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Part 3

The Rules of Magic


RICHARD WHITTERS

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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
Chapter 10: Spellcasting
Magic permeates the worlds of D&D and most often Spell Slots
appears in the form of a spell.
This chapter provides the rules for casting spells. Regardless of how many spells a caster knows or pre-
Different character classes have distinctive ways of pares, he or she can cast only a limited number of spells
learning and preparing their spells, and monsters before resting. Manipulating the fabric of magic and
use spells in unique ways. Regardless of its source, channeling its energy into even a simple spell is phys-
a spell follows the rules here. ically and mentally taxing, and higher-level spells are
even more so. Thus, each spellcasting class’s description
What Is a Spell? includes a table showing how many spell slots of each
spell level a character can use at each character level. For
A spell is a discrete magical effect, a single shaping of example, the 3rd-level wizard Umara has four 1st-level
the magical energies that suffuse the multiverse into a spell slots and two 2nd-level slots.
specific, limited expression. In casting a spell, a charac- When a character casts a spell, he or she expends a
ter carefully plucks at the invisible strands of raw magic slot of that spell’s level or higher, effectively “filling” a slot
suffusing the world, pins them in place in a particular with the spell. You can think of a spell slot as a groove of
pattern, sets them vibrating in a specific way, and then re- a certain size—small for a 1st-level slot, larger for a spell
leases them to unleash the desired effect—in most cases, of higher level. A 1st-level spell fits into a slot of any size,
all in the span of seconds. but a 9th-level spell fits only in a 9th-level slot. So when
Spells can be versatile tools, weapons, or protective Umara casts magic missile, a 1st-level spell, she spends
wards. They can deal damage or undo it, impose or re- one of her four 1st-level slots and has three remaining.
move conditions (see appendix A), drain life energy away, Finishing a long rest restores any expended spell slots
and restore life to the dead. (see chapter 8 for the rules on resting).
Uncounted thousands of spells have been created Some characters and monsters have special abilities
over the course of the multiverse’s history, and many of that let them cast spells without using spell slots.
them are long forgotten. Some might yet lie recorded in
crumbling spellbooks hidden in ancient ruins or trapped Casting a Spell at a Higher Level
in the minds of dead gods. Or they might someday be re- When a spellcaster casts a spell using a slot that is of a
invented by a character who has amassed enough power higher level than the spell, the spell assumes the higher
and wisdom to do so. level for that casting. For instance, if Umara casts magic
missile using one of her 2nd-level slots, that magic mis-
Spell Level sile is 2nd level. Effectively, the spell expands to fill the
Every spell has a level from 0 to 9. A spell’s level is a gen- slot it is put into.
eral indicator of how powerful it is, with the lowly (but Some spells, such as magic missile and cure wounds,
still impressive) magic missile at 1st level and the incredi- have more powerful effects when cast at a higher level, as
ble time stop at 9th. Cantrips—simple but powerful spells detailed in a spell’s description.
that characters can cast almost by rote—are level 0. The
higher a spell’s level, the higher level a spellcaster must
Cantrips
be to use that spell. A cantrip is a spell that can be cast at will, without using
Spell level and character level don’t correspond di- a spell slot and without being prepared in advance. Re-
rectly. Typically, a character has to be at least 17th level, peated practice has fixed the spell in the caster’s mind
not 9th level, to cast a 9th-level spell. and infused the caster with the magic needed to produce
the effect over and over. A cantrip’s spell level is 0.
Known and Prepared Spells
Before a spellcaster can use a spell, he or she must have
Rituals
the spell firmly fixed in mind, or must have access to the Certain spells have a special tag: ritual. Such a spell
spell in a magic item. Members of a few classes have a can be cast following the normal rules for spellcasting,
limited list of spells they know that are always fixed in or the spell can be cast as a ritual. The ritual version of a
mind. The same thing is true of many magic-using mon- spell takes 10 minutes longer to cast than normal.
sters. Other spellcasters, such as clerics and wizards, It also doesn’t expend a spell slot, which means the ritual
undergo a process of preparing spells. This process var- version of a spell can’t be cast at a higher level.
ies for different classes, as detailed in their descriptions. To cast a spell as a ritual, a spellcaster must have a
In every case, the number of spells a caster can have feature that grants the ability to do so. The cleric and the
fixed in mind at any given time depends on the charac- druid, for example, have such a feature. The caster must
ter’s level. also have the spell prepared or on his or her list of spells
known, unless the character’s ritual feature specifies oth-
erwise, as the wizard’s does.

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Casting a Spell Components
When a character casts any spell, the same basic rules A spell’s components are the physical requirements you
are followed, regardless of the character’s class or the must meet in order to cast it. Each spell’s description
spell’s effects. indicates whether it requires verbal (V), somatic (S),
Each spell description in chapter 11 begins with a block or material (M) components. If you can’t provide one
of information, including the spell’s name, level, school of or more of a spell’s components, you are unable to cast
magic, casting time, range, components, and duration. The the spell.
rest of a spell entry describes the spell’s effect.
Verbal (V)
Casting Time Most spells require the chanting of mystic words. The
words themselves aren’t the source of the spell’s power;
Most spells require a single action to cast, but some rather, the particular combination of sounds, with spe-
spells require a bonus action, a reaction, or much more cific pitch and resonance, sets the threads of magic in
time to cast. motion. Thus, a character who is gagged or in an area
Bonus Action of silence, such as one created by the silence spell, can’t
cast a spell with a verbal component.
A spell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell, Somatic (S)
provided that you haven’t already taken a bonus action Spellcasting gestures might include a forceful gesticula-
this turn. You can’t cast another spell during the same tion or an intricate set of gestures. If a spell requires a
turn, except for a cantrip with a casting time of 1 action. somatic component, the caster must have free use of at
Reactions least one hand to perform these gestures.
Some spells can be cast as reactions. These spells take Material (M)
a fraction of a second to bring about and are cast in re- Casting some spells requires particular objects, specified
sponse to some event. If a spell can be cast as a reaction, in parentheses in the component entry. A character can
the spell description tells you exactly when you can do so. use a component pouch or a spellcasting focus (found
Longer Casting Times in chapter 5) in place of the components specified for a
spell. But if a cost is indicated for a component, a char-
Certain spells (including spells cast as rituals) require
acter must have that specific component before he or she
more time to cast: minutes or even hours. When you cast
can cast the spell.
a spell with a casting time longer than a single action or
If a spell states that a material component is consumed
reaction, you must spend your action each turn casting
by the spell, the caster must provide this component for
the spell, and you must maintain your concentration
each casting of the spell.
while you do so (see “Concentration” below). If your con-
A spellcaster must have a hand free to access these
centration is broken, the spell fails, but you don’t expend
components—or to hold a spellcasting focus—but it can
a spell slot. If you want to try casting the spell again, you
be the same hand that he or she uses to perform somatic
must start over.
components.
Range Duration
The target of a spell must be within the spell’s range. For
A spell’s duration is the length of time the spell persists.
a spell like magic missile, the target is a creature. For a
A duration can be expressed in rounds, minutes, hours,
spell like fireball, the target is the point in space where
or even years. Some spells specify that their effects last
the ball of fire erupts.
until the spells are dispelled or destroyed.
Most spells have ranges expressed in feet. Some spells
can target only a creature (including you) that you touch. Instantaneous
Other spells, such as the shield spell, affect only you. Many spells are instantaneous. The spell harms, heals,
These spells have a range of self. creates, or alters a creature or an object in a way that
Spells that create cones or lines of effect that originate can’t be dispelled, because its magic exists only for
from you also have a range of self, indicating that the or- an instant.
igin point of the spell’s effect must be you (see “Areas of
Effect” later in the this chapter). Concentration
Once a spell is cast, its effects aren’t limited by its range, Some spells require you to maintain concentration in or-
unless the spell’s description says otherwise. der to keep their magic active. If you lose concentration,
such a spell ends.
Casting in Armor If a spell must be maintained with concentration, that
Because of the mental focus and precise gestures required fact appears in its Duration entry, and the spell specifies
for spellcasting, you must be proficient with the armor you how long you can concentrate on it. You can end concen-
are wearing to cast a spell. You are otherwise too distracted tration at any time (no action required).
and physically hampered by your armor for spellcasting.

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Normal activity, such as moving and attacking, doesn’t The Schools of Magic
interfere with concentration. The following factors can Academies of magic group spells into eight categories
break concentration: called schools of magic. Scholars, particularly wizards,
apply these categories to all spells, believing that all magic
• Casting another spell that requires concentration.
functions in essentially the same way, whether it derives
You lose concentration on a spell if you cast another from rigorous study or is bestowed by a deity.
spell that requires concentration. You can’t concentrate The schools of magic help describe spells; they have no
on two spells at once. rules of their own, although some rules refer to the schools.
• Taking damage. Whenever you take damage while Abjuration spells are protective in nature, though some
you are concentrating on a spell, you must make a of them have aggressive uses. They create magical barriers,
Constitution saving throw to maintain your concentra- negate harmful effects, harm trespassers, or banish
tion. The DC equals 10 or half the damage you take, creatures to other planes of existence.
whichever number is higher. If you take damage from Conjuration spells involve the transportation of objects
multiple sources, such as an arrow and a dragon’s and creatures from one location to another. Some spells
summon creatures or objects to the caster’s side, whereas
breath, you make a separate saving throw for each
others allow the caster to teleport to another location. Some
source of damage. conjurations create objects or effects out of nothing.
• Being incapacitated or killed. You lose concentration Divination spells reveal information, whether in the
on a spell if you are incapacitated or if you die. form of secrets long forgotten, glimpses of the future, the
The DM might also decide that certain environmental locations of hidden things, the truth behind illusions, or
visions of distant people or places.
phenomena, such as a wave crashing over you while
Enchantment spells affect the minds of others,
you’re on a storm-tossed ship, require you to succeed on a
influencing or controlling their behavior. Such spells can
DC 10 Constitution saving throw to maintain concentra- make enemies see the caster as a friend, force creatures to
tion on a spell. take a course of action, or even control another creature
like a puppet.
Targets Evocation spells manipulate magical energy to produce
A typical spell requires you to pick one or more targets a desired effect. Some call up blasts of fire or lightning.
Others channel positive energy to heal wounds.
to be affected by the spell’s magic. A spell’s description
Illusion spells deceive the senses or minds of others. They
tells you whether the spell targets creatures, objects, or a cause people to see things that are not there, to miss things
point of origin for an area of effect (described below). that are there, to hear phantom noises, or to remember
Unless a spell has a perceptible effect, a creature might things that never happened. Some illusions create phantom
not know it was targeted by a spell at all. An effect like images that any creature can see, but the most insidious
crackling lightning is obvious, but a more subtle effect, illusions plant an image directly in the mind of a creature.
such as an attempt to read a creature’s thoughts, typically Necromancy spells manipulate the energies of life and
goes unnoticed, unless a spell says otherwise. death. Such spells can grant an extra reserve of life force,
drain the life energy from another creature, create the
A Clear Path to the Target undead, or even bring the dead back to life.
To target something, you must have a clear path to it, Creating the undead through the use of necromancy
spells such as animate dead is not a good act, and only evil
so it can’t be behind total cover.
casters use such spells frequently.
If you place an area of effect at a point that you can’t
Transmutation spells change the properties of a creature,
see and an obstruction, such as a wall, is between you object, or environment. They might turn an enemy into
and that point, the point of origin comes into being on the a harmless creature, bolster the strength of an ally, make
near side of that obstruction. an object move at the caster’s command, or enhance
a creature’s innate healing abilities to rapidly recover
Targeting Yourself from injury.
If a spell targets a creature of your choice, you can
choose yourself, unless the creature must be hostile or
location isn’t included in the spell’s area. To block one of
specifically a creature other than you. If you are in the
these imaginary lines, an obstruction must provide total
area of effect of a spell you cast, you can target yourself.
cover, as explained in chapter 9.
Areas of Effect Cone
Spells such as burning hands and cone of cold cover an A cone extends in a direction you choose from its point of
area, allowing them to affect multiple creatures at once. origin. A cone’s width at a given point along its length is
A spell’s description specifies its area of effect, which equal to that point’s distance from the point of origin. A
typically has one of five different shapes: cone, cube, cyl- cone’s area of effect specifies its maximum length.
inder, line, or sphere. Every area of effect has a point of A cone’s point of origin is not included in the cone’s
origin, a location from which the spell’s energy erupts. area of effect, unless you decide otherwise.
The rules for each shape specify how you position its
point of origin. Typically, a point of origin is a point in Cube
space, but some spells have an area whose origin is a You select a cube’s point of origin, which lies anywhere
creature or an object. on a face of the cubic effect. The cube’s size is expressed
A spell’s effect expands in straight lines from the point as the length of each side.
of origin. If no unblocked straight line extends from the A cube’s point of origin is not included in the cube’s
point of origin to a location within the area of effect, that area of effect, unless you decide otherwise.

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Cylinder Combining Magical Effects
A cylinder’s point of origin is the center of a circle of a
The effects of different spells add together while the du-
particular radius, as given in the spell description. The
rations of those spells overlap. The effects of the same
circle must either be on the ground or at the height of the
spell cast multiple times don’t combine, however. Instead,
spell effect. The energy in a cylinder expands in straight
the most potent effect—such as the highest bonus—from
lines from the point of origin to the perimeter of the cir-
those castings applies while their durations overlap. Or
cle, forming the base of the cylinder. The spell’s effect
the most recent effect applies if the castings are equally
then shoots up from the base or down from the top, to a
potent and their durations overlap.
distance equal to the height of the cylinder.
For example, if two clerics cast bless on the same tar-
A cylinder’s point of origin is included in the cylinder’s
get, that character gains the spell’s benefit only once; he
area of effect.
or she doesn’t get to roll two bonus dice.
Line
A line extends from its point of origin in a straight path The Weave of Magic
up to its length and covers an area defined by its width. The worlds within the D&D multiverse are magical
A line’s point of origin is not included in the line’s area places. All existence is suffused with magical power, and
of effect, unless you decide otherwise. potential energy lies untapped in every rock, stream, and
living creature, and even in the air itself. Raw magic is the
Sphere stuff of creation, the mute and mindless will of existence,
You select a sphere’s point of origin, and the sphere permeating every bit of matter and present in every
manifestation of energy throughout the multiverse.
extends outward from that point. The sphere’s size is ex-
Mortals can’t directly shape this raw magic. Instead, they
pressed as a radius in feet that extends from the point.
make use of a fabric of magic, a kind of interface between
A sphere’s point of origin is included in the sphere’s the will of a spellcaster and the stuff of raw magic. The
area of effect. spellcasters of the Forgotten Realms call it the Weave and
recognize its essence as the goddess Mystra, but casters
Saving Throws have varied ways of naming and visualizing this interface.
Many spells specify that a target can make a saving By any name, without the Weave, raw magic is locked away
and inaccessible; the most powerful archmage can’t light
throw to avoid some or all of a spell’s effects. The spell
a candle with magic in an area where the Weave has been
specifies the ability that the target uses for the save and torn. But surrounded by the Weave, a spellcaster can shape
what happens on a success or failure. lightning to blast foes, transport hundreds of miles in the
The DC to resist one of your spells equals 8 + your blink of an eye, or even reverse death itself.
spellcasting ability modifier + your proficiency bonus + All magic depends on the Weave, though different kinds
any special modifiers. of magic access it in a variety of ways. The spells of wizards,
warlocks, sorcerers, and bards are commonly called arcane
Attack Rolls magic. These spells rely on an understanding—learned or
intuitive—of the workings of the Weave. The caster plucks
Some spells require the caster to make an attack roll directly at the strands of the Weave to create the desired
to determine whether the spell effect hits the intended effect. Eldritch knights and arcane tricksters also use arcane
target. Your attack bonus with a spell attack equals your magic. The spells of clerics, druids, paladins, and rangers
spellcasting ability modifier + your proficiency bonus. are called divine magic. These spellcasters’ access to the
Most spells that require attack rolls involve ranged Weave is mediated by divine power—gods, the divine forces
attacks. Remember that you have disadvantage on a of nature, or the sacred weight of a paladin’s oath.
ranged attack roll if you are within 5 feet of a hostile Whenever a magic effect is created, the threads of
creature that can see you and that isn’t incapacitated (see the Weave intertwine, twist, and fold to make the effect
possible. When characters use divination spells such as
chapter 9).
detect magic or identify, they glimpse the Weave. A spell such
as dispel magic smooths the Weave. Spells such as antimagic
field rearrange the Weave so that magic flows around,
rather than through, the area affected by the spell. And in
places where the Weave is damaged or torn, magic works in
unpredictable ways—or not at all.
RICHARD WHITTERS

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Chapter 11: Spells
This chapter describes the most common spells Wizard Spells 4th Level
in the worlds of Dungeons & Dragons. The chapter Arcane Eye
begins with lists of selected spell lists for the most com- Cantrips (0 Level)
Dimension Door
mon spellcasting classes. The remainder contains spell Acid Splash
Greater Invisibility
descriptions, presented in alphabetical order by the name Dancing Lights
Ice Storm
of the spell. Fire Bolt
Stoneskin
Light
Wall of Fire
Cleric Spells 4th Level Mage Hand
Death Ward Minor Illusion 5th Level
Cantrips (0 Level)
Divination Poison Spray Cone of Cold
Guidance
Freedom of Movement Prestidigitation Dominate Person
Light
Guardian of Faith Ray of Frost Dream
Resistance
Locate Creature Shocking Grasp Passwall
Sacred Flame
5th Level 1st Level Wall of Stone
Spare the Dying
Thaumaturgy Commune Burning Hands 6th Level
Flame Strike Charm Person Chain Lightning
1st Level
Greater Restoration Comprehend Languages Disintegrate
Bless
Mass Cure Wounds Detect Magic Globe of Invulnerability
Command
Raise Dead Disguise Self Mass Suggestion
Cure Wounds
6th Level Identify Otto’s Irresistible Dance
Detect Magic
Mage Armor True Seeing
Guiding Bolt Blade Barrier
Magic Missile 7th Level
Healing Word Find the Path
Shield
Inflict Wounds Harm Delayed Blast Fireball
Silent Image
Sanctuary Heal Finger of Death
Sleep
Shield of Faith Heroes’ Feast Mordenkainen’s Sword
Thunderwave
True Seeing Teleport
2nd Level
7th Level 2nd Level 8th Level
Aid
Arcane Lock
Augury Etherealness Dominate Monster
Blur
Hold Person Fire Storm Maze
Darkness
Lesser Restoration Regenerate Power Word Stun
Flaming Sphere
Prayer of Healing Resurrection Sunburst
Hold Person
Silence 8th Level 9th Level
Invisibility
Spiritual Weapon
Antimagic Field Knock Foresight
Warding Bond
Earthquake Levitate Imprisonment
3rd Level Holy Aura Magic Weapon Meteor Swarm
Beacon of Hope 9th Level Misty Step Power Word Kill
Dispel Magic Shatter Time Stop
Astral Projection
Mass Healing Word Spider Climb
Gate
Protection from Energy Suggestion
Mass Heal
Remove Curse Web
True Resurrection
Revivify
3rd Level
Speak with Dead
Counterspell
Spirit Guardians
Dispel Magic
Fireball
Fly
Haste
Lightning Bolt
Major Image
Protection from Energy

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Spell Descriptions Spells. Any active spell or other magical effect on a
creature or an object in the sphere is suppressed while
The spells are presented in alphabetical order. the creature or object is in it.
Magic Items. The properties and powers of magic
Acid Splash items are suppressed in the sphere. For example, a
Conjuration cantrip +1 longsword in the sphere functions as a nonmagical
Casting Time: 1 action longsword.
Range: 60 feet A magic weapon’s properties and powers are sup-
Components: V, S pressed if it is used against a target in the sphere or
Duration: Instantaneous wielded by an attacker in the sphere. If a magic weapon
You hurl a bubble of acid. Choose one or two creatures or a piece of magic ammunition fully leaves the sphere
you can see within range. If you choose two, they must (for example, if you fire a magic arrow or throw a magic
be within 5 feet of each other. A target must succeed on a spear at a target outside the sphere), the magic of the
Dexterity saving throw or take 1d6 acid damage. item ceases to be suppressed as soon as it exits.
This spell’s damage increases by 1d6 when you reach Magical Travel. Teleportation and planar travel fail to
5th level (2d6), 11th level (3d6), and 17th level (4d6). work in the sphere, whether the sphere is the destination
or the departure point for such magical travel. A portal
Aid to another location, world, or plane of existence, as well
2nd-level abjuration as an opening to an extradimensional space such as that
created by the rope trick spell, temporarily closes while
Casting Time: 1 action
in the sphere.
Range: 30 feet
Creatures and Objects. A creature or object sum-
Components: V, S, M (a tiny strip of white cloth)
moned or created by magic temporarily winks out of
Duration: 8 hours
existence in the sphere. Such a creature instantly reap-
Your spell bolsters your allies with toughness and re- pears once the space the creature occupied is no longer
solve. Choose up to three creatures within range. Each within the sphere.
target’s hit point maximum and current hit points in- Dispel Magic. Spells and magical effects such as dispel
crease by 5 for the duration. magic have no effect on the sphere. Likewise, the spheres
At Higher Levels. When you cast this spell using a created by different antimagic field spells don’t nullify
spell slot of 3rd level or higher, a target’s hit points in- each other.
crease by an additional 5 for each slot level above 2nd.
Arcane Eye
Antimagic Field 4th-level divination
8th-level abjuration Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: Self (10-foot-radius sphere) Components: V, S, M (a bit of bat fur)
Components: V, S, M (a pinch of powdered iron or Duration: Concentration, up to 1 hour
iron filings)
You create an invisible, magical eye within range that
Duration: Concentration, up to 1 hour
hovers in the air for the duration.
A 10-foot-radius invisible sphere of antimagic surrounds You mentally receive visual information from the eye,
you. This area is divorced from the magical energy that which has normal vision and darkvision out to 30 feet.
suffuses the multiverse. Within the sphere, spells can’t The eye can look in every direction.
be cast, summoned creatures disappear, and even magic As an action, you can move the eye up to 30 feet in
items become mundane. Until the spell ends, the sphere any direction. There is no limit to how far away from
moves with you, centered on you. you the eye can move, but it can’t enter another plane of
Spells and other magical effects, except those created existence. A solid barrier blocks the eye’s movement, but
by an artifact or a deity, are suppressed in the sphere the eye can pass through an opening as small as 1 inch
and can’t protrude into it. A slot expended to cast a sup- in diameter.
pressed spell is consumed. While an effect is suppressed,
it doesn’t function, but the time it spends suppressed Arcane Lock
counts against its duration. 2nd-level abjuration
Targeted Effects. Spells and other magical effects, Casting Time: 1 action
such as magic missile and charm person, that target Range: Touch
a creature or an object in the sphere have no effect on Components: V, S, M (gold dust worth at least 25 gp,
that target. which the spell consumes)
Areas of Magic. The area of another spell or magical Duration: Until dispelled
effect, such as fireball, can’t extend into the sphere. If the
sphere overlaps an area of magic, the part of the area You touch a closed door, window, gate, chest, or other en-
that is covered by the sphere is suppressed. For example, tryway, and it becomes locked for the duration. You and
the flames created by a wall of fire are suppressed within the creatures you designate when you cast this spell can
the sphere, creating a gap in the wall if the overlap is open the object normally. You can also set a password
large enough. that, when spoken within 5 feet of the object, suppresses
this spell for 1 minute. Otherwise, it is impassable

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until it is broken or the spell is dispelled or suppressed. Augury
Casting knock on the object suppresses arcane lock for 2nd-level divination (ritual)
10 minutes.
Casting Time: 1 minute
While affected by this spell, the object is more difficult
Range: Self
to break or force open; the DC to break it or pick any
Components: V, S, M (specially marked sticks, bones, or
locks on it increases by 10.
similar tokens worth at least 25 gp)
Astral Projection Duration: Instantaneous
9th-level necromancy By casting gem-inlaid sticks, rolling dragon bones, laying
Casting Time: 1 hour out ornate cards, or employing some other divining tool,
Range: 10 feet you receive an omen from an otherworldly entity about
Components: V, S, M (for each creature you affect with the results of a specific course of action that you plan to
this spell, you must provide one jacinth worth at least take within the next 30 minutes. The DM chooses from
1,000 gp and one ornately carved bar of silver worth at the following possible omens:
least 100 gp, all of which the spell consumes) Weal, for good results
Duration: Special Woe, for bad results
You and up to eight willing creatures within range proj- Weal and woe, for both good and bad results
ect your astral bodies into the Astral Plane (the spell Nothing, for results that aren’t especially good or bad
fails and the casting is wasted if you are already on that The spell doesn’t take into account any possible cir-
plane). The material body you leave behind is uncon- cumstances that might change the outcome, such as
scious and in a state of suspended animation; it doesn’t the casting of additional spells or the loss or gain of a
need food or air and doesn’t age. companion.
Your astral body resembles your mortal form in almost If you cast the spell two or more times before complet-
every way, replicating your game statistics and posses- ing your next long rest, there is a cumulative 25 percent
sions. The principal difference is the addition of a silvery chance for each casting after the first that you get a ran-
cord that extends from between your shoulder blades and dom reading. The DM makes this roll in secret.
trails behind you, fading to invisibility after 1 foot. This
cord is your tether to your material body. As long as the Beacon of Hope
tether remains intact, you can find your way home. If the 3rd-level abjuration
cord is cut—something that can happen only when an Casting Time: 1 action
effect specifically states that it does—your soul and body Range: 30 feet
are separated, killing you instantly. Components: V, S
Your astral form can freely travel through the Astral Duration: Concentration, up to 1 minute
Plane and can pass through portals there leading to any
other plane. If you enter a new plane or return to the plane This spell bestows hope and vitality. Choose any number
you were on when casting this spell, your body and pos- of creatures within range. For the duration, each target
sessions are transported along the silver cord, allowing has advantage on Wisdom saving throws and death
you to re-enter your body as you enter the new plane. Your saving throws, and regains the maximum number of hit
astral form is a separate incarnation. Any damage or other points possible from any healing.
effects that apply to it have no effect on your physical body,
nor do they persist when you return to it.
Blade Barrier
6th-level evocation
The spell ends for you and your companions when
you use your action to dismiss it. When the spell ends, Casting Time: 1 action
the affected creature returns to its physical body, and Range: 90 feet
it awakens. Components: V, S
The spell might also end early for you or one of your Duration: Concentration, up to 10 minutes
companions. A successful dispel magic spell used against You create a vertical wall of whirling, razor-sharp blades
an astral or physical body ends the spell for that creature. made of magical energy. The wall appears within range
If a creature’s original body or its astral form drops to and lasts for the duration. You can make a straight wall
0 hit points, the spell ends for that creature. If the spell up to 100 feet long, 20 feet high, and 5 feet thick, or a
ends and the silver cord is intact, the cord pulls the ringed wall up to 60 feet in diameter, 20 feet high, and 5
creature’s astral form back to its body, ending its state of feet thick. The wall provides three-quarters cover to crea-
suspended animation. tures behind it, and its space is difficult terrain.
If you are returned to your body prematurely, your com- When a creature enters the wall’s area for the first time
panions remain in their astral forms and must find their on a turn or starts its turn there, the creature must make
own way back to their bodies, usually by dropping to 0 a Dexterity saving throw. On a failed save, the creature
hit points. takes 6d10 slashing damage. On a successful save, the
creature takes half as much damage.

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Bless At Higher Levels. When you cast this spell using a
1st-level enchantment spell slot of 7th level or higher, one additional bolt leaps
from the first target to another target for each slot level
Casting Time: 1 action
above 6th.
Range: 30 feet
Components: V, S, M (a sprinkling of holy water) Charm Person
Duration: Concentration, up to 1 minute 1st-level enchantment
You bless up to three creatures of your choice within Casting Time: 1 action
range. Whenever a target makes an attack roll or a saving Range: 30 feet
throw before the spell ends, the target can roll a d4 and Components: V, S
add the number rolled to the attack roll or saving throw. Duration: 1 hour
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one addi- You attempt to charm a humanoid you can see within
tional creature for each slot level above 1st. range. It must make a Wisdom saving throw, and does so
with advantage if you or your companions are fighting it.
Blur If it fails the saving throw, it is charmed by you until the
2nd-level illusion spell ends or until you or your companions do anything
harmful to it. The charmed creature regards you as a
Casting Time: 1 action
friendly acquaintance. When the spell ends, the creature
Range: Self
knows it was charmed by you.
Components: V
At Higher Levels. When you cast this spell using
Duration: Concentration, up to 1 minute
a spell slot of 2nd level or higher, you can target one
Your body becomes blurred, shifting and wavering to additional creature for each slot level above 1st. The
all who can see you. For the duration, any creature has creatures must be within 30 feet of each other when you
disadvantage on attack rolls against you. An attacker is target them.
immune to this effect if it doesn’t rely on sight, as with
blindsight, or can see through illusions, as with truesight. Command
1st-level enchantment
Burning Hands Casting Time: 1 action
1st-level evocation
Range: 60 feet
Casting Time: 1 action Components: V
Range: Self (15-foot cone) Duration: 1 round
Components: V, S
You speak a one-word command to a creature you can
Duration: Instantaneous
see within range. The target must succeed on a Wisdom
As you hold your hands with thumbs touching and fingers saving throw or follow the command on its next turn.
spread, a thin sheet of flames shoots forth from your out- The spell has no effect if the target is undead, if it doesn’t
stretched fingertips. Each creature in a 15-foot cone must understand your language, or if your command is directly
make a Dexterity saving throw. A creature takes 3d6 fire harmful to it.
damage on a failed save, or half as much damage on a Some typical commands and their effects follow. You
successful one. might issue a command other than one described here. If
The fire ignites any flammable objects in the area that you do so, the DM determines how the target behaves. If
aren’t being worn or carried. the target can’t follow your command, the spell ends.
At Higher Levels. When you cast this spell using a Approach. The target moves toward you by the short-
spell slot of 2nd level or higher, the damage increases by est and most direct route, ending its turn if it moves
1d6 for each slot level above 1st. within 5 feet of you.
Drop. The target drops whatever it is holding and then
Chain Lightning ends its turn.
6th-level evocation Flee. The target spends its turn moving away from you
Casting Time: 1 action by the fastest available means.
Range: 150 feet Grovel. The target falls prone and then ends its turn.
Components: V, S, M (a bit of fur; a piece of amber, glass, Halt. The target doesn’t move and takes no actions. A
or a crystal rod; and three silver pins) flying creature stays aloft, provided that it is able to do so.
Duration: Instantaneous If it must move to stay aloft, it flies the minimum distance
needed to remain in the air.
You create a bolt of lightning that arcs toward a target of
At Higher Levels. When you cast this spell using
your choice that you can see within range. Three bolts
a spell slot of 2nd level or higher, you can affect one
then leap from that target to as many as three other
additional creature for each slot level above 1st. The
targets, each of which must be within 30 feet of the first
creatures must be within 30 feet of each other when you
target. A target can be a creature or an object and can be
target them.
targeted by only one of the bolts.
A target must make a Dexterity saving throw. The tar-
get takes 10d8 lightning damage on a failed save, or half
as much damage on a successful one.

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Commune Components: S
5th-level divination (ritual) Duration: Instantaneous
Casting Time: 1 minute You attempt to interrupt a creature in the process of cast-
Range: Self ing a spell. If the creature is casting a spell of 3rd level
Components: V, S, M (incense and a vial of holy or or lower, its spell fails and has no effect. If it is casting a
unholy water) spell of 4th level or higher, make an ability check using
Duration: 1 minute your spellcasting ability. The DC equals 10 + the spell’s
level. On a success, the creature’s spell fails and has
You contact your deity or a divine proxy and ask up to
no effect.
three questions that can be answered with a yes or no.
At Higher Levels. When you cast this spell using a
You must ask your questions before the spell ends. You
spell slot of 4th level or higher, the interrupted spell has
receive a correct answer for each question.
no effect if its level is less than or equal to the level of the
Divine beings aren’t necessarily omniscient, so you
spell slot you used.
might receive “unclear” as an answer if a question
pertains to information that lies beyond the deity’s Cure Wounds
knowledge. In a case where a one-word answer could be 1st-level evocation
misleading or contrary to the deity’s interests, the DM
might offer a short phrase as an answer instead. Casting Time: 1 action
If you cast the spell two or more times before finish- Range: Touch
ing your next long rest, there is a cumulative 25 percent Components: V, S
chance for each casting after the first that you get no an- Duration: Instantaneous
swer. The DM makes this roll in secret. A creature you touch regains a number of hit points equal
to 1d8 + your spellcasting ability modifier. This spell has
Comprehend Languages no effect on undead or constructs.
1st-level divination (ritual) At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 2nd level or higher, the healing increases by
Range: Self 1d8 for each slot level above 1st.
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour Dancing Lights
Evocation cantrip
For the duration, you understand the literal meaning of
any spoken language that you hear. You also understand Casting Time: 1 action
any written language that you see, but you must be touch- Range: 120 feet
ing the surface on which the words are written. It takes Components: V, S, M (a bit of phosphorus or wychwood,
about 1 minute to read one page of text. or a glowworm)
This spell doesn’t decode secret messages in a text or Duration: Concentration, up to 1 minute
a glyph, such as an arcane sigil, that isn’t part of a writ- You create up to four torch-sized lights within range,
ten language. making them appear as torches, lanterns, or glowing
orbs that hover in the air for the duration. You can also
Cone of Cold combine the four lights into one glowing vaguely human-
5th-level evocation oid form of Medium size. Whichever form you choose,
Casting Time: 1 action each light sheds dim light in a 10-foot radius.
Range: Self (60-foot cone) As a bonus action on your turn, you can move the lights
Components: V, S, M (a small crystal or glass cone) up to 60 feet to a new spot within range. A light must be
Duration: Instantaneous within 20 feet of another light created by this spell, and a
light winks out if it exceeds the spell’s range.
A blast of cold air erupts from your hands. Each creature
in a 60-foot cone must make a Constitution saving throw. Darkness
A creature takes 8d8 cold damage on a failed save, or 2nd-level evocation
half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue Casting Time: 1 action
until it thaws. Range: 60 feet
At Higher Levels. When you cast this spell using a Components: V, M (bat fur and a drop of pitch or
spell slot of 6th level or higher, the damage increases by piece of coal)
1d8 for each slot level above 5th. Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose
Counterspell within range to fill a 15-foot-radius sphere for the dura-
3rd-level abjuration tion. The darkness spreads around corners. A creature
Casting Time: 1 reaction, which you take when you see a with darkvision can’t see through this darkness, and non-
creature within 60 feet of you casting a spell magical light can’t illuminate it.
Range: 60 feet If the point you choose is on an object you are holding
or one that isn’t being worn or carried, the darkness
emanates from the object and moves with it. Completely

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covering the source of the darkness with an opaque ob- Components: V, S
ject, such as a bowl or a helm, blocks the darkness. Duration: Concentration, up to 10 minutes
If any of this spell’s area overlaps with an area of light
For the duration, you sense the presence of magic within
created by a spell of 2nd level or lower, the spell that cre-
30 feet of you. If you sense magic in this way, you can use
ated the light is dispelled.
your action to see a faint aura around any visible creature
Death Ward or object in the area that bears magic, and you learn its
school of magic, if any.
4th-level abjuration
The spell can penetrate most barriers, but it is blocked
Casting Time: 1 action by 1 foot of stone, 1 inch of common metal, a thin sheet of
Range: Touch lead, or 3 feet of wood or dirt.
Components: V, S
Duration: 8 hours Dimension Door
You touch a creature and grant it a measure of protection 4th-level conjuration
from death. Casting Time: 1 action
The first time the target would drop to 0 hit points as a Range: 500 feet
result of taking damage, the target instead drops to 1 hit Components: V
point, and the spell ends. Duration: Instantaneous
If the spell is still in effect when the target is subjected
You teleport yourself from your current location to any
to an effect that would kill it instantaneously without
other spot within range. You arrive at exactly the spot de-
dealing damage, that effect is instead negated against the
sired. It can be a place you can see, one you can visualize,
target, and the spell ends.
or one you can describe by stating distance and direction,
Delayed Blast Fireball such as “200 feet straight downward” or “upward to the
northwest at a 45-degree angle, 300 feet.”
7th-level evocation
You can bring along objects as long as their weight
Casting Time: 1 action doesn’t exceed what you can carry. You can also bring
Range: 150 feet one willing creature of your size or smaller who is carry-
Components: V, S, M (a tiny ball of bat guano and sulfur) ing gear up to its carrying capacity. The creature must be
Duration: Concentration, up to 1 minute within 5 feet of you when you cast this spell.
A beam of yellow light flashes from your pointing finger, If you would arrive in a place already occupied by an
then condenses to linger at a chosen point within range object or a creature, you and any creature traveling with
as a glowing bead for the duration. When the spell ends, you each take 4d6 force damage, and the spell fails to
either because your concentration is broken or because teleport you.
you decide to end it, the bead blossoms with a low roar
into an explosion of flame that spreads around corners. Disguise Self
Each creature in a 20-foot-radius sphere centered on 1st-level illusion
that point must make a Dexterity saving throw. A crea- Casting Time: 1 action
ture takes fire damage equal to the total accumulated Range: Self
damage on a failed save, or half as much damage on a Components: V, S
successful one. Duration: 1 hour
The spell’s base damage is 12d6. If at the end of your
You make yourself—including your clothing, armor, weap-
turn the bead has not yet detonated, the damage in-
ons, and other belongings on your person—look different
creases by 1d6.
until the spell ends or until you use your action to dismiss
If the glowing bead is touched before the interval has
it. You can seem 1 foot shorter or taller and can appear
expired, the creature touching it must make a Dexterity
thin, fat, or in between. You can’t change your body type,
saving throw. On a failed save, the spell ends immedi-
so you must adopt a form that has the same basic ar-
ately, causing the bead to erupt in flame. On a successful
rangement of limbs. Otherwise, the extent of the illusion
save, the creature can throw the bead up to 40 feet. When
is up to you.
it strikes a creature or a solid object, the spell ends, and
The changes wrought by this spell fail to hold up to
the bead explodes.
physical inspection. For example, if you use this spell to
The fire damages objects in the area and ignites flam-
add a hat to your outfit, objects pass through the hat, and
mable objects that aren’t being worn or carried.
anyone who touches it would feel nothing or would feel
At Higher Levels. When you cast this spell using
your head and hair. If you use this spell to appear thinner
a spell slot of 8th level or higher, the base damage in-
than you are, the hand of someone who reaches out to
creases by 1d6 for each slot level above 7th.
touch you would bump into you while it was seemingly
Detect Magic still in midair.
To discern that you are disguised, a creature can use
1st-level divination (ritual)
its action to inspect your appearance and must succeed
Casting Time: 1 action on an Intelligence (Investigation) check against your
Range: Self spell save DC.

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Disintegrate If you cast the spell two or more times before finish-
6th-level transmutation ing your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get a ran-
Casting Time: 1 action
dom reading. The DM makes this roll in secret.
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of dust) Dominate Monster
Duration: Instantaneous 8th-level enchantment
A thin green ray springs from your pointing finger to a Casting Time: 1 action
target that you can see within range. The target can be a Range: 60 feet
creature, an object, or a creation of magical force, such as Components: V, S
the wall created by wall of force. Duration: Concentration, up to 1 hour
A creature targeted by this spell must make a Dexterity
saving throw. On a failed save, the target takes 10d6 + 40 You attempt to beguile a creature that you can see within
force damage. The target is disintegrated if this damage range. It must succeed on a Wisdom saving throw or be
leaves it with 0 hit points. charmed by you for the duration. If you or creatures that
A disintegrated creature and everything it is wearing are friendly to you are fighting it, it has advantage on the
and carrying, except magic items, are reduced to a pile of saving throw.
fine gray dust. The creature can be restored to life only by While the creature is charmed, you have a telepathic
means of a true resurrection or a wish spell. link with it as long as the two of you are on the same
This spell automatically disintegrates a Large or plane of existence. You can use this telepathic link to
smaller nonmagical object or a creation of magical force. issue commands to the creature while you are conscious
If the target is a Huge or larger object or creation of force, (no action required), which it does its best to obey. You
this spell disintegrates a 10-foot-cube portion of it. A can specify a simple and general course of action, such
magic item is unaffected by this spell. as “Attack that creature,” “Run over there,” or “Fetch that
At Higher Levels. When you cast this spell using a object.” If the creature completes the order and doesn’t
spell slot of 7th level or higher, the damage increases by receive further direction from you, it defends and pre-
3d6 for each slot level above 6th. serves itself to the best of its ability.
You can use your action to take total and precise con-
Dispel Magic trol of the target. Until the end of your next turn, the
3rd-level abjuration creature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this time,
Casting Time: 1 action
you can also cause the creature to use a reaction, but this
Range: 120 feet
requires you to use your own reaction as well.
Components: V, S
Each time the target takes damage, it makes a new
Duration: Instantaneous
Wisdom saving throw against the spell. If the saving
Choose one creature, object, or magical effect within throw succeeds, the spell ends.
range. Any spell of 3rd level or lower on the target ends. At Higher Levels. When you cast this spell with a
For each spell of 4th level or higher on the target, make 9th-level spell slot, the duration is concentration, up
an ability check using your spellcasting ability. The DC to 8 hours.
equals 10 + the spell’s level. On a successful check, the
spell ends. Dominate Person
At Higher Levels. When you cast this spell using a 5th-level enchantment
spell slot of 4th level or higher, you automatically end the Casting Time: 1 action
effects of a spell on the target if the spell’s level is equal to Range: 60 feet
or less than the level of the spell slot you used. Components: V, S
Duration: Concentration, up to 1 minute
Divination
4th-level divination (ritual) You attempt to beguile a humanoid that you can see
within range. It must succeed on a Wisdom saving throw
Casting Time: 1 action
or be charmed by you for the duration. If you or creatures
Range: Self
that are friendly to you are fighting it, it has advantage on
Components: V, S, M (incense and a sacrificial offering
the saving throw.
appropriate to your religion, together worth at least 25
While the target is charmed, you have a telepathic link
gp, which the spell consumes)
with it as long as the two of you are on the same plane of
Duration: Instantaneous
existence. You can use this telepathic link to issue com-
Your magic and an offering put you in contact with a god mands to the creature while you are conscious (no action
or a god’s servants. You ask a single question concerning required), which it does its best to obey. You can specify a
a specific goal, event, or activity to occur within 7 days. simple and general course of action, such as “Attack that
The DM offers a truthful reply. The reply might be a short creature,” “Run over there,” or “Fetch that object.” If the
phrase, a cryptic rhyme, or an omen. creature completes the order and doesn’t receive further
The spell doesn’t take into account any possible cir- direction from you, it defends and preserves itself to the
cumstances that might change the outcome, such as best of its ability.
the casting of additional spells or the loss or gain of a
companion.

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You can use your action to take total and precise con- Components: V, S, M (a pinch of dirt, a piece of rock, and
trol of the target. Until the end of your next turn, the a lump of clay)
creature takes only the actions you choose, and doesn’t Duration: Concentration, up to 1 minute
do anything that you don’t allow it to do. During this time
You create a seismic disturbance at a point on the ground
you can also cause the creature to use a reaction, but this
that you can see within range. For the duration, an in-
requires you to use your own reaction as well.
tense tremor rips through the ground in a 100-foot-radius
Each time the target takes damage, it makes a new
circle centered on that point and shakes creatures and
Wisdom saving throw against the spell. If the saving
structures in contact with the ground in that area.
throw succeeds, the spell ends.
The ground in the area becomes difficult terrain. Each
At Higher Levels. When you cast this spell using a
creature on the ground that is concentrating must make a
6th-level spell slot, the duration is concentration, up to 10
Constitution saving throw. On a failed save, the creature’s
minutes. When you use a 7th-level spell slot, the duration
concentration is broken.
is concentration, up to 1 hour. When you use a spell slot
When you cast this spell and at the end of each turn
of 8th level or higher, the duration is concentration, up
you spend concentrating on it, each creature on the
to 8 hours.
ground in the area must make a Dexterity saving throw.
Dream On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the
5th-level illusion
terrain in the area, as determined by the DM.
Casting Time: 1 minute Fissures. Fissures open throughout the spell’s area at
Range: Special the start of your next turn after you cast the spell. A total
Components: V, S, M (a handful of sand, a dab of ink, of 1d6 such fissures open in locations chosen by the DM.
and a writing quill plucked from a sleeping bird) Each is 1d10 × 10 feet deep, 10 feet wide, and extends
Duration: 8 hours from one edge of the spell’s area to the opposite side. A
This spell shapes a creature’s dreams. Choose a creature creature standing on a spot where a fissure opens must
known to you as the target of this spell. The target must succeed on a Dexterity saving throw or fall in. A creature
be on the same plane of existence as you. Creatures that that successfully saves moves with the fissure’s edge
don’t sleep, such as elves, can’t be contacted by this spell. as it opens.
You, or a willing creature you touch, enters a trance state, A fissure that opens beneath a structure causes it to
acting as a messenger. While in the trance, the messen- automatically collapse (see below).
ger is aware of his or her surroundings, but can’t take Structures. The tremor deals 50 bludgeoning damage
actions or move. to any structure in contact with the ground in the area
If the target is asleep, the messenger appears in the when you cast the spell and at the start of each of your
target’s dreams and can converse with the target as long turns until the spell ends. If a structure drops to 0 hit
as it remains asleep, through the duration of the spell. points, it collapses and potentially damages nearby crea-
The messenger can also shape the environment of the tures. A creature within half the distance of a structure’s
dream, creating landscapes, objects, and other images. height must make a Dexterity saving throw. On a failed
The messenger can emerge from the trance at any time, save, the creature takes 5d6 bludgeoning damage, is
ending the effect of the spell early. The target recalls the knocked prone, and is buried in the rubble, requiring a
dream perfectly upon waking. If the target is awake when DC 20 Strength (Athletics) check as an action to escape.
you cast the spell, the messenger knows it, and can either The DM can adjust the DC higher or lower, depending on
end the trance (and the spell) or wait for the target to fall the nature of the rubble. On a successful save, the crea-
asleep, at which point the messenger appears in the tar- ture takes half as much damage and doesn’t fall prone or
get’s dreams. become buried.
You can make the messenger appear monstrous and
terrifying to the target. If you do, the messenger can de- Etherealness
liver a message of no more than ten words and then the 7th-level transmutation
target must make a Wisdom saving throw. On a failed Casting Time: 1 action
save, echoes of the phantasmal monstrosity spawn a Range: Self
nightmare that lasts the duration of the target’s sleep and Components: V, S
prevents the target from gaining any benefit from that Duration: Up to 8 hours
rest. In addition, when the target wakes up, it takes 3d6
You step into the border regions of the Ethereal Plane, in
psychic damage.
the area where it overlaps with your current plane. You
If you have a body part, lock of hair, clipping from a
remain in the Border Ethereal for the duration or until
nail, or similar portion of the target’s body, the target
you use your action to dismiss the spell. During this time,
makes its saving throw with disadvantage.
you can move in any direction. If you move up or down,
Earthquake every foot of movement costs an extra foot. You can see
and hear the plane you originated from, but everything
8th-level evocation
there looks gray, and you can’t see anything more than
Casting Time: 1 action 60 feet away.
Range: 500 feet While on the Ethereal Plane, you can only affect and be
affected by other creatures on that plane. Creatures that
aren’t on the Ethereal Plane can’t perceive you and can’t

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interact with you, unless a special ability or magic has Finger of Death
given them the ability to do so. 7th-level necromancy
You ignore all objects and effects that aren’t on the
Casting Time: 1 action
Ethereal Plane, allowing you to move through objects you
Range: 60 feet
perceive on the plane you originated from.
Components: V, S
When the spell ends, you immediately return to the
Duration: Instantaneous
plane you originated from in the spot you currently
occupy. If you occupy the same spot as a solid object You send negative energy coursing through a creature
or creature when this happens, you are immediately that you can see within range, causing it searing pain.
shunted to the nearest unoccupied space that you can oc- The target must make a Constitution saving throw. It
cupy and take force damage equal to twice the number of takes 7d8 + 30 necrotic damage on a failed save, or half
feet you are moved. as much damage on a successful one.
This spell has no effect if you cast it while you are on A humanoid killed by this spell rises at the start of your
the Ethereal Plane or a plane that doesn’t border it, such next turn as a zombie that is permanently under your
as one of the Outer Planes. command, following your verbal orders to the best of
At Higher Levels. When you cast this spell using a its ability.
spell slot of 8th level or higher, you can target up to three
willing creatures (including you) for each slot level above Fireball
7th. The creatures must be within 10 feet of you when 3rd-level evocation
you cast the spell. Casting Time: 1 action
Range: 150 feet
Find the Path Components: V, S, M (a tiny ball of bat guano and sulfur)
6th-level divination Duration: Instantaneous
Casting Time: 1 minute A bright streak flashes from your pointing finger to a
Range: Self point you choose within range and then blossoms with
Components: V, S, M (a set of divinatory tools—such a low roar into an explosion of flame. Each creature
as bones, ivory sticks, cards, teeth, or carved runes— in a 20-foot-radius sphere centered on that point must
worth 100 gp and an object from the location you make a Dexterity saving throw. A target takes 8d6 fire
wish to find) damage on a failed save, or half as much damage on a
Duration: Concentration, up to 1 day successful one.
This spell allows you to find the shortest, most direct The fire spreads around corners. It ignites flammable
physical route to a specific fixed location that you are objects in the area that aren’t being worn or carried.
familiar with on the same plane of existence. If you name At Higher Levels. When you cast this spell using a
a destination on another plane of existence, a destination spell slot of 4th level or higher, the damage increases by
that moves (such as a mobile fortress), or a destination 1d6 for each slot level above 3rd.
that isn’t specific (such as “a green dragon’s lair”), the
spell fails. Fire Bolt
For the duration, as long as you are on the same plane Evocation cantrip
of existence as the destination, you know how far it is and Casting Time: 1 action
in what direction it lies. While you are traveling there, Range: 120 feet
whenever you are presented with a choice of paths along Components: V, S
the way, you automatically determine which path is the Duration: Instantaneous
shortest and most direct route (but not necessarily the
You hurl a mote of fire at a creature or object within
safest route) to the destination.
range. Make a ranged spell attack against the target. On a
Faerie Fire hit, the target takes 1d10 fire damage. A flammable object
1st-level evocation hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach
Casting Time: 1 action 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Range: 60 feet
Components: V Fire Storm
Duration: Concentration, up to 1 minute 7th-level evocation
Each object in a 20-foot cube within range is outlined in Casting Time: 1 action
blue, green, or violet light (your choice). Any creature in Range: 150 feet
the area when the spell is cast is also outlined in light if Components: V, S
it fails a Dexterity saving throw. For the duration, objects Duration: Instantaneous
and affected creatures shed dim light in a 10-foot radius.
A storm made up of sheets of roaring flame appears in a
Any attack roll against an affected creature or object
location you choose within range. The area of the storm
has advantage if the attacker can see it, and the affected
consists of up to ten 10-foot cubes, which you can ar-
creature or object can’t benefit from being invisible.
range as you wish. Each cube must have at least one face
adjacent to the face of another cube. Each creature in the
area must make a Dexterity saving throw. It takes 7d10

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fire damage on a failed save, or half as much damage on a Foresight
successful one. 9th-level divination
The fire damages objects in the area and ignites flam-
Casting Time: 1 minute
mable objects that aren’t being worn or carried. If you
Range: Touch
choose, plant life in the area is unaffected by this spell.
Components: V, S, M (a hummingbird feather)
Flame Strike Duration: 8 hours
5th-level evocation You touch a willing creature and bestow a limited ability
Casting Time: 1 action to see into the immediate future. For the duration, the tar-
Range: 60 feet get can’t be surprised and has advantage on attack rolls,
Components: V, S, M (pinch of sulfur) ability checks, and saving throws. Additionally, other
Duration: Instantaneous creatures have disadvantage on attack rolls against the
target for the duration.
A vertical column of divine fire roars down from the This spell immediately ends if you cast it again before
heavens in a location you specify. Each creature in a its duration ends.
10-foot-radius, 40-foot-high cylinder centered on a point
within range must make a Dexterity saving throw. A crea- Freedom of Movement
ture takes 4d6 fire damage and 4d6 radiant damage on a 4th-level abjuration
failed save, or half as much damage on a successful one.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
Range: Touch
spell slot of 6th level or higher, the fire damage or the ra-
Components: V, S, M (a leather strap, bound around the
diant damage (your choice) increases by 1d6 for each slot
arm or a similar appendage)
level above 5th.
Duration: 1 hour
Flaming Sphere You touch a willing creature. For the duration, the tar-
2nd-level conjuration get’s movement is unaffected by difficult terrain, and
Casting Time: 1 action spells and other magical effects can neither reduce the
Range: 60 feet target’s speed nor cause the target to be paralyzed or
Components: V, S, M (a bit of tallow, a pinch of restrained.
brimstone, and a dusting of powdered iron) The target can also spend 5 feet of movement to au-
Duration: Concentration, up to 1 minute tomatically escape from nonmagical restraints, such as
manacles or a creature that has it grappled. Finally, being
A 5-foot-diameter sphere of fire appears in an unoccupied underwater imposes no penalties on the target’s move-
space of your choice within range and lasts for the dura- ment or attacks.
tion. Any creature that ends its turn within 5 feet of the
sphere must make a Dexterity saving throw. The creature Gate
takes 2d6 fire damage on a failed save, or half as much 9th-level conjuration
damage on a successful one.
Casting Time: 1 action
As a bonus action, you can move the sphere up to 30
Range: 60 feet
feet. If you ram the sphere into a creature, that creature
Components: V, S, M (a diamond worth at least 5,000 gp)
must make the saving throw against the sphere’s dam-
Duration: Concentration, up to 1 minute
age, and the sphere stops moving this turn.
When you move the sphere, you can direct it over bar- You conjure a portal linking an unoccupied space you can
riers up to 5 feet tall and jump it across pits up to 10 feet see within range to a precise location on a different plane
wide. The sphere ignites flammable objects not being of existence. The portal is a circular opening, which you
worn or carried, and it sheds bright light in a 20-foot ra- can make 5 to 20 feet in diameter. You can orient the
dius and dim light for an additional 20 feet. portal in any direction you choose. The portal lasts for
At Higher Levels. When you cast this spell using a the duration.
spell slot of 3rd level or higher, the damage increases by The portal has a front and a back on each plane where
1d6 for each slot level above 2nd. it appears. Travel through the portal is possible only by
moving through its front. Anything that does so is in-
Fly stantly transported to the other plane, appearing in the
3rd-level transmutation unoccupied space nearest to the portal.
Casting Time: 1 action Deities and other planar rulers can prevent portals
Range: Touch created by this spell from opening in their presence or
Components: V, S, M (a wing feather from any bird) anywhere within their domains.
Duration: Concentration, up to 10 minutes When you cast this spell, you can speak the name of a
specific creature (a pseudonym, title, or nickname doesn’t
You touch a willing creature. The target gains a flying work). If that creature is on a plane other than the one
speed of 60 feet for the duration. When the spell ends, the you are on, the portal opens in the named creature’s im-
target falls if it is still aloft, unless it can stop the fall. mediate vicinity and draws the creature through it to the
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can target one addi-
tional creature for each slot level above 3rd.

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nearest unoccupied space on your side of the portal. You Components: V
gain no special power over the creature, and it is free to Duration: 8 hours
act as the DM deems appropriate. It might leave, attack A Large spectral guardian appears and hovers for the
you, or help you.
duration in an unoccupied space of your choice that you
Globe of Invulnerability can see within range. The guardian occupies that space
and is indistinct except for a gleaming sword and shield
6th-level abjuration
emblazoned with the symbol of your deity.
Casting Time: 1 action Any creature hostile to you that moves to a space
Range: Self (10-foot radius) within 10 feet of the guardian for the first time on a turn
Components: V, S, M (a glass or crystal bead that must succeed on a Dexterity saving throw. The creature
shatters when the spell ends) takes 20 radiant damage on a failed save, or half as much
Duration: Concentration, up to 1 minute damage on a successful one. The guardian vanishes
An immobile, faintly shimmering barrier springs into when it has dealt a total of 60 damage.
existence in a 10-foot radius around you and remains for
the duration. Guidance
Any spell of 5th level or lower cast from outside the Divination cantrip
barrier can’t affect creatures or objects within it, even Casting Time: 1 action
if the spell is cast using a higher level spell slot. Such a Range: Touch
spell can target creatures and objects within the barrier, Components: V, S
but the spell has no effect on them. Similarly, the area Duration: Concentration, up to 1 minute
within the barrier is excluded from the areas affected by
You touch one willing creature. Once before the spell
such spells.
ends, the target can roll a d4 and add the number rolled
At Higher Levels. When you cast this spell using a
to one ability check of its choice. It can roll the die before
spell slot of 7th level or higher, the barrier blocks spells of
or after making the ability check. The spell then ends.
one level higher for each slot level above 6th.
Guiding Bolt
Greater Invisibility 1st-level evocation
4th-level illusion
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Touch Components: V, S
Components: V, S Duration: 1 round
Duration: Concentration, up to 1 minute
A flash of light streaks toward a creature of your choice
You or a creature you touch becomes invisible until the within range. Make a ranged spell attack against the tar-
spell ends. Anything the target is wearing or carrying is get. On a hit, the target takes 4d6 radiant damage, and
invisible as long as it is on the target’s person. the next attack roll made against this target before the
Greater Restoration end of your next turn has advantage, thanks to the mysti-
cal dim light glittering on the target until then.
5th-level abjuration
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 2nd level or higher, the damage increases by
Range: Touch 1d6 for each slot level above 1st.
Components: V, S, M (diamond dust worth at least 100
gp, which the spell consumes) Harm
Duration: Instantaneous 6th-level necromancy
You imbue a creature you touch with positive energy to Casting Time: 1 action
undo a debilitating effect. You can reduce the target’s Range: 60 feet
exhaustion level by one, or end one of the following Components: V, S
effects on the target: Duration: Instantaneous
• One effect that charmed or petrified the target You unleash a virulent disease on a creature that you can
• One curse, including the target’s attunement to a see within range. The target must make a Constitution
cursed magic item saving throw. On a failed save, it takes 14d6 necrotic
• Any reduction to one of the target’s ability scores damage, or half as much damage on a successful save.
• One effect reducing the target’s hit point maximum The damage can’t reduce the target’s hit points below 1.
If the target fails the saving throw, its hit point maximum
Guardian of Faith is reduced for 1 hour by an amount equal to the necrotic
4th-level conjuration damage it took. Any effect that removes a disease allows
Casting Time: 1 action a creature’s hit point maximum to return to normal be-
Range: 30 feet fore that time passes.

Haste
3rd-level transmutation
Casting Time: 1 action

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Range: 30 feet gains the same number of hit points. These benefits last
Components: V, S, M (a shaving of licorice root) for 24 hours.
Duration: Concentration, up to 1 minute
Hold Person
Choose a willing creature that you can see within range.
2nd-level enchantment
Until the spell ends, the target’s speed is doubled, it gains
a +2 bonus to AC, it has advantage on Dexterity saving Casting Time: 1 action
throws, and it gains an additional action on each of its Range: 60 feet
turns. That action can be used only to take the Attack Components: V, S, M (a small, straight piece of iron)
(one weapon attack only), Dash, Disengage, Hide, or Use Duration: Concentration, up to 1 minute
an Object action. Choose a humanoid that you can see within range. The
When the spell ends, the target can’t move or take target must succeed on a Wisdom saving throw or be
actions until after its next turn, as a wave of lethargy paralyzed for the duration. At the end of each of its turns,
sweeps over it. the target can make another Wisdom saving throw. On a
success, the spell ends on the target.
Heal At Higher Levels. When you cast this spell using a
6th-level evocation spell slot of 3rd level or higher, you can target one ad-
Casting Time: 1 action ditional humanoid for each slot level above 2nd. The
Range: 60 feet humanoids must be within 30 feet of each other when
Components: V, S you target them.
Duration: Instantaneous
Holy Aura
Choose a creature that you can see within range. A surge
8th-level abjuration
of positive energy washes through the creature, causing
it to regain 70 hit points. This spell also ends blindness, Casting Time: 1 action
deafness, and any diseases affecting the target. This spell Range: Self
has no effect on constructs or undead. Components: V, S, M (a tiny reliquary worth at least
At Higher Levels. When you cast this spell using a 1,000 gp containing a sacred relic, such as a scrap of
spell slot of 7th level or higher, the amount of healing in- cloth from a saint’s robe or a piece of parchment from a
creases by 10 for each slot level above 6th. religious text)
Duration: Concentration, up to 1 minute
Healing Word Divine light washes out from you and coalesces in a soft
1st-level evocation radiance in a 30-foot radius around you. Creatures of
Casting Time: 1 bonus action your choice in that radius when you cast this spell shed
Range: 60 feet dim light in a 5-foot radius and have advantage on all
Components: V saving throws, and other creatures have disadvantage on
Duration: Instantaneous attack rolls against them until the spell ends. In addition,
when a fiend or an undead hits an affected creature with
A creature of your choice that you can see within range
a melee attack, the aura flashes with brilliant light. The
regains hit points equal to 1d4 + your spellcasting
attacker must succeed on a Constitution saving throw or
ability modifier. This spell has no effect on undead or
be blinded until the spell ends.
constructs.
At Higher Levels. When you cast this spell using a Ice Storm
spell slot of 2nd level or higher, the healing increases by
4th-level evocation
1d4 for each slot level above 1st.
Casting Time: 1 action
Heroes’ Feast Range: 300 feet
6th-level conjuration Components: V, S, M (a pinch of dust and a few
drops of water)
Casting Time: 10 minutes
Duration: Instantaneous
Range: 30 feet
Components: V, S , M (a gem-encrusted bowl worth at A hail of rock-hard ice pounds to the ground in a
least 1,000 gp, which the spell consumes) 20-foot-radius, 40-foot-high cylinder centered on a point
Duration: Instantaneous within range. Each creature in the cylinder must make a
Dexterity saving throw. A creature takes 2d8 bludgeon-
You bring forth a great feast, including magnificent food
ing damage and 4d6 cold damage on a failed save, or half
and drink. The feast takes 1 hour to consume and disap-
as much damage on a successful one.
pears at the end of that time, and the beneficial effects
Hailstones turn the storm’s area of effect into difficult
don’t set in until this hour is over. Up to twelve creatures
terrain until the end of your next turn.
can partake of the feast.
At Higher Levels. When you cast this spell using a
A creature that partakes of the feast gains several
spell slot of 5th level or higher, the bludgeoning damage
benefits. The creature is cured of all diseases and poi-
increases by 1d8 for each slot level above 4th.
son, becomes immune to poison and being frightened,
and makes all Wisdom saving throws with advantage.
Its hit point maximum also increases by 2d10, and it

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Identify in), but nothing else can pass through, even by means of
1st-level divination (ritual) teleportation or planar travel. The gemstone can’t be cut
or broken while the spell remains in effect.
Casting Time: 1 minute
The special component for this version of the spell is
Range: Touch
a large, transparent gemstone, such as a corundum, dia-
Components: V, S, M (a pearl worth at least 100 gp and
mond, or ruby.
an owl feather)
Slumber. The target falls asleep and can’t be awoken.
Duration: Instantaneous
The special component for this version of the spell con-
You choose one object that you must touch throughout sists of rare soporific herbs.
the casting of the spell. If it is a magic item or some other Ending the Spell. During the casting of the spell, in
magic-imbued object, you learn its properties and how to any of its versions, you can specify a condition that will
use them, whether it requires attunement to use, and how cause the spell to end and release the target. The con-
many charges it has, if any. You learn whether any spells dition can be as specific or as elaborate as you choose,
are affecting the item and what they are. If the item was but the DM must agree that the condition is reasonable
created by a spell, you learn which spell created it. and has a likelihood of coming to pass. The conditions
If you instead touch a creature throughout the casting, can be based on a creature’s name, identity, or deity but
you learn what spells, if any, are currently affecting it. otherwise must be based on observable actions or qual-
ities and not based on intangibles such as level, class, or
Imprisonment hit points.
9th-level abjuration A dispel magic spell can end the spell only if it is cast as
Casting Time: 1 minute a 9th-level spell, targeting either the prison or the special
Range: 30 feet component used to create it.
Components: V, S, M (a vellum depiction or a carved You can use a particular special component to create
statuette in the likeness of the target, and a special only one prison at a time. If you cast the spell again using
component that varies according to the version of the the same component, the target of the first casting is im-
spell you choose, worth at least 500 gp per Hit Die mediately freed from its binding.
of the target)
Duration: Until dispelled Inflict Wounds
1st-level necromancy
You create a magical restraint to hold a creature that you
can see within range. The target must succeed on a Wis- Casting Time: 1 action
dom saving throw or be bound by the spell; if it succeeds, Range: Touch
it is immune to this spell if you cast it again. While af- Components: V, S
fected by this spell, the creature doesn’t need to breathe, Duration: Instantaneous
eat, or drink, and it doesn’t age. Divination spells can’t Make a melee spell attack against a creature you can
locate or perceive the target. reach. On a hit, the target takes 3d10 necrotic damage.
When you cast the spell, you choose one of the follow- At Higher Levels. When you cast this spell using a
ing forms of imprisonment. spell slot of 2nd level or higher, the damage increases by
Burial. The target is entombed far beneath the earth in 1d10 for each slot level above 1st.
a sphere of magical force that is just large enough to con-
tain the target. Nothing can pass through the sphere, nor Invisibility
can any creature teleport or use planar travel to get into 2nd-level illusion
or out of it. Casting Time: 1 action
The special component for this version of the spell is a Range: Touch
small mithral orb. Components: V, S, M (an eyelash encased in gum arabic)
Chaining. Heavy chains, firmly rooted in the ground, Duration: Concentration, up to 1 hour
hold the target in place. The target is restrained until the
spell ends, and it can’t move or be moved by any means A creature you touch becomes invisible until the spell
until then. ends. Anything the target is wearing or carrying is invis-
The special component for this version of the spell is a ible as long as it is on the target’s person. The spell ends
fine chain of precious metal. for a target that attacks or casts a spell.
Hedged Prison. The spell transports the target into a At Higher Levels. When you cast this spell using a
tiny demiplane that is warded against teleportation and spell slot of 3rd level or higher, you can target one addi-
planar travel. The demiplane can be a labyrinth, a cage, tional creature for each slot level above 2nd.
a tower, or any similar confined structure or area of
your choice.
Knock
2nd-level transmutation
The special component for this version of the spell is a
miniature representation of the prison made from jade. Casting Time: 1 action
Minimus Containment. The target shrinks to a height Range: 60 feet
of 1 inch and is imprisoned inside a gemstone or similar Components: V
object. Light can pass through the gemstone normally Duration: Instantaneous
(allowing the target to see out and other creatures to see Choose an object that you can see within range. The
object can be a door, a box, a chest, a set of manacles, a

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padlock, or another object that contains a mundane or If you target an object held or worn by a hostile crea-
magical means that prevents access. ture, that creature must succeed on a Dexterity saving
A target that is held shut by a mundane lock or that throw to avoid the spell.
is stuck or barred becomes unlocked, unstuck, or un-
barred. If the object has multiple locks, only one of them Lightning Bolt
is unlocked. 3rd-level evocation
If you choose a target that is held shut with arcane lock, Casting Time: 1 action
that spell is suppressed for 10 minutes, during which Range: Self (100-foot line)
time the target can be opened and shut normally. Components: V, S, M (a bit of fur and a rod of amber,
When you cast the spell, a loud knock, audible from as crystal, or glass)
far away as 300 feet, emanates from the target object. Duration: Instantaneous
Lesser Restoration A stroke of lightning forming a line 100 feet long and 5
2nd-level abjuration feet wide blasts out from you in a direction you choose.
Each creature in the line must make a Dexterity saving
Casting Time: 1 action throw. A creature takes 8d6 lightning damage on a failed
Range: Touch save, or half as much damage on a successful one.
Components: V, S The lightning ignites flammable objects in the area that
Duration: Instantaneous aren’t being worn or carried.
You touch a creature and can end either one disease or At Higher Levels. When you cast this spell using a
one condition afflicting it. The condition can be blinded, spell slot of 4th level or higher, the damage increases by
deafened, paralyzed, or poisoned. 1d6 for each slot level above 3rd.

Levitate Locate Creature


2nd-level transmutation 4th-level divination
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M (either a small leather loop or a Components: V, S, M (a bit of fur from a bloodhound)
piece of golden wire bent into a cup shape with a long Duration: Concentration, up to 1 hour
shank on one end) Describe or name a creature that is familiar to you. You
Duration: Concentration, up to 10 minutes sense the direction to the creature’s location, as long as
One creature or loose object of your choice that you that creature is within 1,000 feet of you. If the creature is
can see within range rises vertically, up to 20 feet, and moving, you know the direction of its movement.
remains suspended there for the duration. The spell The spell can locate a specific creature known to
can levitate a target that weighs up to 500 pounds. An you, or the nearest creature of a specific kind (such as
unwilling creature that succeeds on a Constitution saving a human or a unicorn), so long as you have seen such a
throw is unaffected. creature up close—within 30 feet—at least once. If the
The target can move only by pushing or pulling against creature you described or named is in a different form,
a fixed object or surface within reach (such as a wall or such as being under the effects of a polymorph spell, this
a ceiling), which allows it to move as if it were climbing. spell doesn’t locate the creature.
You can change the target’s altitude by up to 20 feet in This spell can’t locate a creature if running water at
either direction on your turn. If you are the target, you least 10 feet wide blocks a direct path between you and
can move up or down as part of your move. Otherwise, the creature.
you can use your action to move the target, which must
remain within the spell’s range. Mage Armor
When the spell ends, the target floats gently to the 1st-level abjuration
ground if it is still aloft. Casting Time: 1 action
Range: Touch
Light Components: V, S, M (a piece of cured leather)
Evocation cantrip Duration: 8 hours
Casting Time: 1 action You touch a willing creature who isn’t wearing armor,
Range: Touch and a protective magical force surrounds it until the spell
Components: V, M (a firefly or phosphorescent moss) ends. The target’s base AC becomes 13 + its Dexterity
Duration: 1 hour modifier. The spell ends if the target dons armor or if you
You touch one object that is no larger than 10 feet in any dismiss the spell as an action.
dimension. Until the spell ends, the object sheds bright
light in a 20-foot radius and dim light for an additional Mage Hand
20 feet. The light can be colored as you like. Completely Conjuration cantrip
covering the object with something opaque blocks the Casting Time: 1 action
light. The spell ends if you cast it again or dismiss it as Range: 30 feet
an action.

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Components: V, S spot within range. As the image changes location, you
Duration: 1 minute can alter its appearance so that its movements appear
A spectral, floating hand appears at a point you choose natural for the image. For example, if you create an im-
within range. The hand lasts for the duration or until age of a creature and move it, you can alter the image so
you dismiss it as an action. The hand vanishes if it is that it appears to be walking. Similarly, you can cause the
ever more than 30 feet away from you or if you cast this illusion to make different sounds at different times, even
spell again. making it carry on a conversation, for example.
You can use your action to control the hand. You can Physical interaction with the image reveals it to be an
use the hand to manipulate an object, open an unlocked illusion, because things can pass through it. A creature
door or container, stow or retrieve an item from an open that uses its action to examine the image can determine
container, or pour the contents out of a vial. You can that it is an illusion with a successful Intelligence (Inves-
move the hand up to 30 feet each time you use it. tigation) check against your spell save DC. If a creature
The hand can’t attack, activate magic items, or carry discerns the illusion for what it is, the creature can see
more than 10 pounds. through the image, and its other sensory qualities be-
come faint to the creature.
Magic Missile At Higher Levels. When you cast this spell using a
1st-level evocation spell slot of 6th level or higher, the spell lasts until dis-
pelled, without requiring your concentration.
Casting Time: 1 action
Range: 120 feet Mass Cure Wounds
Components: V, S 5th-level evocation
Duration: Instantaneous
Casting Time: 1 action
You create three glowing darts of magical force. Each Range: 60 feet
dart hits a creature of your choice that you can see within Components: V, S
range. A dart deals 1d4 + 1 force damage to its target. Duration: Instantaneous
The darts all strike simultaneously, and you can direct
them to hit one creature or several. A wave of healing energy washes out from a point of
At Higher Levels. When you cast this spell using a your choice within range. Choose up to six creatures
spell slot of 2nd level or higher, the spell creates one in a 30-foot-radius sphere centered on that point. Each
more dart for each slot level above 1st. target regains hit points equal to 3d8 + your spellcasting
ability modifier. This spell has no effect on undead or
Magic Weapon constructs.
2nd-level transmutation At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the healing increases by
Casting Time: 1 bonus action
1d8 for each slot level above 5th.
Range: Touch
Components: V, S Mass Heal
Duration: Concentration, up to 1 hour 9th-level evocation
You touch a nonmagical weapon. Until the spell ends, Casting Time: 1 action
that weapon becomes a magic weapon with a +1 bonus to Range: 60 feet
attack rolls and damage rolls. Components: V, S
At Higher Levels. When you cast this spell using a Duration: Instantaneous
spell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus A flood of healing energy flows from you into injured
increases to +3. creatures around you. You restore up to 700 hit points, di-
vided as you choose among any number of creatures that
Major Image you can see within range. Creatures healed by this spell
3rd-level illusion are also cured of all diseases and any effect making them
blinded or deafened. This spell has no effect on undead
Casting Time: 1 action
or constructs.
Range: 120 feet
Components: V, S, M (a bit of fleece) Mass Healing Word
Duration: Concentration, up to 10 minutes 3rd-level evocation
You create the image of an object, a creature, or some Casting Time: 1 bonus action
other visible phenomenon that is no larger than a 20- Range: 60 feet
foot cube. The image appears at a spot that you can see Components: V
within range and lasts for the duration. It seems com- Duration: Instantaneous
pletely real, including sounds, smells, and temperature
appropriate to the thing depicted. You can’t create suffi- As you call out words of restoration, up to six creatures
cient heat or cold to cause damage, a sound loud enough of your choice that you can see within range regain hit
to deal thunder damage or deafen a creature, or a smell points equal to 1d4 + your spellcasting ability modifier.
that might sicken a creature (like a troglodyte’s stench). This spell has no effect on undead or constructs.
As long as you are within range of the illusion, you can
use your action to cause the image to move to any other

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At Higher Levels. When you cast this spell using a Components: V, S
spell slot of 4th level or higher, the healing increases by Duration: Instantaneous
1d4 for each slot level above 3rd.
Blazing orbs of fire plummet to the ground at four differ-
Mass Suggestion ent points you can see within range. Each creature in a
40-foot-radius sphere centered on each point you choose
6th-level enchantment
must make a Dexterity saving throw. The sphere spreads
Casting Time: 1 action around corners. A creature takes 20d6 fire damage and
Range: 60 feet 20d6 bludgeoning damage on a failed save, or half as
Components: V, M (a snake’s tongue and either a bit of much damage on a successful one. A creature in the area
honeycomb or a drop of sweet oil) of more than one fiery burst is affected only once.
Duration: 24 hours The spell damages objects in the area and ignites flam-
You suggest a course of activity (limited to a sentence mable objects that aren’t being worn or carried.
or two) and magically influence up to twelve creatures
of your choice that you can see within range and that Minor Illusion
can hear and understand you. Creatures that can’t be Illusion cantrip
charmed are immune to this effect. The suggestion must Casting Time: 1 action
be worded in such a manner as to make the course of Range: 30 feet
action sound reasonable. Asking the creature to stab it- Components: S, M (a bit of fleece)
self, throw itself onto a spear, immolate itself, or do some Duration: 1 minute
other obviously harmful act automatically negates the
You create a sound or an image of an object within range
effect of the spell.
that lasts for the duration. The illusion also ends if you
Each target must make a Wisdom saving throw. On a
dismiss it as an action or cast this spell again.
failed save, it pursues the course of action you described
If you create a sound, its volume can range from a
to the best of its ability. The suggested course of action
whisper to a scream. It can be your voice, someone else’s
can continue for the entire duration. If the suggested ac-
voice, a lion’s roar, a beating of drums, or any other sound
tivity can be completed in a shorter time, the spell ends
you choose. The sound continues unabated throughout
when the subject finishes what it was asked to do.
the duration, or you can make discrete sounds at different
You can also specify conditions that will trigger a spe-
times before the spell ends.
cial activity during the duration. For example, you might
If you create an image of an object—such as a chair,
suggest that a group of soldiers give all their money to the
muddy footprints, or a small chest—it must be no larger
first beggar they meet. If the condition isn’t met before
than a 5-foot cube. The image can’t create sound, light,
the spell ends, the activity isn’t performed.
smell, or any other sensory effect. Physical interaction
If you or any of your companions damage a creature
with the image reveals it to be an illusion, because things
affected by this spell, the spell ends for that creature.
can pass through it.
At Higher Levels. When you cast this spell using a 7th-
If a creature uses its action to examine the sound or im-
level spell slot, the duration is 10 days. When you use an
age, the creature can determine that it is an illusion with
8th-level spell slot, the duration is 30 days. When you use
a successful Intelligence (Investigation) check against
a 9th-level spell slot, the duration is a year and a day.
your spell save DC. If a creature discerns the illusion for
Maze what it is, the illusion becomes faint to the creature.
8th-level conjuration Misty Step
Casting Time: 1 action 2nd-level conjuration
Range: 60 feet
Casting Time: 1 bonus action
Components: V, S
Range: Self
Duration: Concentration, up to 10 minutes
Components: V
You banish a creature that you can see within range into Duration: Instantaneous
a labyrinthine demiplane. The target remains there for
Briefly surrounded by silvery mist, you teleport up to 30
the duration or until it escapes the maze.
feet to an unoccupied space that you can see.
The target can use its action to attempt to escape.
When it does so, it makes a DC 20 Intelligence check. If Mordenkainen’s Sword
it succeeds, it escapes, and the spell ends (a minotaur or 7th-level evocation
goristro demon automatically succeeds).
Casting Time: 1 action
When the spell ends, the target reappears in the space
Range: 60 feet
it left or, if that space is occupied, in the nearest unoccu-
Components: V, S, M (a miniature platinum sword with a
pied space.
grip and pommel of copper and zinc, worth 250 gp)
Meteor Swarm Duration: Concentration, up to 1 minute
9th-level evocation You create a sword-shaped plane of force that hovers
Casting Time: 1 action within range. It lasts for the duration.
Range: 1 mile When the sword appears, you make a melee spell at-
tack against a target of your choice within 5 feet of the
sword. On a hit, the target takes 3d10 force damage.

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Until the spell ends, you can use a bonus action on each Components: V
of your turns to move the sword up to 20 feet to a spot Duration: Instantaneous
you can see and repeat this attack against the same tar-
You utter a word of power that can compel one creature
get or a different one.
you can see within range to die instantly. If the creature
Otto’s Irresistible Dance you choose has 100 hit points or fewer, it dies. Otherwise,
the spell has no effect.
6th-level enchantment
Casting Time: 1 action Power Word Stun
Range: 30 feet 8th-level enchantment
Components: V
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 60 feet
Choose one creature that you can see within range. The Components: V
target begins a comic dance in place: shuffling, tapping Duration: Instantaneous
its feet, and capering for the duration. Creatures that
You speak a word of power that can overwhelm the mind
can’t be charmed are immune to this spell.
of one creature you can see within range, leaving it dumb-
A dancing creature must use all its movement to dance
founded. If the target has 150 hit points or fewer, it is
without leaving its space and has disadvantage on Dex-
stunned. Otherwise, the spell has no effect.
terity saving throws and attack rolls. While the target is
The stunned target must make a Constitution saving
affected by this spell, other creatures have advantage on
throw at the end of each of its turns. On a successful
attack rolls against it. As an action, a dancing creature
save, this stunning effect ends.
makes a Wisdom saving throw to regain control of itself.
On a successful save, the spell ends. Prayer of Healing
2nd-level evocation
Passwall
5th-level transmutation Casting Time: 10 minutes
Range: 30 feet
Casting Time: 1 action Components: V
Range: 30 feet Duration: Instantaneous
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour Up to six creatures of your choice that you can see within
range each regain hit points equal to 2d8 + your spellcast-
A passage appears at a point of your choice that you can ing ability modifier. This spell has no effect on undead or
see on a wooden, plaster, or stone surface (such as a wall, constructs.
a ceiling, or a floor) within range, and lasts for the dura- At Higher Levels. When you cast this spell using a
tion. You choose the opening’s dimensions: up to 5 feet spell slot of 3rd level or higher, the healing increases by
wide, 8 feet tall, and 20 feet deep. The passage creates no 1d8 for each slot level above 2nd.
instability in a structure surrounding it.
When the opening disappears, any creatures or objects Prestidigitation
still in the passage created by the spell are safely ejected Transmutation cantrip
to an unoccupied space nearest to the surface on which
Casting Time: 1 action
you cast the spell.
Range: 10 feet
Poison Spray Components: V, S
Conjuration cantrip Duration: Up to 1 hour
Casting Time: 1 action This spell is a minor magical trick that novice
Range: 10 feet spellcasters use for practice. You create one of the
Components: V, S following magical effects within range:
Duration: Instantaneous • You create an instantaneous, harmless sensory effect,
You extend your hand toward a creature you can see such as a shower of sparks, a puff of wind, faint musical
within range and project a puff of noxious gas from your notes, or an odd odor.
palm. The creature must succeed on a Constitution sav- • You instantaneously light or snuff out a candle, a torch,
ing throw or take 1d12 poison damage. or a small campfire.
This spell’s damage increases by 1d12 when you reach • You instantaneously clean or soil an object no larger
5th level (2d12), 11th level (3d12), and 17th level (4d12). than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving
Power Word Kill material for 1 hour.
9th-level enchantment • You make a color, a small mark, or a symbol appear on
Casting Time: 1 action an object or a surface for 1 hour.
Range: 60 feet • You create a nonmagical trinket or an illusory image
that can fit in your hand and that lasts until the end of
your next turn.

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If you cast this spell multiple times, you can have up to Components: V, S, M (a prayer wheel and holy water)
three of its non-instantaneous effects active at a time, and Duration: 1 hour
you can dismiss such an effect as an action.
You touch a creature and stimulate its natural healing
Protection from Energy ability. The target regains 4d8 + 15 hit points. For the
duration of the spell, the target regains 1 hit point at the
3rd-level abjuration
start of each of its turns (10 hit points each minute).
Casting Time: 1 action The target’s severed body members (fingers, legs, tails,
Range: Touch and so on), if any, are restored after 2 minutes. If you
Components: V, S have the severed part and hold it to the stump, the spell
Duration: Concentration, up to 1 hour instantaneously causes the limb to knit to the stump.
For the duration, the willing creature you touch has resis-
tance to one damage type of your choice: acid, cold, fire, Remove Curse
lightning, or thunder. 3rd-level abjuration
Casting Time: 1 action
Raise Dead Range: Touch
5th-level necromancy Components: V, S
Casting Time: 1 hour Duration: Instantaneous
Range: Touch At your touch, all curses affecting one creature or object
Components: V, S, M (a diamond worth at least 500 gp, end. If the object is a cursed magic item, its curse re-
which the spell consumes) mains, but the spell breaks its owner’s attunement to the
Duration: Instantaneous object so it can be removed or discarded.
You return a dead creature you touch to life, provided that
it has been dead no longer than 10 days. If the creature’s Resistance
soul is both willing and at liberty to rejoin the body, the Abjuration cantrip
creature returns to life with 1 hit point. Casting Time: 1 action
This spell also neutralizes any poisons and cures Range: Touch
nonmagical diseases that affected the creature at the Components: V, S, M (a miniature cloak)
time it died. This spell doesn’t, however, remove magical Duration: Concentration, up to 1 minute
diseases, curses, or similar effects; if these aren’t first re-
You touch one willing creature. Once before the spell
moved prior to casting the spell, they take effect when the
ends, the target can roll a d4 and add the number rolled
creature returns to life. The spell can’t return an undead
to one saving throw of its choice. It can roll the die before
creature to life.
or after making the saving throw. The spell then ends.
This spell closes all mortal wounds, but it doesn’t re-
store missing body parts. If the creature is lacking body Resurrection
parts or organs integral for its survival—its head, for in- 7th-level necromancy
stance—the spell automatically fails.
Casting Time: 1 hour
Coming back from the dead is an ordeal. The target
Range: Touch
takes a −4 penalty to all attack rolls, saving throws, and
Components: V, S, M (a diamond worth at least 1,000 gp,
ability checks. Every time the target finishes a long rest,
which the spell consumes)
the penalty is reduced by 1 until it disappears.
Duration: Instantaneous
Ray of Frost You touch a dead creature that has been dead for no more
Evocation cantrip than a century, that didn’t die of old age, and that isn’t
Casting Time: 1 action undead. If its soul is free and willing, the target returns to
Range: 60 feet life with all its hit points.
Components: V, S This spell neutralizes any poisons and cures normal
Duration: Instantaneous diseases afflicting the creature when it died. It doesn’t,
however, remove magical diseases, curses, and the like; if
A frigid beam of blue-white light streaks toward a crea- such effects aren’t removed prior to casting the spell, they
ture within range. Make a ranged spell attack against the afflict the target on its return to life.
target. On a hit, it takes 1d8 cold damage, and its speed is This spell closes all mortal wounds and restores any
reduced by 10 feet until the start of your next turn. missing body parts.
The spell’s damage increases by 1d8 when you reach Coming back from the dead is an ordeal. The target
5th level (2d8), 11th level (3d8), and 17th level (4d8). takes a −4 penalty to all attack rolls, saving throws, and
Regenerate ability checks. Every time the target finishes a long rest,
the penalty is reduced by 1 until it disappears.
7th-level transmutation
Casting this spell to restore life to a creature that has
Casting Time: 1 minute been dead for one year or longer taxes you greatly. Until
Range: Touch you finish a long rest, you can’t cast spells again, and you
have disadvantage on all attack rolls, ability checks, and
saving throws.

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Revivify At Higher Levels. When you cast this spell using a
3rd-level necromancy spell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.
Casting Time: 1 action
Range: Touch Shield
Components: V, S, M (diamonds worth 300 gp, which the 1st-level abjuration
spell consumes)
Duration: Instantaneous Casting Time: 1 reaction, which you take when you are
hit by an attack or targeted by the magic missile spell
You touch a creature that has died within the last minute. Range: Self
That creature returns to life with 1 hit point. This spell Components: V, S
can’t return to life a creature that has died of old age, nor Duration: 1 round
can it restore any missing body parts.
An invisible barrier of magical force appears and protects
Sacred Flame you. Until the start of your next turn, you have a +5 bonus
Evocation cantrip to AC, including against the triggering attack, and you
take no damage from magic missile.
Casting Time: 1 action
Range: 60 feet Shield of Faith
Components: V, S 1st-level abjuration
Duration: Instantaneous
Casting Time: 1 bonus action
Flame-like radiance descends on a creature that you can Range: 60 feet
see within range. The target must succeed on a Dexterity Components: V, S, M (a small parchment with a bit of
saving throw or take 1d8 radiant damage. The target holy text written on it)
gains no benefit from cover for this saving throw. Duration: Concentration, up to 10 minutes
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8). A shimmering field appears and surrounds a creature of
your choice within range, granting it a +2 bonus to AC for
Sanctuary the duration.
1st-level abjuration
Shocking Grasp
Casting Time: 1 bonus action
Evocation cantrip
Range: 30 feet
Components: V, S, M (a small silver mirror) Casting Time: 1 action
Duration: 1 minute Range: Touch
Components: V, S
You ward a creature within range against attack. Until Duration: Instantaneous
the spell ends, any creature who targets the warded crea-
ture with an attack or a harmful spell must first make a Lightning springs from your hand to deliver a shock to
Wisdom saving throw. On a failed save, the creature must a creature you try to touch. Make a melee spell attack
choose a new target or lose the attack or spell. This spell against the target. You have advantage on the attack roll
doesn’t protect the warded creature from area effects, if the target is wearing armor made of metal. On a hit, the
such as the explosion of a fireball. target takes 1d8 lightning damage, and it can’t take reac-
If the warded creature makes an attack, casts a spell tions until the start of its next turn.
that affects an enemy, or deals damage to another crea- The spell’s damage increases by 1d8 when you reach
ture, this spell ends. 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shatter Silence
2nd-level evocation 2nd-level illusion (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a chip of mica) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes

A sudden loud ringing noise, painfully intense, erupts For the duration, no sound can be created within or pass
from a point of your choice within range. Each creature through a 20-foot-radius sphere centered on a point you
in a 10-foot-radius sphere centered on that point must choose within range. Any creature or object entirely
make a Constitution saving throw. A creature takes 3d8 inside the sphere is immune to thunder damage, and
thunder damage on a failed save, or half as much damage creatures are deafened while entirely inside it. Casting
on a successful one. A creature made of inorganic mate- a spell that includes a verbal component is impos-
rial such as stone, crystal, or metal has disadvantage on sible there.
this saving throw.
A nonmagical object that isn’t being worn or carried
Silent Image
also takes the damage if it’s in the spell’s area. 1st-level illusion
Casting Time: 1 action
Range: 60 feet

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Components: V, S, M (a bit of fleece) Components: V, S, M (burning incense)
Duration: Concentration, up to 10 minutes Duration: 10 minutes
You create the image of an object, a creature, or some You grant the semblance of life and intelligence to a
other visible phenomenon that is no larger than a 15-foot corpse of your choice within range, allowing it to answer
cube. The image appears at a spot within range and lasts the questions you pose. The corpse must still have a
for the duration. The image is purely visual; it isn’t accom- mouth and can’t be undead. The spell fails if the corpse
panied by sound, smell, or other sensory effects. was the target of this spell within the last 10 days.
You can use your action to cause the image to move to Until the spell ends, you can ask the corpse up to five
any spot within range. As the image changes location, questions. The corpse knows only what it knew in life, in-
you can alter its appearance so that its movements ap- cluding the languages it knew. Answers are usually brief,
pear natural for the image. For example, if you create an cryptic, or repetitive, and the corpse is under no compul-
image of a creature and move it, you can alter the image sion to offer a truthful answer if you are hostile to it or it
so that it appears to be walking. recognizes you as an enemy. This spell doesn’t return the
Physical interaction with the image reveals it to be an creature’s soul to its body, only its animating spirit. Thus,
illusion, because things can pass through it. A creature the corpse can’t learn new information, doesn’t compre-
that uses its action to examine the image can determine hend anything that has happened since it died, and can’t
that it is an illusion with a successful Intelligence (Inves- speculate about future events.
tigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the creature can see Spider Climb
through the image. 2nd-level transmutation
Casting Time: 1 action
Sleep Range: Touch
1st-level enchantment Components: V, S, M (a drop of bitumen and a spider)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 90 feet Until the spell ends, one willing creature you touch gains
Components: V, S, M (a pinch of fine sand, rose petals, the ability to move up, down, and across vertical surfaces
or a cricket) and upside down along ceilings, while leaving its hands
Duration: 1 minute free. The target also gains a climbing speed equal to its
This spell sends creatures into a magical slumber. Roll walking speed.
5d8; the total is how many hit points of creatures this
spell can affect. Creatures within 20 feet of a point you Spirit Guardians
choose within range are affected in ascending order of 3rd-level conjuration
their current hit points (ignoring unconscious creatures). Casting Time: 1 action
Starting with the creature that has the lowest current Range: Self (15-foot radius)
hit points, each creature affected by this spell falls un- Components: V, S, M (a holy symbol)
conscious until the spell ends, the sleeper takes damage, Duration: Concentration, up to 10 minutes
or someone uses an action to shake or slap the sleeper
You call forth spirits to protect you. They flit around you
awake. Subtract each creature’s hit points from the total
to a distance of 15 feet for the duration. If you are good or
before moving on to the creature with the next lowest hit
neutral, their spectral form appears angelic or fey (your
points. A creature’s hit points must be equal to or less
choice). If you are evil, they appear fiendish.
than the remaining total for that creature to be affected.
When you cast this spell, you can designate any num-
Undead and creatures immune to being charmed aren’t
ber of creatures you can see to be unaffected by it. An
affected by this spell.
affected creature’s speed is halved in the area, and when
At Higher Levels. When you cast this spell using a
the creature enters the area for the first time on a turn
spell slot of 2nd level or higher, roll an additional 2d8 for
or starts its turn there, it must make a Wisdom saving
each slot level above 1st.
throw. On a failed save, the creature takes 3d8 radiant
Spare the Dying damage (if you are good or neutral) or 3d8 necrotic dam-
Necromancy cantrip age (if you are evil). On a successful save, the creature
takes half as much damage.
Casting Time: 1 action At Higher Levels. When you cast this spell using a
Range: Touch spell slot of 4th level or higher, the damage increases by
Components: V, S 1d8 for each slot level above 3rd.
Duration: Instantaneous
You touch a living creature that has 0 hit points. The Spiritual Weapon
creature becomes stable. This spell has no effect on un- 2nd-level evocation
dead or constructs. Casting Time: 1 bonus action
Range: 60 feet
Speak with Dead
3rd-level necromancy
Casting Time: 1 action
Range: 10 feet

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Components: V, S Sunburst
Duration: 1 minute 8th-level evocation
You create a floating, spectral weapon within range that Casting Time: 1 action
lasts for the duration or until you cast this spell again. Range: 150 feet
When you cast the spell, you can make a melee spell Components: V, S, M (fire and a piece of sunstone)
attack against a creature within 5 feet of the weapon. On Duration: Instantaneous
a hit, the target takes force damage equal to 1d8 + your
Brilliant sunlight flashes in a 60-foot radius centered on a
spellcasting ability modifier.
point you choose within range. Each creature in that light
As a bonus action on your turn, you can move the
must make a Constitution saving throw. On a failed save,
weapon up to 20 feet and repeat the attack against a crea-
a creature takes 12d6 radiant damage and is blinded
ture within 5 feet of it.
for 1 minute. On a successful save, it takes half as much
The weapon can take whatever form you choose.
damage and isn’t blinded by this spell. Undead and oozes
Clerics of deities who are associated with a particular
have disadvantage on this saving throw.
weapon (as St. Cuthbert is known for his mace and
A creature blinded by this spell makes another Consti-
Thor for his hammer) make this spell’s effect resemble
tution saving throw at the end of each of its turns. On a
that weapon.
successful save, it is no longer blinded.
At Higher Levels. When you cast this spell using a
This spell dispels any darkness in its area that was cre-
spell slot of 3rd level or higher, the damage increases by
ated by a spell.
1d8 for every two slot levels above the 2nd.

Stoneskin Teleport
7th-level conjuration
4th-level abjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 10 feet
Range: Touch
Components: V
Components: V, S, M (diamond dust worth 100 gp, which
Duration: Instantaneous
the spell consumes)
Duration: Concentration, up to 1 hour This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range,
This spell turns the flesh of a willing creature you touch
or a single object that you can see within range, to a des-
as hard as stone. Until the spell ends, the target has
tination you select. If you target an object, it must be able
resistance to nonmagical bludgeoning, piercing, and
to fit entirely inside a 10-foot cube, and it can’t be held or
slashing damage.
carried by an unwilling creature.
Suggestion The destination you choose must be known to you, and
2nd-level enchantment it must be on the same plane of existence as you. Your
familiarity with the destination determines whether you
Casting Time: 1 action arrive there successfully. The DM rolls d100 and consults
Range: 30 feet the table.
Components: V, M (a snake’s tongue and either a bit of Familiarity. “Permanent circle” means a permanent
honeycomb or a drop of sweet oil) teleportation circle whose sigil sequence you know. “As-
Duration: Concentration, up to 8 hours sociated object” means that you possess an object taken
You suggest a course of activity (limited to a sentence from the desired destination within the last six months,
or two) and magically influence a creature you can see such as a book from a wizard’s library, bed linen from a
within range that can hear and understand you. Crea- royal suite, or a chunk of marble from a lich’s secret tomb.
tures that can’t be charmed are immune to this effect. “Very familiar” is a place you have been very often, a
The suggestion must be worded in such a manner as to place you have carefully studied, or a place you can see
make the course of action sound reasonable. Asking the when you cast the spell. “Seen casually” is someplace
creature to stab itself, throw itself onto a spear, immo- you have seen more than once but with which you aren’t
late itself, or do some other obviously harmful act ends very familiar. “Viewed once” is a place you have seen
the spell. once, possibly using magic. “Description” is a place
The target must make a Wisdom saving throw. On a whose location and appearance you know through some-
failed save, it pursues the course of action you described one else’s description, perhaps from a map.
to the best of its ability. The suggested course of action “False destination” is a place that doesn’t exist. Per-
can continue for the entire duration. If the suggested ac- haps you tried to scry an enemy’s sanctum but instead
tivity can be completed in a shorter time, the spell ends viewed an illusion, or you are attempting to teleport to a
when the subject finishes what it was asked to do. familiar location that no longer exists.
You can also specify conditions that will trigger a spe- On Target. You and your group (or the target object)
cial activity during the duration. For example, you might appear where you want to.
suggest that a knight give her warhorse to the first beggar Off Target. You and your group (or the target object)
she meets. If the condition isn’t met before the spell ex- appear a random distance away from the destination in
pires, the activity isn’t performed. a random direction. Distance off target is 1d10 × 1d10
If you or any of your companions damage the target, the percent of the distance that was to be traveled. For ex-
spell ends. ample, if you tried to travel 120 miles, landed off target,
and rolled a 5 and 3 on the two d10s, then you would be
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off target by 15 percent, or 18 miles. The DM determines Thunderwave
the direction off target randomly by rolling a d8 and des- 1st-level evocation
ignating 1 as north, 2 as northeast, 3 as east, and so on
Casting Time: 1 action
around the points of the compass. If you were teleporting
Range: Self (15-foot cube)
to a coastal city and wound up 18 miles out at sea, you
Components: V, S
could be in trouble.
Duration: Instantaneous
Similar Area. You and your group (or the target object)
wind up in a different area that’s visually or thematically A wave of thunderous force sweeps out from you. Each
similar to the target area. If you are heading for your creature in a 15-foot cube originating from you must
home laboratory, for example, you might wind up in an- make a Constitution saving throw. On a failed save, a
other wizard’s laboratory or in an alchemical supply shop creature takes 2d8 thunder damage and is pushed 10 feet
that has many of the same tools and implements as your away from you. On a successful save, the creature takes
laboratory. Generally, you appear in the closest similar half as much damage and isn’t pushed.
place, but since the spell has no range limit, you could In addition, unsecured objects that are completely
conceivably wind up anywhere on the plane. within the area of effect are automatically pushed 10 feet
Mishap. The spell’s unpredictable magic results in a away from you by the spell’s effect, and the spell emits a
difficult journey. Each teleporting creature (or the target thunderous boom audible out to 300 feet.
object) takes 3d10 force damage, and the DM rerolls on At Higher Levels. When you cast this spell using a
the table to see where you wind up (multiple mishaps can spell slot of 2nd level or higher, the damage increases by
occur, dealing damage each time). 1d8 for each slot level above 1st.

Similar Off On Time Stop


Familiarity Mishap Area Target Target 9th-level transmutation
Permanent circle — — — 01–100 Casting Time: 1 action
Associated object — — — 01–100 Range: Self
Very familiar 01–05 06–13 14–24 25–100 Components: V
Seen casually 01–33 34–43 44–53 54–100 Duration: Instantaneous
Viewed once 01–43 44–53 54–73 74–100 You briefly stop the flow of time for everyone but yourself.
Description 01–43 44–53 54–73 74–100 No time passes for other creatures, while you take 1d4 +
False destination 01–50 51–100 — — 1 turns in a row, during which you can use actions and
move as normal.
This spell ends if one of the actions you use during this
Thaumaturgy period, or any effects that you create during this period,
Transmutation cantrip affects a creature other than you or an object being worn
Casting Time: 1 action or carried by someone other than you. In addition, the
Range: 30 feet spell ends if you move to a place more than 1,000 feet
Components: V from the location where you cast it.
Duration: Up to 1 minute
True Resurrection
You manifest a minor wonder, a sign of supernatural
9th-level necromancy
power, within range. You create one of the following
magical effects within range: Casting Time: 1 hour
Range: Touch
• Your voice booms up to three times as loud as normal
Components: V, S, M (a sprinkle of holy water and
for 1 minute.
diamonds worth at least 25,000 gp, which the
• You cause flames to flicker, brighten, dim, or change
spell consumes)
color for 1 minute.
Duration: Instantaneous
• You cause harmless tremors in the ground
for 1 minute. You touch a creature that has been dead for no longer
• You create an instantaneous sound that originates from than 200 years and that died for any reason except old
a point of your choice within range, such as a rumble of age. If the creature’s soul is free and willing, the creature
thunder, the cry of a raven, or ominous whispers. is restored to life with all its hit points.
• You instantaneously cause an unlocked door or window This spell closes all wounds, neutralizes any poison,
to fly open or slam shut. cures all diseases, and lifts any curses affecting the crea-
• You alter the appearance of your eyes for 1 minute. ture when it died. The spell replaces damaged or missing
organs and limbs. If the creature was undead, it is re-
If you cast this spell multiple times, you can have up to
stored to its non-undead form.
three of its 1-minute effects active at a time, and you can
The spell can even provide a new body if the original
dismiss such an effect as an action.
no longer exists, in which case you must speak the crea-
ture’s name. The creature then appears in an unoccupied
space you choose within 10 feet of you.

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True Seeing It must, however, merge with and be solidly supported
6th-level divination by existing stone. Thus, you can use this spell to bridge a
chasm or create a ramp.
Casting Time: 1 action
If you create a span greater than 20 feet in length, you
Range: Touch
must halve the size of each panel to create supports. You
Components: V, S, M (an ointment for the eyes that costs
can crudely shape the wall to create crenellations, battle-
25 gp; is made from mushroom powder, saffron, and
ments, and so on.
fat; and is consumed by the spell)
The wall is an object made of stone that can be dam-
Duration: 1 hour
aged and thus breached. Each panel has AC 15 and 30
This spell gives the willing creature you touch the ability hit points per inch of thickness. Reducing a panel to 0 hit
to see things as they actually are. For the duration, the points destroys it and might cause connected panels to
creature has truesight, notices secret doors hidden by collapse at the DM’s discretion.
magic, and can see into the Ethereal Plane, all out to a If you maintain your concentration on this spell for its
range of 120 feet. whole duration, the wall becomes permanent and can’t
be dispelled. Otherwise, the wall disappears when the
Wall of Fire spell ends.
4th-level evocation
Casting Time: 1 action Warding Bond
Range: 120 feet 2nd-level abjuration
Components: V, S, M (a small piece of phosphorus) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
You create a wall of fire on a solid surface within range. Components: V, S, M (a pair of platinum rings worth at
You can make the wall up to 60 feet long, 20 feet high, least 50 gp each, which you and the target must wear
and 1 foot thick, or a ringed wall up to 20 feet in diame- for the duration)
ter, 20 feet high, and 1 foot thick. The wall is opaque and Duration: 1 hour
lasts for the duration. This spell wards a willing creature you touch and creates
When the wall appears, each creature within its area a mystic connection between you and the target until the
must make a Dexterity saving throw. On a failed save, a spell ends. While the target is within 60 feet of you, it
creature takes 5d8 fire damage, or half as much damage gains a +1 bonus to AC and saving throws, and it has re-
on a successful save. sistance to all damage. Also, each time it takes damage,
One side of the wall, selected by you when you cast this you take the same amount of damage.
spell, deals 5d8 fire damage to each creature that ends its The spell ends if you drop to 0 hit points or if you and
turn within 10 feet of that side or inside the wall. A crea- the target become separated by more than 60 feet. It also
ture takes the same damage when it enters the wall for ends if the spell is cast again on either of the connected
the first time on a turn or ends its turn there. The other creatures. You can also dismiss the spell as an action.
side of the wall deals no damage.
At Higher Levels. When you cast this spell using a Web
spell slot of 5th level or higher, the damage increases by 2nd-level conjuration
1d8 for each slot level above 4th. Casting Time: 1 action
Range: 60 feet
Wall of Stone Components: V, S, M (a bit of spiderweb)
5th-level evocation
Duration: Concentration, up to 1 hour
Casting Time: 1 action
You conjure a mass of thick, sticky webbing at a point of
Range: 120 feet
your choice within range. The webs fill a 20-foot cube
Components: V, S, M (a small block of granite)
from that point for the duration. The webs are difficult
Duration: Concentration, up to 10 minutes
terrain and lightly obscure their area.
A nonmagical wall of solid stone springs into existence If the webs aren’t anchored between two solid masses
at a point you choose within range. The wall is 6 inches (such as walls or trees) or layered across a floor, wall, or
thick and is composed of ten 10-foot-by-10-foot panels. ceiling, the conjured web collapses on itself, and the spell
Each panel must be contiguous with at least one other ends at the start of your next turn. Webs layered over a
panel. Alternatively, you can create 10-foot-by-20-foot pan- flat surface have a depth of 5 feet.
els that are only 3 inches thick. Each creature that starts its turn in the webs or that
If the wall cuts through a creature’s space when it ap- enters them during its turn must make a Dexterity saving
pears, the creature is pushed to one side of the wall (your throw. On a failed save, the creature is restrained as long
choice). If a creature would be surrounded on all sides by as it remains in the webs or until it breaks free.
the wall (or the wall and another solid surface), that crea- A creature restrained by the webs can use its action to
ture can make a Dexterity saving throw. On a success, it make a Strength check against your spell save DC. If it
can use its reaction to move up to its speed so that it is no succeeds, it is no longer restrained.
longer enclosed by the wall. The webs are flammable. Any 5-foot cube of webs
The wall can have any shape you desire, though it can’t exposed to fire burns away in 1 round, dealing 2d4 fire
occupy the same space as a creature or object. The wall damage to any creature that starts its turn in the fire.
doesn’t need to be vertical or rest on any firm foundation.

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