are familiar with sc ream. It c an be your voic e, someone else’s voic e, a lion’s roar, a
the target and know it is beyond the barrier. Magic al silenc e, 1 foot beating of drums, or any other sound you c hoose. The sound
of stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of c ontinues unabated throughout the duration, or you c an make
wood bloc ks the spell. The spell doesn’t have to follow a straight disc rete sounds at different times before the spell ends.
line and c an travel freely around c orners or through openings.
If you c reate an image of an objec t​s uc h as a c hair, muddy
footprints, or a small c hest​i t must be no larger than a 5-foot c ube.
The image c an’t c reate sound, light, smell, or any other sensory
effec t. Physic al interac tion with the image reveals it to be an
illusion, bec ause things c an pass through it.

If a c reature uses its ac tion to examine the sound or image, the


c reature c an determine that it is an illusion with a suc c essful
Intelligenc e (Investigation) c hec k against your spell save DC. If a
c reature disc erns the illusion for what it is, the illusion bec omes
faint to the c reature.

Prestidigitation Alarm (Ritual)


Transmutation Abjuration

Level: Cantrip Level: 1


Casting time: 1 Action Casting time: 1 Minute
Range: 10 feet Range: 30 feet
Components: V, S Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: Up to 1 hour Duration: 8 hours

This spell is a minor magic al tric k that novic e spellc asters use for You set an alarm against unwanted intrusion.
prac tic e. You c reate one of the following magic al effec ts within Choose a door, a window, or an area within range that is no larger
range: than a 20-foot c ube. Until the spell ends, an alarm alerts you
-You c reate an instantaneous, harmless sensory effec t, suc h as a whenever a tiny or larger c reature touc hes or enters the warded
shower of sparks, a puff of wind, faint music al notes, or an odd area. When you c ast the spell, you c an designate c reatures that
odor. won’t set off the alarm. You also c hoose whether the alarm is
-You instantaneously light or snuff out a c andle, a torc h, or a small mental or audible.
c ampfire.
-You instantaneously c lean or soil an objec t no larger than 1 c ubic A mental alarm alerts you with a ping in your mind if you are within
foot. 1 mile of the warded area. This ping awakens you if you are
-You c hill, warm, or flavor up to 1 c ubic foot of nonliving material sleeping.
for 1 hour. An audible alarm produc es the sound of a hand bell for 10 sec onds
-You make a c olor, a small mark, or a symbol appear on an objec t within 60 feet.
or a surfac e for 1 hour.
-You c reate a nonmagic al trinket or an illusory image that c an fit in
your hand and that lasts until the end of your next turn.
If you c ast this spell multiple times, you c an have up to three of its
non-instantaneous effec ts ac tive at a time, and you c an dismiss
suc h an effec t as an ac tion.
Charm Person Comprehend Languages (Ritual)
Enchantment Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Self
Components: V, S Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour Duration: 1 hour

You attempt to c harm a humanoid you c an see within range. For the duration, you understand the literal meaning of any spoken
It must make a Wisdom saving throw, and does so with advantage if language that you hear.
you or your c ompanions are fighting it. If it fails the saving throw, it You also understand any spoken language that you hear. You also
is c harmed by you until the spell ends or until you or your understand any written language that you see, but you must be
c ompanions do anything harmful to it.The c harmed c reature touc hing the surfac e of whic h the words are written. It takes about
regards you as a friendly ac quaintanc e. When the spell ends, the 1 minute to read one page of text.
c reature knows it was c harmed by you.
This spell doesn’t dec ode sec ret messages in a text or glyph, suc h
At higher level as an arc ane sigil, that isn’t part of a written language.

When you c ast this spell using a spell slot of 2nd level or higher,
you c an target one additional c reature for eac h slot level above
1st. The c reatures must be within 30 feet of eac h other when you
target them.

Detect Magic (Ritual) Disguise Self


Divination Illusion

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: 1 hour

For the duration, you sense the presenc e of magic within 30 feet of You make yourself – ​i nc luding your c lothing, armor, weapons, and
you. If you sense magic in this way, you c an use your ac tion to see other belongings on your person – ​l ook different until the spell ends
a faint aura around any visible c reature or objec t in the area that or until you use your ac tion to dismiss it.
bears magic , and you learn its sc hool of magic , if any. You c an seem 1 foot shorter or taller and c an appear thin, fat, or in
between. You c an’t c hange your body type, so you must adopt a
The spell c an penetrate most barriers, but is bloc ked by 1 foot of form that has the same basic arrangement of limbs. Otherwise, the
stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of extent of the illusion is up to you.
wood or dirt.
The c hanges wrought by this spell fail to hold up to physic al
inspec tion. For example, if you use this spell to add a hat to your
outfit, objec ts pass through the hat, and anyone who touc hes it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of som eone who
reac hes out to touc h you would bump into you while it was
seemingly still in midair. To disc ern that you are disguised, a
c reature c an use its ac tion to inspec t your appearanc e and must
suc c eed on an Intelligenc e (Investigation) c hec k against your spell
save DC.
Faerie Fire Find Familiar (Ritual)
Evocation C onjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Hour
Range: 60 feet Range: 10 feet
Components: V Components: V, S, M (10 gp worth of charcoal, incense, and herbs
Duration: Concentration, up to 1 minute that must be consumed by fire in a brass brazier)
Duration: Instantaneous
Eac h objec t in a 20-foot c ube within range is outlined in blue,
green, or violet light (your c hoic e). You gain the servic e of a familiar, a spirit that takes an animal form
Any c reature in the area when the spell is c ast is also outlined in you c hoose: bat, c at, c rab, frog (toad), hawk. liz ard, oc topus, owl,
light if it fails a Dexterity saving throw. For the duration, objec ts poisonous snake, fish (quipper), rat, raven, sea horse, spider, or
and affec ted c reatures shed dim light in a 10-foot radius. weasel. Appearing in an unoc c upied spac e within range, the
familiar has the statistic s of the c hosen form, though it is a
Any attac k roll against an affec ted c reature or objec t has c elestial, fey or fiend (your c hoic e) instead of a beast.
advantage if the attac ker c an see it, and the affec ted c reature or
objec t c an’t benefit from being invisible. Your familiar ac ts independently of you, but it always obeys your
c ommands. In c ombat, it rolls its own initiative and ac ts on its own
turn. A familiar c an’t attac k, but it c an take other ac tions as
normal.

When the familiar drops to 0 hit points, it disappears, leaving


behind no physic al form. It reappears after you c ast this spell
again.

While your familiar is within 100 feet of you, you c an c ommunic ate
with it telepathic ally. Additionally, as an ac tion, you c an see
through your familiar’s eyes and hear what it hears until the start
of your next turn, gaining the benefits of any spec ial senses that
the familiar has. During this time, you are deaf and blind with
regard to your own senses.

As an ac tion, you c an temporarily dismiss your familiar. It


disappears into a poc ket dimension where it awaits you summons.
Alternatively, you c an dismiss it forever. As an ac tion while it is
temporarily dismissed, you c an c ause it to reappear in any
unoc c upied spac e within 30 feet of you.

You c an’t have more than one familiar at a time. If you c ast this
spell while you already have a familiar, you instead c ause it to
adopt a new form. Choose one of the forms from the above list.
Your familiar transforms into the c hosen c reature.

Finally, when you c ast a spell with a range of touc h, your familiar
c an deliver the spell as if it had c ast the spell. Your familiar must
be within 100 feet of you, and it must use its reac tion to deliver the
spell when you c ast it. If the spell requires an attac k roll, you use
your attac k modifier for the roll.
Hex Identify (Ritual)
Enchantment Divination

Level: 1 Level: 1
Casting time: 1 Bonus Action Casting time: 1 Minute
Range: 90 feet Range: Touch
Components: V, S, M (the petrified eye of a newt) Components: V, S, M (a pearl worth at least 100 gp and an owl
Duration: Concentration, up to 1 hour feather)
Duration: Instantaneous
You plac e a c urse on a c reature that you c an see within range.
Until the spell ends, you deal an extra 1d6 nec rotic damage to the You c hoose one objec t that you must touc h throughout the c asting
target whenever you hit it with an attac k. Also, c hoose one ability of the spell. If it is a magic item or some other magic -imbued
when you c ast the spell. The target has disadvantage on ability objec t, you learn its properties and how to use them, whether it
c hec ks made with the c hosen ability. requires attunement to use, and how many c harges it has, if any.
You learn whether any spells are affec ting the item and what they
If the target drops to 0 hit points before this spell ends, you c an are. If the item was c reated by a spell, you learn whic h spell
use a bonus ac tion on a subsequent turn of yours to c urse a new c reated it.
c reature.
If you instead touc h a c reature throughout the c asting, you learn
A remove c urse c ast on the target ends this spell early. what spells, if any, are c urrently affec ting it.

At higher level

When you c ast this spell using a spell slot of 3rd or 4th level, you
c an maintain your c onc entration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you c an maintain
your c onc entration on the spell for up to 24 hours.

Sleep Unseen Servant (Ritual)


Enchantment C onjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: 60 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 minute Duration: 1 hour

This spell sends c reatures into a magic al slumber. Roll 5d8, the This spell c reates an invisible, mindless, shapeless forc e that
total is how many hit points of c reatures this spell c an affec t. performs simple tasks at your c ommand until the spell ends. The
Creatures within 20 feet of a point you c hoose within range are servant springs into existenc e in an unoc c upied spac e on the
affec ted in asc ending order of their c urrent hit points (ignoring ground within range. It has AC 10, 1 hit point, and a S trength of 2,
unc onsc ious c reatures). and it c an’t attac k. If it drops to 0 hit points, the spell ends.

S tarting with the c reature that has the lowest c urrent hit points, Onc e on eac h of your turns as a bonus ac tion, you c an mentally
eac h c reature affec ted by this spell falls unc onsc ious until the c ommand the servant to move up to 15 feet and inteac t with an
spell ends, the sleeper takes damage, or someone uses an ac tion objec t. The servant c an perform simple tasks that a human servant
to shake or slap the sleeper awake. S ubtrac t eac h c reature’s hit c ould do, suc h as fetc hing things, c leaning, mending, folding
points from the total before moving on to the c reature with the c lothes, lighting fires, serving food, and pouring wine. Onc e you
next lowest hit points. A c reature’s hit points must be equal to or give the c ommand, the servant performs the task to the best of its
less than the remaining total for that c reature to be affec ted. ability until it c ompletes the task, then waits for your next
Undead and c reatures immune to being c harmed aren’t affec ted by c ommand.
this spell.
If you c ommand the servant to perform a task that would move it
At higher level more than 60 feet away from you, the spell ends.

When you c ast this spell using a spell slot of 2nd level or higher,
roll an additional 2d8 for eac h slot level above 1st.
Animal Messenger (Ritual) Crown of Madness
Enchantment Enchantment

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 120 feet
Components: V, S, M (a morsel of food) Components: V, S
Duration: 24 hours Duration: Concentration, up to 1 minute

By means of this spell, you use an animal to deliver a message. One humanoid of your c hoic e that you c an see within range must
Choose a Tiny beast you c an see within range, suc h as a squirrel, a suc c eed on a Wisdom saving throw or bec ome c harmed by you for
blue ray, or a bat. You spec ify a loc ation, whic h you must have the duration.
visited, and a rec ipient who matc hes a general desc ription, suc h While the target is c harmed in this way, a twisted c rown of jagged
as a man or woman dressed in the uniform of the town guard or a iron appears on its head, and a madness glows in its eyes.
red-haired dwarf wearing a pointed hat. You also speak a message
of up to twenty-five words. The target beast travels for the duration The c harmed target must use its ac tion before moving on eac h of
of the spell towards the spec ified loc ation, c overing about 50 miles its turns to make a melee attac k against a c reature other than
per 24 hours for a flying messenger or 25 miles for other animals. itself that you mentally c hoose. The target c an ac t normally on its
turn if you c hoose no c reature or if none are within its reac h.
When the messenger arrives, it delivers your message to the
c reature that you desc ribed, replic ating the sound of your voic e. On your subsequent turns, you must use your ac tion to maintain
The messenger speaks only to a c reature matc hing the desc ription c ontrol over the target, or the spell ends. Also, the target c an
you gave. If the messenger doesn’t reac h its destination before the make a Wisdom saving throw at the end of eac h of its turns. On a
spell ends, the message is lost, and the beast makes it way bac k to suc c ess, the spell ends.
where you c ast this spell.

At higher level

If you c ast this spell using a spell slot of 3rd level or higher, the
duration of the spell inc reases by 48 hours for eac h slot level
above 2nd.

Darkness Locate Animals or Plants (Ritual)


Evocation Divination

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self
Components: V, M (bat fur and a drop of pitch or piece of coal) Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 10 minutes Duration: Instantaneous

Magic al darkness spreads from a point you c hoose within range to Desc ribe or name a spec ific kind of beast or plant. Conc entrating
fill a 15-foot radius sphere for the duration. on the voic e of nature in your surroundings, you learn the direc tion
The darkness spreads around c orners. A c reature with darkvision and distanc e to the c losest c reature or plant of that kind within 5
c an’t see through this darkness, and nonmagic al light c an’t miles, if any are present.
illuminate it.

If the point you c hoose is on an objec t you are holding or one that
isn’t being worn or c arried, the darkness emanates from the objec t
and moves with it. Completely c overing the sourc e of the darkness
with an opaque objec t, suc h as a bowl or a helm, bloc ks the
darkness.

If any of this spell’s area overlaps with an area of light c reated by a


spell of 2nd level or lower, the spell that c reated the light is
dispelled.
Magic Mouth (Ritual) Mirror Image
Illusion Illusion

Level: 2 Level: 2
Casting time: 1 Minute Casting time: 1 Action
Range: 30 feet Range: Self
Components: V, S, M (a small bit of honeycomb and jade dust Components: V, S
worth at least 10 gp, which the spell consumes) Duration: 1 minute
Duration: Until dispelled
Three illusory duplic ates of yourself appear in your spac e.
You implant a message within an objec t in range, a message that is Until the spell ends, the duplic ates move with you and mimic your
uttered when a trigger c ondition is met. ac tions, shifting position so it’s impossible to trac k whic h image is
Choose an objec t that you c an see and that isn’t being worn or real. You c an use your ac tion to dismiss the illusory duplic ates.
c arried by another c reature. Then speak the message, whic h must
be 25 words or less, though it c an be delivered over as long as 10 Eac h time a c reature targets you with an attac k during the spell’s
minutes. Finally, determine the c irc umstanc e that will trigger the duration, roll a d20 to determine whether the attac k instead
spell to deliver your message. targets one of your duplic ates.

When that c irc umstanc e oc c urs, a magic al mouth appears on the If you have three duplic ates, you must roll a 6 or higher to c hange
objec t and rec ites the message in your voic e and at the same the attac k’s target to a duplic ate. With two duplic ates, you must
volume you spoke. If the objec t you c hose has a mouth or roll an 8 or higher. With one duplic ate, you must roll an 11 or
something that looks like a mouth (for example, the mouth of a higher.
statue), the magic al mouth appears there so that words appear to
c ome from the objec t’s mouth. When you c ast this spell, you c an A duplic ate’s AC equals 10 + your Dexterity modifier. If an attac k
have the spell end after it delivers its message, or it c an remain hits a duplic ate, the duplic ate is destroyed. A duplic ate c an be
and repeats its message whenever the trigger oc c urs. destroyed only by an attac k that hits it. It ignores all other damage
and effec ts. The spell ends when all three duplic ates are destroyed.
The triggering c irc umstanc e c an be as general or as detailed as
you like, though it must be based on visual or audible c onditions A c reature is unaffec ted by this spell if it c an’t see, if it relies on
that oc c ur within 30 feet of the objec t. For example, you c ould senses other than sight, suc h as blindsight, or if it c an perc eive
instruc t the mouth to speak when any c reature moves within 30 illusions as false, as with truesight.
feet of the objec t or when a silver bell rings within 30 feet of it.
Phantasmal Force Shatter
Illusion Evocation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: V, S, M (a bit of fleece) Components: V, S, M (a chip of mica)
Duration: Concentration, up to 1 minute Duration: Instantaneous

You c raft an illusion that takes root in the mind of a c reature that A sudden loud ringing noise, painfully intense, erupts from a point
you c an see within range. of your c hoic e within range. Eac h c reature in a 10-foot-radius
The target must make an Intelligenc e saving throw. On a failed sphere c entered on that point must make a Constitution saving
save, you c reate a phantasmal objec t, c reature, or other visible throw. A c reature takes 3d8 thunder damage on a failed save, or
phenomenon of your c hoic e that is no larger than a 10-foot c ube half as muc h damage on a suc c essful one. A c reature made of
and that is perc eivable only to the target for the duration. This inorganic material suc h as stone, c rystal, or metal has
spell has no effec t on undead or c onstruc ts. disadvantage on this saving throw.

The phantasm inc ludes sound, temperature, and other stimuli, also A nonmagic al objec t that isn’t being worn or c arried also takes the
evident only to the c reature. damage if it’s in the spell’s area.

The target c an use its ac tion to examine the phantasm with an At higher level
Intelligenc e (Investigation) c hec k against your spell save DC. If the
c hec k suc c eeds, the target realiz es that the phantasm is an When you c ast this spell using a spell slot of 3rd level or higher, the
illusion, and the spell ends. damage inc reases by 1d8 for eac h slot level above 2nd.

While a target is affec ted by the spell, the target treats the
phantasm as if it were real. The target rationaliz es any illogic al
outc omes from interac ting with the phantasm. For example, a
target attempting to walk ac ross a phantasmal bridge that spans a
c hasm falls onc e it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and c omes up with some
other explanation for its fall​i t was pushed, it slipped, or a strong
wind might have knoc ked it off.

An affec ted target is so c onvinc ed of the phantasm’s reality that it


c an even take damage from the illusion. A phantasm c reated to
appear as a c reature c an attac k the target. S imilarly, a phantasm
c reated to appear as fire, a pool of ac id, or lava c an burn the
target. Eac h round on your turn, the phantasm c an deal 1d6
psyc hic damage to the target if it is in the phantasm’s area or
within 5 feet of the phantasm, provided that the illusion is of a
c reature or haz ard that c ould logic ally deal damage, suc h as by
attac king. The target perc eives the damage as a type appropriate
to the illusion.

Silence (Ritual)
Illusion

Level: 2
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, no sound c an be c reated within or pass through a


20-foot-radius sphere c entered on a point you c hoose within range.
Any c reature or objec t entirely inside the sphere is immune to
thunder damage, and c reatures are deafened while entirely inside
it. Casting a spell that inc ludes a verbal c omponent is impossible
there.
Blink
Transmutation

Level: 3
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute

Roll a d20 at the end of eac h of your turns for the duration of the
spell. On a roll of 11 or higher, you vanish from your c urrent plane
of existenc e and appear in the Etheral Plane (the spell fails and the
c asting is wasted if you were already on that plane).

At the start of you next turn, and when the spell ends if you are on
the Etheral Plane, you return to an unoc c upied spac e of your
c hoic e that you c an see within 10 feet of the spac e you vanished
from. If no unoc c upied spac e is available within that rang, you
appear in the nearest unoc c upied spac e (c hosen at random if
more that one spac e is equally near). You c an dismiss this spell as
an ac tion.

While on the Ethereal Plane, you c an see and hear the plane you
originated from, whic h is c ast in shades of gray, and you c an’t see
anything more than 60 feet away.You c an only affec t and be
affec ted by other reatures on the Ethereal Plane. Creature that
aren’t there c an’t perc eive you or interac t with you, unless they
have the ability to do so.

Counterspell Dispel Magic


Abjuration Abjuration

Level: 3 Level: 3
Casting time: Special Casting time: 1 Action
Range: 60 feet Range: 120 feet
Components: S Components: V, S
Duration: Instantaneous Duration: Instantaneous

1 reac tion, whic h you take when you see a c reature within 60 feet Choose any c reature, objec t, or magic al effec t within range. Any
of you c asting a spell spell of 3rd level or lower on the target ends. For eac h spell of 4th
level or higher on the target, make an ability c hec k using your
You attempt to interrupt a c reature in the proc ess of c asting a spellc asting ability. The DC equals 10 + the spell’s level. On a
spell. If the c reature is c asting a spell of 3rd level or lower, its spell suc c essful c hec k, the spell ends.
fails and has no effec t. If it is c asting a spell of 4th level or higher,
make an ability c hec k using your spellc asting ability. The DC At higher level
equals 10+ the spell’s level. On a suc c ess, the c reature’s spell fails
and has no effec t. When you c ast this spell using a spell slot of 4th level or higher, you
automatic ally end the effec ts of a spell on the target if the spell’s
At higher level level is equal to or less than the level of the spell slot you used.

When you c ast this spell using a spell slot of 4th level or higher, the
interrupted spell has no effec t if its level is less than or equal to
the level of the spell slot you used.
Fear Hypnotic Pattern
Illusion Illusion

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Self (30-foot cone) Range: 120 feet
Components: V, S, M (a white feather or the heart of a hen) Components: S, M (a glowing stick of incense or a crystal vial filled
Duration: Concentration, up to 1 minute with phosphorescent material)
Duration: Concentration, up to 1 minute
You projec t a phantasmal image of a c reature’s worst fears. Eac h
c reature in a 30-foot c one must suc c eed on a Wisdom saving throw You c reate a twisting pattern of c olors that weaves through the air
or drop whatever it is holding and bec ome frightened for the inside a 30-foot c ube within range.
duration. The pattern appears for a moment and vanishes. Eac h c reature in
the area who sees the pattern must make a Wisdom saving throw.
While frightened by this spell, a c reature must take the Dash ac tion On a failed save, the c reature bec omes c harmed for the duration.
and move away from you by the safest available route on eac h of While c harmed by this spell, the c reature is inc apac itated and has
its turns, unless there is nowhere to move. If the c reature ends its a speed of 0.
turn in a loc ation where it doesn’t have line of sight to you, the
c reature c an make a Wisdom saving throw. On a suc c essful save, The spell ends for an affec ted c reature if it takes any damage or if
the spell ends for that c reature. someone else uses an ac tion to shake the c reature out of its
stupor.

Leomund’s Tiny Hut (Ritual) Phantom Steed (Ritual)


Evocation Illusion

Level: 3 Level: 3
Casting time: 1 Minute Casting time: 1 Minute
Range: Self (10-foot-radius hemisphere) Range: 30 feet
Components: V, S, M (a small crystal bead) Components: V, S
Duration: 8 hours Duration: 1 hour

A 10-foot-radius immobile dome of forc e springs into existenc e A Large quasi-real, horselike c reature appears on the ground in an
around and above you and remains stationary for the duration. The unoc c upied spac e of your c hoic e within range. You dec ide the
spell ends if you leave its area. c reature’s appearanc e, but it is equipped with a saddle, bit, and
bridle. Any of the equipment c reated by the spell vanishes in a puff
Nine c reatures of Medium siz e or smaller c an fit inside the dome of smoke if it is c arried more than 10 feet away from the steed.
with you. The spell fails if its area inc ludes a larger c reature or
more than nine c reatures. Creatures and objec ts within the dome For the duration, you or a c reature you c hoose c an ride the steed.
when you c ast this spell c an move through it freely. All other The c reature uses the statistic s for a riding horse, exc ept it has a
c reatures and objec ts are barred from passing through it. S pells speed of 100 feet and c an travel 10 miles in an hour, or 13 miles at
and other magic al effec ts c an’t extend through the dome or be a fast pac e. When the spell ends, the steed gradually fades, giving
c ast through it. The atmosphere inside the spac e is c omfortable the rider 1 minute to dismount. The spell ends if you use an ac tion
and dry, regardless of the weather outside. to dismiss it or if the steed takes any damage.

Until the spell ends, you c an c ommand the interior to bec ome
dimly lit or dark. The dome is opaque from the outside, of any c olor
you c hoose, but it is transparent from the inside.

Water Breathing (Ritual)


Transmutation

Level: 3
Casting time: 1 Action
Range: 30 feet
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours

This spell grants up to ten willing c reatures you c an see within


range the ability to breathe underwater until the spell ends.
Affec ted c reatures also retain their normal mode of respiration.
Charm Monster
Enchantment

Level: 4
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to c harm a c reature you c an see within range. It must


make a Wisdom saving throw, and it does so with advantage if you
or your c ompanions are fighting it. If it fails the saving throw, it is
c harmed by you until the spell ends or until you or your
c ompanions do anything harmful to it. The c harmed c reature is
friendly to you. When the spell ends, the c reature knows it was
c harmed by you.

At higher level

When you c ast this spell using a spell slot of 5th level or higher, you
c an target one additional c reature for eac h slot level above 4th.
The c reatures must be within 30 feet of eac h other when you target
them.

Dimension Door Divination (Ritual)


C onjuration Divination

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 500 feet Range: Self
Components: V Components: V, S, M (incense and a sacrificial offering appropriate
Duration: Instantaneous to your religion, together worth at least 25 gp, which the spell
consumes)
You teleport yourself from your c urrent loc ation to any other spot Duration: Instantaneous
within range. You arrive at exac tly the spot desired. It c an be a
plac e you c an see, one you c an visualiz e, or one you c an desc ribe Your magic and an offering put you in c ontac t with a god or a god’s
by stating distanc e and direc tion, suc h as ​"200 feet straight servants. You ask a single question c onc erning a spec ific goal,
downward"​ or "​u pward to the northwest at a 45-degree angle, 300 event, or ac tivity to oc c ur within 7 days. The DM offers a truthful
feet".​ reply. The reply might be a short phrase, a c ryptic rhyme, or an
omen.
You c an bring along objec ts as long as their weight doesn’t exc eed
what you c an c arry. You c an also bring one willing c reature of your The spell doesn’t take into ac c ount any possible c irc umstanc es
siz e or smaller who is c arrying gear up to its c arrying c apac ity. The that might c hange the outc ome, suc h as the c asting of additional
c reature must be within 5 feet of you when you c ast this spell. spells or the loss or gain of a c ompanion.

If you would arrive in a plac e already oc c upied by an objec t or a If you c ast this spell two or more times before finishing your next
c reature, you and any c reature traveling with you eac h take 4d6 long rest, there is a c umulative 25 perc ent c hanc e for eac h
forc e damage, and the spell fails to teleport you. c asting after the first that you get a random reading. The DM
makes this roll in sec ret.
Dominate Beast Greater Invisibility
Enchantment Illusion

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you c an see within range. You or a c reature you touc h bec omes invisible until the spell ends.
It must suc c eed on a W isdom saving throw or be c harmed by you Anything the target is wearing or c arrying is invisible as long as it
for the duration. If you or c reatures that are friendly to you are is on the target’s person.
fighting it, it has advantage on the saving throw.

While the beast is c harmed, you have a telepathic link with it as


long as the two of you are on the same plane of existenc e. You c an
use this telepathic link to issue c ommands to the c reature while
you are c onsc ious (no ac tion required), whic h it does its best to
obey. You c an spec ify a simple and general c ourse of ac tion, suc h
as “Attac k that c reature,” “Run over there,” or “Fetc h that objec t.”
If the c reature c ompletes the order and doesn’t rec eive further
direc tion from you, it defends and preserves itself to the best of its
ability.

You c an use your ac tion to take total and prec ise c ontrol of the
target. Until the end of your next turn, the c reature takes only the
ac tions you c hoose, and doesn’t do anything that you don’t allow it
to do. During this time, you c an also c ause the c reature to use a
reac tion, but this requires you to use your own reac tion as well.

Eac h time the target takes damage, it makes a new Wisdom saving
throw against the spell. If the saving throw suc c eeds, the spell
ends.

At higher level

When you c ast this spell with a 5th-level spell slot, the duration is
c onc entration, up to 10 minutes.
When you use a 6th-level spell slot, the duration is c onc entration,
up to 1 hour.
When you use a spell slot of 7th level or higher, the duration is
c onc entration, up to 8 hours

Commune (Ritual) Commune with Nature (Ritual)


Divination Divination

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 1 Minute
Range: Self Range: Self
Components: V, S, M (incense and a vial of holy or unholy water Components: V, S
Duration: 1 minute Duration: Instantaneous

You c ontac t your deity or a divine proxy and ask up to three You briefly bec ome one with nature and gain knowledge of the
questions that c an be answered with a yes or no. You must ask your surrounding territory.
questions before the spell ends. You rec eive a c orrec t answer for In the outdoors, the spell gives you knowledge of the land within 3
eac h question. miles of you. In c aves and other natural underground settings, the
radius is limited to 300 feet. The spell doesn’t func tion where
Divine beings aren’t nec essarily omnisc ient, so you might rec eive nature has been replac ed by c onstruc tion, suc h as in dungeons
“unc lear” as an answer if a question pertains to information that and towns.
lies beyond the deity’s knowledge. In a c ase where a one-word
answer c ould be misleading or c ontrary to the deity’s interests, the You instantly gain knowledge of up to three fac ts of your c hoic e
DM might offer a short phrase as an answer instead. about any of the following subjec ts as they relate to the area:

If you c ast the spell two or more times before finishing your next • terrain and bodies of water
long rest, there is a c umulative 25 perc ent c hanc e for eac h • prevalent plants, minerals, animals, or peoples
c asting after the first that you get no answer. The DM makes this • powerful c elestials, fey, fiends, elementals, or undead
roll in sec ret. • influenc e from other planes of existenc e
• buildings

For example, you c ould determine the loc ation of powerful undead
in the area, the loc ation of major sourc es of safe drinking water,
and the loc ation of any nearby towns.
Dominate Person Dream
Enchantment Illusion

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Minute
Range: 60 feet Range: Special
Components: V, S Components: V, S, M (a bit of fur; a piece of amber, glass, or a
Duration: Concentration, up to 1 minute crystal rod; and three silver pins) (a handful of sand, a dab of ink,
and a writing quill plucked from a sleeping bird)
You attempt to beguile a humanoid that you c an see within range. Duration: 8 hours
It must suc c eed on a Wisdom saving throw or be c harmed by you
for the duration. If you or c reatures that are friendly to you are This spell shapes a c reature’s dreams.
fighting it, it has advantage on the saving throw. Choose a c reature known to you as the target of this spell. The
target must be on the same plane of existenc e as you. Creatures
While the target is c harmed, you have a telepathic link with it as that don’t sleep, suc h as elves, c an’t be c ontac ted by this spell.
long as the two of you are on the same plane of existenc e. You c an You, or a willing c reature you touc h, enters a tranc e state, ac ting
use this telepathic link to issue c ommands to the c reature while as a messenger. While in the tranc e, the messenger is aware of his
you are c onsc ious (no ac tion required), whic h it does its best to or her surroundings, but c an’t take ac tions or move.
obey. You c an spec ify a simple and general c ourse of ac tion, suc h
as ​"Attac k that c reature",​ "​Run over there",​ or "​F etc h that objec t".​ If the target is asleep, the messenger appears in the target’s
If the c reature c ompletes the order and doesn’t rec eive further dreams and c an c onverse with the target as long as it remains
direc tion from you, it defends and preserves itself to the best of its asleep, through the duration of the spell. The messenger c an also
ability. shape the environment of the dream, c reating landsc apes, objec ts,
and other images. The messenger c an emerge from the tranc e at
You c an use your ac tion to take total and prec ise c ontrol of the any time, ending the effec t of the spell early. The target rec alls the
target. Until the end of your next turn, the c reature takes only the dream perfec tly upon waking. If the target is awake when you c ast
ac tions you c hoose, and doesn’t do anything that you don’t allow it the spell, the messenger knows it, and c an either end the tranc e
to do. During this time you c an also c ause the c reature to use a (and the spell) or wait for the target to fall asleep, at whic h point
reac tion, but this requires you to use your own reac tion as well. the messenger appears in the target’s dreams.

Eac h time the target takes damage, it makes a new Wisdom saving You c an make the messenger appear monstrous and terrifying to
throw against the spell. If the saving throw suc c eeds, the spell the target. If you do, the messenger c an deliver a message of no
ends. more than ten words and then the target must make a Wisdom
saving throw. On a failed save, ec hoes of the phantasmal
At higher level monstrosity spawn a nightmare that lasts the duration of the
target’s sleep and prevents the target from gaining any benefit
When you c ast this spell using a 6th-level spell slot, the duration is from that rest. In addition, when the target wakes up, it takes 3d6
c onc entration, up to 10 minutes. psyc hic damage.
When you use a 7th-level spell slot, the duration is c onc entration,
up to 1 hour. If you have a body part, loc k of hair, c lipping from a nail, or similar
When you use a spell slot of 8th level or higher, the duration is portion of the target’s body, the target makes its saving throw with
c onc entration, up to 8 hours. disadvantage.

Hold Monster Rary’s Telepathic Bond (Ritual)


Enchantment Divination

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: 30 feet
Components: V, S, M (a small, straight piece of iron) Components: V, S, M (pieces of eggshell from two different kinds
Duration: Concentration, up to 1 minute of creatures)
Duration: 1 hour
Choose a c reature that you c an see within range. The target must
suc c eed on a Wisdom saving throw or be paralyz ed for the You forge a telepathic link among up to eight willing c reatures of
duration. This spell has no effec t on undead. At the end of eac h of your c hoic e within range, psyc hic ally linking eac h c reature to all
its turns, the target c an make another Wisdom saving throw. On a the others for the duration. Creatures with Intelligenc e sc ores of 2
suc c ess, the spell ends on the target. or less aren’t affec ted by this spell.

At higher level Until the spell ends, the targets c an c ommunic ated telepathic ally
through the bond whether or not they have a c ommon language.
When you c ast this spell using a spell slot of 6th level or higher, you The c ommunic ation is possible over any distanc e, though it c an’t
c an target one additional c reature for eac h slot level above 5th. extend to other planes of existenc e.
The c reatures must be within 30 feet of eac h other when you target
them.
Scrying Synaptic Static
Divination Enchantment

Level: 5 Level: 5
Casting time: 10 Minutes Casting time: 1 Action
Range: Self Range: 120 feet
Components: V, S, M (a focus worth at least 1,000 gp, such as a Components: V, S
crystal ball, a silver mirror, or a font filled with holy water) Duration: Instantaneous
Duration: Concentration, up to 10 minutes
You c hoose a point within range and c ause psyc hic energy to
You c an see and hear a partic ular c reature you c hoose that is on explode there. Eac h c reature in a 20-foot-radius sphere c entered
the same plane of existenc e as you. The target must make a W on that point must make an Intelligenc e saving throw. A c reature
isdom saving throw, whic h is modified by how well you know the with an Intelligenc e sc ore of 2 or lower c an’t be affec ted by this
target and the sort of physic al c onnec tion you have to it. If a target spell. A target takes 8d6 psyc hic damage on a failed save, or half
knows you’re c asting this spell, it c an fail the saving throw as muc h damage on a suc c essful one.
voluntarily if it wants to be observed. After a failed save, a target has muddled thoughts for 1 minute.
During that time, it rolls a d6 and subtrac ts the number rolled from
Knowledge                 Save Modifier all its attac k rolls and ability c hec ks, as well as its Constitution
S ec ondhand (you have heard of the target) +5 saving throws to maintain c onc entration. The target c an make an
Firsthand (you have met the target)     +0 Intelligenc e saving throw at the end of eac h of its turns, ending the
Familiar (you know the target well)     -5 effec t on itself on a suc c ess.

Connection                Save Modifier


Likeness or pic ture             -2
Posession or garment            -4
Body part, loc k of hair, bit of nail, or the like -10

On a suc c essful save, the target isn’t affec ted, and you c an’t use
this spell against it again for 24 hours.

On a failed save, the spell c reates an invisible sensor within 10 feet


of the target. You c an see and hear through the sensor as if you w
ere there. The sensor moves with the target, remaining within 10
feet of it for the duration. A c reature that c an see invisible objec ts
sees the sensor as a luminous orb about the siz e of your fist.

Instead of targeting a c reature, you c an c hoose a loc ation you


have seen before as the target of this spell. When you do, the
sensor appears at that loc ation and doesn’t move.

- Generated and printed at Dnd-Spells.com

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