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

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Spell slots
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Acid Splash Blade Ward


C onjuration Abjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 round

You hurl a bubble of ac id. You extend your hand and trac e a sigil of warding in the air. Until
Choose one c reature within range, or c hoose two c reatures within the end of your next turn, you have resistanc e against bludgeoning,
range that are within 5 feet of eac h other. A target must suc c eed pierc ing, and slashing damage dealt by weapon attac ks.
on a Dexterity saving throw or take 1d6 ac id damage.

At higher level

This spell’s damage inc reases by 1d6 when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

Booming Blade Chill Touch


Evocation Necromancy

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 5 feet Range: 120 feet
Components: V, M (a weapon) Components: V, S
Duration: 1 round Duration: 1 round

As part of the ac tion used to c ast this spell, you must make a You c reate a ghostly, skeletal hand in the spac e of a c reature
melee attac k with a weapon against one c reature within the spell's within range.
range, otherwise the spell fails. Make a ranged spell attac k against the c reature to assail it with
On a hit, the target suffers the attac k's normal effec ts, and it the c hill of the grave. On a hit, the target takes 1d8 nec rotic
bec omes sheathed in booming energy until the start of your next damage, and it c an’t regain hit points until the start of your next
turn. If the target willingly moves be- fore then, it immediately turn. Until then, the hand c lings to the target. If you hit an undead
takes 1d8 thunder damage, and the spell ends. target, it also has disadvantage on attac k rolls against you until
This spell's damage inc reases when you reac h higher levels. the end of your next turn.

At higher level At higher level

At 5th level, the melee attac k deals an extra 1d8 thunder damage This spell’s damage inc reases by 1d8 when you reac h 5th level
to the target, and the damage the target takes for moving (2d8), 11th level (3d8), and 17th level (4d8).
inc reases to 2d8. Both damage rolls inc rease by 1d8 at 11th level
and 17th level.
Control Flames Create Bonfire
Transmutation C onjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: S Components: V, S
Duration: Instantaneous or 1 hour Duration: Concentration, up to 1 minute

You c hoose a nonmagic al flame that you c an see within range and You c reate a bonfire on ground that you c an see within range. Until
that fits within a 5-foot c ube. You affec t it in one of the following the spell ends, the magic bonfire fills a 5-foot c ube. Any c reature in
ways: the bonfire’s spac e when you c ast the spell must suc c eed on a
- You instantaneously expand the flame 5 feet in one direc tion, Dexterity saving throw or take 1d8 fire damage. A c reature must
provided that wood or other fuel is present in the new loc ation. also make the saving throw when it moves into the bonfire’s spac e
- You instantaneously extinguish the flames within the c ube. for the first time on a turn or ends its turn there.
- You double or halve the area of bright light and dim light c ast by The bonfire ignites flammable objec ts in its area that aren’t being
the flame, c hange its c olor, or both. The c hange lasts for 1 hour. worn or c arried.
- You c ause simple shapes — suc h as the vague form of a c reature, The spell’s damage inc reases by 1d8 when you reac h 5th level
an inanimate objec t, or a loc ation — to appear within the flames (2d8), 11th level (3d8), and 17th level (4d8).
and animate as you like. The shapes last for 1 hour.
If you c ast this spell multiple times, you c an have up to three non-
instantaneous

Dancing Lights Fire Bolt


Evocation Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a Components: V, S
glowworm) Duration: Instantaneous
Duration: Concentration, up to 1 minute
You hurl a mote of fire at a c reature or objec t within range. Make a
You c reate up to four torc h-siz ed lights within range, making them ranged spell attac k against the target. On a hit, the target takes
appear as torc hes, lanterns, or glowing orbs that hover in the air 1d10 fire damage. A flammable objec t hit by this spell ignites if it
for the duration. isn’t being worn or c arried.
You c an also c ombine the four lights into one glowing vaguely
humanoid form of Medium siz e. Whic hever form you c hoose, eac h At higher level
light sheds dim light in a 10-foot radius.
This spell’s damage inc reases by 1d10 when you reac h 5th level
As a bonus ac tion on your turn, you c an move the lights up to 60 (2d10), 11th level (3d10), and 17th level (4d10).
feet to a new spot within range. A light must be within 20 feet of
another light c reated by this spell, and a light winks out if it
exc eeds the spell’s range.

Friends Frostbite
Enchantment Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: S, M (a small amount of makeup applied to the face Components: V, S
as this spell is cast) Duration: Instantaneous
Duration: Concentration, up to 1 minute
You c ause numbing frost to form on one c reature that you c an see
For the duration, you have advantage on all Charisma c hec ks within range. The target must make a Constitution saving throw. On
direc ted at one c reature of your c hoic e that isn’t hostile toward a failed save, the target takes 1d6 c old damage, and it has
you. When the spell ends, the c reature realiz es that you used disadvantage on the next weapon attac k roll it makes before the
magic to influenc e its mood and bec omes hostile toward you. A end of its next turn.
c reature prone to violenc e might attac k you. Another c reature The spell’s damage inc reases by 1d6 when you reac h 5th level
might seek retribution in other ways (at the DM’s disc retion), (2d6), 11th level (3d6), and 17th level (4d6).
depending on the nature of your interac tion with it.
Green-Flame Blade Gust
Evocation Transmutation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 5 feet Range: 30 feet
Components: V, M (a weapon) Components: V, S
Duration: Instantaneous Duration: Instantaneous

As part of the ac tion used to c ast this spell, you must make a You seiz e the air and c ompel it to c reate one of the following
melee attac k with a weapon against one c reature within the spell's effec ts at a point you c an see within range:
range, otherwise the spell fails. On a hit, the target suffers the • One Medium or smaller c reature that you c hoose must suc c eed
attac k's normal effec ts, and green fire leaps from the target to a on a S trength saving throw or be pushed up to 5 feet away from
different c reature of your c hoic e that you c an see within 5 feet of you.
it. The sec ond c reature takes fire damage equal to your • You c reate a small blast of air c apable of moving one objec t that
spellc asting ability modifier. This spell's damage inc reases when is neither held nor c arried and that weighs no more than 5 pounds.
you reac h higher levels. The objec t is pushed up to 10 feet away from you. It isn’t pushed
with enough forc e to c ause damage.
At higher level • You c reate a harmless sensory affec t using air, suc h as c ausing
leaves to rustle, wind to slam shutters shut, or your c lothing to
At 5th level, the melee attac k deals an extra 1d8 fire damage to ripple in a breez e.
the target, and the fire damage to the sec ond c reature inc reases
to 1d8 + your spellc asting ability modifier. Both damage rolls
inc rease by 1d8 at 11th level and 17th level.

Infestation Light
C onjuration Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Touch
Components: V, S, M (a living flea) Components: V, M (a firefly or phosphorescent moss)
Duration: Instantaneous Duration: 1 hour

You c ause a c loud of mites, fleas, and other parasites to appear You touc h one objec t that is no larger than 10 feet in any
momentarily on one c reature you c an see within range. The target dimension. Until the spell ends, the objec t sheds bright light in a
must suc c eed on a Constitution saving throw, or it takes 1d6 20-foot radius and dim light for an additional 20 feet. The light c an
poison damage and moves 5 feet in a random direc tion if it c an be c olored as you like. Completely c overing the objec t with
move and its speed is at least 5 feet. Roll a d4 for the direc tion: 1., something opaque bloc ks the light. The spell ends if you c ast it
north; 2, south; 3, east; or 4, west. This movement doesn’t provoke again or dismiss it as an ac tion.
opportunity attac ks, and if the direc tion rolled is bloc ked, the
target doesn't move. If you target an objec t held or worn by a hostile c reature, that
The spell’s damage inc reases by 1d6 when you reac h 5th level c reature must suc c eed on a Dexterity saving throw to avoid the
(2d6), 11th level (3d6), and 17th level (4d6). spell.

Lightning Lure Mage Hand


Evocation C onjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 15 feet Range: 30 feet
Components: V Components: V, S
Duration: Instantaneous Duration: 1 minute

You c reate a lash of lightning energy that strikes at one c reature of A spec tral, floating hand appears at a point you c hoose within
your c hoic e that you c an see within range. range.
The target must suc c eed on a S trength saving throw or be pulled The hand lasts for the duration or until you dismiss it as an ac tion.
up to 10 feet in a straight line toward you and then take 1d8 The hand vanishes if it is ever more than 30 feet away from you or if
lightning damage if it is within 5 feet of you. you c ast this spell again.

At higher level You c an use your ac tion to c ontrol the hand. You c an use the hand
to manipulate an objec t, open an unloc ked door or c ontainer, stow
This spell's damage inc reases by 1d8 when you reac h 5th level or retrieve an item from an open c ontainer, or pour the c ontents
(2d8), 11th level (3d8), and 17th level (4d8). out of a vial. You c an move the hand up to 30 feet eac h time you
use it.

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

Level: Cantrip Level: Cantrip


Casting time: 1 Minute Casting time: 1 Action
Range: Touch Range: 120 feet
Components: V, S, M (two lodestones) Components: V, S, M (a short piece of copper wire)
Duration: Instantaneous Duration: 1 round

This spell repairs a single break or tear in an objec t you touc h, You point your finger toward a c reature within range and whisper a
suc h as broken c hain link, two halves of a broken key, a torn message.
c loac k, or a leaking wineskin. The target (and only the target) hears the message and c an reply
As long as the break or tear is no larger than 1 foot in any in a whisper that only you c an hear.
dimension, you mend it, leaving no trac e of the former damage.
You c an c ast this spell through solid objec ts if you are familiar with
This spell c an physic ally repair a magic item or c onstruc t, but the the target and know it is beyond the barrier. Magic al silenc e, 1 foot
spell c an’t restore magic to suc h an objec t. of stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
wood bloc ks the spell. The spell doesn’t have to follow a straight
line and c an travel freely around c orners or through openings.

Minor Illusion Mold earth


Illusion Transmutation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 30 feet
Components: S, M (a bit of fleece) Components: S
Duration: 1 minute Duration: Instantaneous or 1 hour

You c reate a sound or an image of an objec t within range that lasts You c hoose a portion of dirt or stone that you c an see within range
for the duration. The illusion also ends if you dismiss it as an ac tion and that fits within a 5-foot c ube. You manipulate it in one of the
or c ast this spell again. following ways:
• If you target an area of loose earth, you c an instantaneously
If you c reate a sound, its volume c an range from a whisper to a exc avate it, move it along the ground, and deposit it up to 5 feet
sc ream. It c an be your voic e, someone else’s voic e, a lion’s roar, a away. This movement doesn’t have enough forc e to c ause damage.
beating of drums, or any other sound you c hoose. The sound • You c ause shapes, c olors, or both to appear on the dirt or stone,
c ontinues unabated throughout the duration, or you c an make spelling out words, c reating images, or shaping patterns. The
disc rete sounds at different times before the spell ends. c hanges last for 1 hour.
• If the dirt or stone you target is on the ground, you c ause it to
If you c reate an image of an objec t suc h as a c hair, muddy bec ome diffic ult terrain. Alternatively, you c an c ause the ground to
footprints, or a small c hest it must be no larger than a 5-foot c ube. bec ome normal terrain if it is already diffic ult terrain. This c hange
The image c an’t c reate sound, light, smell, or any other sensory lasts for 1 hour. If you c ast this spell multiple times, you c an have
effec t. Physic al interac tion with the image reveals it to be an no more than two of its non-instantaneous effec ts ac tive at a time,
illusion, bec ause things c an pass through it. and you c an dismiss suc h an effec t as an ac tion.

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


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

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 10 feet Range: 10 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Up to 1 hour

You extend your hand toward a c reature you c an see within range This spell is a minor magic al tric k that novic e spellc asters use for
and projec t a puff of noxious gas from your palm. The c reature prac tic e. You c reate one of the following magic al effec ts within
must suc c eed on a Constitution saving throw or take 1d12 poison range:
damage. -You c reate an instantaneous, harmless sensory effec t, suc h as a
shower of sparks, a puff of wind, faint music al notes, or an odd
At higher level odor.
-You instantaneously light or snuff out a c andle, a torc h, or a small
This spell’s damage inc reases by 1d12 when you reac h 5th level c ampfire.
(2d12), 11th level (3d12), 17th level (4d12). -You instantaneously c lean or soil an objec t no larger than 1 c ubic
foot.
-You c hill, warm, or flavor up to 1 c ubic foot of nonliving material
for 1 hour.
-You make a c olor, a small mark, or a symbol appear on an objec t
or a surfac e for 1 hour.
-You c reate a nonmagic al trinket or an illusory image that c an fit in
your hand and that lasts until the end of your next turn.
If you c ast this spell multiple times, you c an have up to three of its
non-instantaneous effec ts ac tive at a time, and you c an dismiss
suc h an effec t as an ac tion.

Ray of Frost Shape Water


Evocation Transmutation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 30 feet
Components: V, S Components: S
Duration: Instantaneous Duration: Instantaneous or 1 hour

A frigid beam of blue-white light streaks toward a c reature within You c hoose an area of water that you c an see within range and that
range. Make a ranged spell attac k against the target. On a hit, it fits within a 5-foot c ube.
takes 1d8 c old damage, and its speed is reduc ed by 10 feet until You manipulate it in one of the following ways:
the start of your next turn.
• You instantaneously move or otherwise c hange the flow of the
At higher level water as you direc t, up to 5 feet in any direc tion. This movement
doesn’t have enough forc e to c ause damage.
The spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8). • You c ause the water to form into simple shapes and animate at
your direc tion. This c hange lasts for 1 hour.

• You c hange the water’s c olor or opac ity. The water must be
c hanged in the same way throughout. This c hange lasts for 1 hour.

• You freez e the water, provided that there are no c rea- tures in it.
The water unfreez es in 1 hour.
If you c ast this spell multiple times, you c an have no more than two
of its non-instantaneous effec ts ac tive at a time, and you c an
dismiss suc h an effec t as an ac tion.
Shocking Grasp Sword Burst
Evocation C onjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 5 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Instantaneous

Lightning springs from your hand to deliver a shoc k to a c reature You c reate a momentary c irc le of spec tral blades that sweep
you try to touc h. around you.
Make a melee spell attac k against the target. You have advantage Eac h c reature within range, other than you, must suc c eed on a
on the attac k roll if the target is wearing armor made of metal. On Dexterity saving throw or take 1d6 forc e damage.
a hit, the target takes 1d8 lightning damage, and it c an’t take
reac tions until the start of its next turn. At higher level

At higher level This spell's damage inc reases by 1d6 when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
The spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

Thunderclap Toll the Dead


Evocation Necromancy

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 5 feet Range: 60 feet
Components: S Components: V, S
Duration: Instantaneous Duration: Instantaneous

You c reate a burst of thunderous sound, whic h c an be heard 100 You point at one c reature you c an see within range, and the sound
feet away. of a dolorous bell fills the air around it for a moment. The target
Eac h c reature other than you within 5 feet of you must make a must suc c eed on a Wisdom saving throw or take 1d8 nec rotic
Constitution saving throw. On a failed save, the c reature takes 1d6 damage. If the target is missing any of its hit points, it instead
thunder damage. takes 1d12 nec rotic damage.
The spell’s damage inc reases by 1d6 when you reac h 5th level The spell’s damage inc reases by one die when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6). (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or
4d12).

True Strike Absorb Elements


Divination Abjuration

Level: Cantrip Level: 1


Casting time: 1 Action Casting time: Special
Range: 30 feet Range: Self
Components: S Components: S
Duration: Concentration, up to 1 round Duration: 1 round

You extend your hand and point a finger at a target in range. Your 1 Reac tion, whic h you take when you take ac id, c old, fire, lightning,
magic grants you a brief insight into the target’s defenses. On your or thunder damage
next turn, you gain advantage on your first attac k roll against the
target, provided that this spell hasn’t ended. The spell c aptures some of the inc oming energy, lessening its
effec t on you and storing it for your next melee attac k. You have
resistanc e to the triggering damage type until the start of your
next turn. Also, the first time you hit with a melee attac k on your
next turn, the target takes an extra 1d6 damage of the triggering
type, and the spell ends.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the extra damage inc reases by 1d6 for eac h slot level above 1st.
Alarm (Ritual) Burning Hands
Abjuration Evocation

Level: 1 Level: 1
Casting time: 1 Minute Casting time: 1 Action
Range: 30 feet Range: Self (15-foot cone)
Components: V, S, M (a tiny bell and a piece of fine silver wire) Components: V, S
Duration: 8 hours Duration: Instantaneous

You set an alarm against unwanted intrusion. As you hold your hands with thumbs touc hing and fingers spread, a
Choose a door, a window, or an area within range that is no larger thin sheet of flames shoots forth from your outstretc hed fingertips.
than a 20-foot c ube. Until the spell ends, an alarm alerts you Eac h c reature in a 15-foot c one must make a Dexterity saving
whenever a tiny or larger c reature touc hes or enters the warded throw. A c reature takes 3d6 fire damage on a failed save, or half as
area. When you c ast the spell, you c an designate c reatures that muc h damage on a suc c essful one.
won’t set off the alarm. You also c hoose whether the alarm is
mental or audible. The fire ignites any flammable objec ts in the area that aren’t being
worn or c arried.
A mental alarm alerts you with a ping in your mind if you are within
1 mile of the warded area. This ping awakens you if you are At higher level
sleeping.
An audible alarm produc es the sound of a hand bell for 10 sec onds When you c ast this spell using a spell slot of 2nd level or higher,
within 60 feet. the damage inc reases by 1d6 for eac h slot level above 1st.

Catapult Cause Fear


Transmutation Necromancy

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 60 feet
Components: S Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute

Choose one objec t weighing 1 to 5 pounds within range that isn’t You awaken the sense of mortality in one c reature you c an see
being worn or c arried. The objec t flies in a straight line up to 90 within range. A c onstruc t or an undead is immune to this effec t.
feet in a direc tion you c hoose before falling to the ground, The target must suc c eed on a Wisdom saving throw or bec ome
stopping early if it impac ts against a solid surfac e. If the objec t frightened of you until the spell ends. The frightened target c an
would strike a c reature, that c reature must make a Dexterity repeat the saving throw at the end of eac h of its turns, ending the
saving throw. On a failed save, the objec t strikes the target and effec t on itself on a suc c ess.
stops moving. In either c ase, both the objec t and the c reature or
solid surfac e take 3d8 bludgeoning damage. At higher level
At Higher Levels. When you c ast this spell using a spell slot of 2nd
level or higher, the maximum weight of objec ts that you c an target When you c ast this spell using a spell slot of 2nd level or higher,
with this spell inc reases by 5 pounds, and the damage inc reases by you c an target one additional c reature for eac h slot level above
1d8, for eac h slot level above 1st. lst. The c reatures must be within 30 feet of eac h other when you
target them.
Charm Person Chromatic Orb
Enchantment Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 90 feet
Components: V, S Components: V, S, M (a diamond worth at least 50 gp)
Duration: 1 hour Duration: Instantaneous

You attempt to c harm a humanoid you c an see within range. You hurl a 4-inc h-diameter sphere of energy at a c reature that you
It must make a Wisdom saving throw, and does so with advantage if c an see within range. You c hoose ac id, c old, fire, lightning, poison,
you or your c ompanions are fighting it. If it fails the saving throw, it or thunder for the type of orb you c reate, and then make a ranged
is c harmed by you until the spell ends or until you or your spell attac k against the target. If the attac k hits, the c reature
c ompanions do anything harmful to it.The c harmed c reature takes 3d8 damage of the type you c hose.
regards you as a friendly ac quaintanc e. When the spell ends, the
c reature knows it was c harmed by you. At higher level

At higher level When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d8 for eac h slot level above 1st.
When you c ast this spell using a spell slot of 2nd level or higher,
you c an target one additional c reature for eac h slot level above
1st. The c reatures must be within 30 feet of eac h other when you
target them.

Color Spray Comprehend Languages (Ritual)


Illusion Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Self (15-foot cone) Range: Self
Components: V, S, M Components: V, S, M (a pinch of soot and salt)
Duration: 1 round Duration: 1 hour

A daz z ling array of flashing, c olored light springs from your hand. For the duration, you understand the literal meaning of any spoken
Roll 6d10, the total is how many hit points of c reatures this spell language that you hear.
c an effec t. Creatures in a 15-foot c one originating from you are You also understand any spoken language that you hear. You also
affec ted in asc ending order of their c urrent hit points (ignoring understand any written language that you see, but you must be
unc onsc ious c reatures and c reatures that c an’t see). touc hing the surfac e of whic h the words are written. It takes about
1 minute to read one page of text.
S tarting with the c reature that has the lowest c urrent hit points,
eac h c reature affec ted by this spell is blinded until the spell ends. This spell doesn’t dec ode sec ret messages in a text or glyph, suc h
S ubtrac t eac h c reature’s hit points from the total before moving as an arc ane sigil, that isn’t part of a written language.
on to the c reature with the next lowest hit points. A c reature’s hit
points must be equal to or less than the remaining total for the
c reature to be affec ted.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
roll an additional 2d10 for eac h slot level above 1st.

Detect Magic (Ritual)


Divination

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

For the duration, you sense the presenc e of magic within 30 feet of
you. If you sense magic in this way, you c an use your ac tion to see
a faint aura around any visible c reature or objec t in the area that
bears magic , and you learn its sc hool of magic , if any.

The spell c an penetrate most barriers, but is bloc ked by 1 foot of


stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
wood or dirt.
Disguise Self
Illusion

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

You make yourself – ​i nc luding your c lothing, armor, weapons, and


other belongings on your person – ​l ook different until the spell ends
or until you use your ac tion to dismiss it.
You c an seem 1 foot shorter or taller and c an appear thin, fat, or in
between. You c an’t c hange your body type, so you must adopt a
form that has the same basic arrangement of limbs. Otherwise, the
extent of the illusion is up to you.

The c hanges wrought by this spell fail to hold up to physic al


inspec tion. For example, if you use this spell to add a hat to your
outfit, objec ts pass through the hat, and anyone who touc hes it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of som eone who
reac hes out to touc h you would bump into you while it was
seemingly still in midair. To disc ern that you are disguised, a
c reature c an use its ac tion to inspec t your appearanc e and must
suc c eed on an Intelligenc e (Investigation) c hec k against your spell
save DC.

Earth Tremor Expeditious Retreat


Evocation Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Bonus Action
Range: Self (10-foot radius) Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes

You c ause a tremor in the ground in a 10-foot radius. Eac h c reature This spell allows you to move at an inc redible pac e. When you c ast
other than you in that area must make a Dexterity saving throw. On this spell, and then as a bonus ac tion on eac h of your turns until
a failed save, a c reature takes 1d6 bludgeoning damage and is the spell ends, you c an take the Dash ac tion.
knoc ked prone. If the ground in that area is loose earth or stone, it
bec omes diffic ult terrain until c leared. At Higher Levels. When you
c ast this spell using a spell slot of 2nd level or higher, the damage
inc reases by 1d6 for eac h slot level above 1st.

False Life Feather Fall


Necromancy Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: Special
Range: Self Range: 60 feet
Components: V, S, M (a small amount of alcohol or distilled spirits) Components: V, M (a small feather or piece of down)
Duration: 1 hour Duration: 1 minute

Bolstering yourself with a nec romantic fac simile of life, you gain Reac tion: When you or a c reature within 60 feet of you falls
1d4 + 4 temporary hit points for the duration.
Choose up to five falling c reatures within range. A falling c reature’s
At higher level rate of desc ent slows to 60 feet per round until the spell ends. If
the c reature lands before the spell ends, it takes no falling damage
When you c ast this spell using a spell slot of 2nd level or higher, and c an land on its feet, and the spell ends for that c reature.
you gain 5 additional temporary hit points for eac h slot level above
1st.
Find Familiar (Ritual) Fog Cloud
C onjuration C onjuration

Level: 1 Level: 1
Casting time: 1 Hour Casting time: 1 Action
Range: 10 feet Range: 120 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs Components: V, S
that must be consumed by fire in a brass brazier) Duration: Concentration, up to 1 hour
Duration: Instantaneous
You c reate a 20-foot-radius sphere of fog c entered on a point within
You gain the servic e of a familiar, a spirit that takes an animal form range. The sphere spreads around c orners, and its area is heavily
you c hoose: bat, c at, c rab, frog (toad), hawk. liz ard, oc topus, owl, obsc ured, It lasts for the duration or until a wind of moderate or
poisonous snake, fish (quipper), rat, raven, sea horse, spider, or greater speed (at least 10 miles per hour) disperses it.
weasel. Appearing in an unoc c upied spac e within range, the
familiar has the statistic s of the c hosen form, though it is a At higher level
c elestial, fey or fiend (your c hoic e) instead of a beast.
When you c ast this spell using a spell slot of 2nd level or higher,
Your familiar ac ts independently of you, but it always obeys your the radius of the fog inc reases by 20 feet for eac h slot level above
c ommands. In c ombat, it rolls its own initiative and ac ts on its own 1st.
turn. A familiar c an’t attac k, but it c an take other ac tions as
normal.

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


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

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

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


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

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

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

Grease Ice Knife


C onjuration C onjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: V, S, M (a bit of pork rind or butter) Components: S, M
Duration: 1 minute Duration: Instantaneous

S lic k grease c overs the ground in a 10-foot square c entered on a (a drop of water or piec e of ic e)
point within range and turns it into diffic ult terrain for the duration. You c reate a shard of ic e and fling it at one c reature within range.
Make a ranged spell attac k against the target. On a hit, the target
When the grease appears, eac h c reature standing in its area must takes 1d10 pierc ing damage. Hit or miss, the shard then explodes.
suc c eed on a Dexterity saving throw or fall prone. A c reature that The target and eac h c reature within 5 feet of the point where the
enters the area or ends its turn there must also suc c eed on a ic e exploded must suc c eed on a Dexterity saving throw or take 2d6
Dexterity saving throw or fall prone. c old damage.
At Higher Levels. When you c ast this spell using a spell slot of 2nd
level or higher, the c old damage inc reases by 1d6 for eac h slot
level above 1st.
Identify (Ritual) Illusory Script (Ritual)
Divination Illusion

Level: 1 Level: 1
Casting time: 1 Minute Casting time: 1 Minute
Range: Touch Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl Components: S, M (a lead-based ink worth at least 10 gp, which
feather) the spell consumes)
Duration: Instantaneous Duration: 10 days

You c hoose one objec t that you must touc h throughout the c asting You write on parc hment, paper, or some other suitable writing
of the spell. If it is a magic item or some other magic -imbued material and imbue it with a potent illusion that lasts for the
objec t, you learn its properties and how to use them, whether it duration.
requires attunement to use, and how many c harges it has, if any.
You learn whether any spells are affec ting the item and what they To you and any c reatures you designate when you c ast the spell,
are. If the item was c reated by a spell, you learn whic h spell the writing appears normal, written in your hand, and c onveys
c reated it. whatever meaning you intended when you wrote the text. To all
others, the writing appears as if it were written in an unknown or
If you instead touc h a c reature throughout the c asting, you learn magic al sc ript that is unintelligible. Alternatively, you c an c ause
what spells, if any, are c urrently affec ting it. the writing to appear to be an entirely different message, written in
a different hand and language, though the language must be one
you know.

S hould the spell be dispelled, the original sc ript and the illusion
both disappear.
A c reature with truesight c an read the hidden message.

Jump Longstrider
Transmutation Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S, M (a grasshopper’s hind leg) Components: V, S, M (a pinch of dirt)
Duration: 1 minute Duration: 1 hour

You touc h a c reature. The c reature’s jump distanc e is tripled until You touc h a c reature. The target’s speed inc reases by 10 feet until
the spell ends. the spell ends.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
you c an target one additional c reature for eac h slot level above
1st.

Mage Armor Magic Missile


Abjuration Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 120 feet
Components: V, S, M (a piece of cured leather) Components: V, S
Duration: 8 hours Duration: Instantaneous

You touc h a willing c reature who isn’t wearing armor, and a You c reate three glowing darts of magic al forc e. Eac h dart hits a
protec tive magic al forc e surrounds it until the spell ends. The c reature of your c hoic e that you c an see within range. A dart deals
target’s base AC bec omes 13 + its Dexterity modifier. The spell 1d4 + 1 forc e damage to its target. The darts all strike
ends it if the target dons armor or if you dismiss the spell as an simultaneously and you c an direc t them to hit one c reature or
ac tion. several.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the spell c reates one more dart for eac h slot level above 1st.
Protection from Evil and Good Ray of Sickness
Abjuration Necromancy

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 60 feet
Components: V, S, M (holy water or powdered silver and iron, Components: V, S
which the spell consumes) Duration: Instantaneous
Duration: Concentration, up to 10 minutes
A ray of sic kening greenish energy lashes out toward a c reature
Until the spell ends, one willing c reature you touc h is protec ted within range.
against c ertain types of c reatures: aberrations, c elestials, Make a ranged spell attac k against the target. On a hit, the target
elementals, fey, fiends, and undead. takes 2d8 poison damage and must make a Constitution saving
throw. On a failed save, it is also poisoned until the end of your
The protec tion grants several benefits. Creatures of those types next turn.
have disadvantage on attac k rolls against the target. The target
also c an’t be c harmed, frightened, or possessed by them. If the At higher level
target is already c harmed, frightened, or possessed by suc h a
c reature, the target has advantage on any new saving throw When you c ast this spell using a spell slot of 2nd level or higher,
against the relevant effec t. the damage inc reases by 1d8 for eac h slot level above 1st.

Shield Silent Image


Abjuration Illusion

Level: 1 Level: 1
Casting time: Special Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S Components: V, S, M (a bit of fleece)
Duration: 1 round Duration: Concentration, up to 10 minutes

Reac tion trigger: You are hit by an attac k or targeted by the magic You c reate the image of an objec t, a c reature, or some other
missile spell visible phenomenon that is no larger than a 15-foot c ube. The
image appears at a spot within range and lasts for the duration.
An invisible barrier of magic al forc e appears and protec ts you. The image is purely visual; it isn’t ac c ompanied by sound, smell, or
Until the start of your next turn, you have a +5 bonus to AC, other sensory effec ts.
inc luding against the triggering attac k, and you take no damage
from magic missile. You c an use your ac tion to c ause the image to move to any spot
within range. As the image c hanges loc ation, you c an alter its
appearanc e so that its movements appear natural for the image.
For example, if you c reate an image of a c reature and move it, you
c an alter the image so that it appears to be walking.

Physic al interac tion with the image reveals it to be an illusion,


bec ause things c an pass through it. A c reature that uses its ac tion
to examine the image c an determine that it is an illusion with a
suc c essful Intelligenc e (Investigation) c hec k against your spell
save DC. If a c reature disc erns the illusion for what it is, the
c reature c an see through the image.
Sleep Snare
Enchantment Abjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Minute
Range: 90 feet Range: Touch
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Components: S, M (25 feet of rope, which the spell consumes)
Duration: 1 minute Duration: 8 hours

This spell sends c reatures into a magic al slumber. Roll 5d8, the As you c ast this spell, you use the rope to c reate a c irc le with a 5-
total is how many hit points of c reatures this spell c an affec t. foot radius on the ground or the floor. When you finish c asting, the
Creatures within 20 feet of a point you c hoose within range are rope disappears and the c irc le bec omes a magic trap.
affec ted in asc ending order of their c urrent hit points (ignoring This trap is nearly invisible, requiring a suc c essful Intelligenc e
unc onsc ious c reatures). (Investigation) c hec k against your spell save DC to be disc erned.
The trap triggers when a S mall, Medium, or Large c reature moves
S tarting with the c reature that has the lowest c urrent hit points, onto the ground or the floor in the spell’s radius. That c reature
eac h c reature affec ted by this spell falls unc onsc ious until the must suc c eed on a Dexterity saving throw or be magic ally hoisted
spell ends, the sleeper takes damage, or someone uses an ac tion into the air, leaving it hanging upside down 3 feet above the
to shake or slap the sleeper awake. S ubtrac t eac h c reature’s hit ground or the floor. The c reature is restrained there until the spell
points from the total before moving on to the c reature with the ends.
next lowest hit points. A c reature’s hit points must be equal to or A restrained c reature c an make a Dexterity saving throw at the end
less than the remaining total for that c reature to be affec ted. of eac h of its turns, ending the effec t on itself on a suc c ess.
Undead and c reatures immune to being c harmed aren’t affec ted by Alternatively, the c reature or someone else who c an reac h it c an
this spell. use an ac tion to make an Intelligenc e (Arc ana) c hec k against your
spell save DC. On a suc c ess, the restrained effec t ends.
At higher level After the trap is triggered, the spell ends when no c reature is
restrained by it.
When you c ast this spell using a spell slot of 2nd level or higher,
roll an additional 2d8 for eac h slot level above 1st.

Tasha’s Hideous Laughter Tenser’s Floating Disk (Ritual)


Enchantment C onjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the Components: V, S, M (a drop of mercury)
air) Duration: 1 hour
Duration: Concentration, up to 1 minute
This spell c reates a c irc ular, horiz ontal plane of forc e, 3 feet in
A c reature of your c hoic e that you c an see within range perc eives diameter and 1 inc h thic k, that floats 3 feet above the ground in an
everything as hilariously funny and falls into fits of laughter if this unoc c upied spac e of your c hoic e that you c an see within range.
spell affec ts it. The target must suc c eed on a Wisdom saving throw The disk remains for the duration, and c an hold up to 500 pounds. If
or fall prone, bec oming inc apac itated and unable to stand up for more weight is plac ed on it, the spell ends, and everything on the
the duration. A c reature with an Intelligenc e sc ore of 4 or less isn’t disk falls to the ground.
affec ted.
The disk is immobile while you are within 20 feet of it. If you move
At the end of eac h of its turns, and eac h time it takes damage, the more than 20 feet away from it, the disk follows you so that it
target c an make another Wisdom saving throw. The target has remains within 20 feet of you. It c an more ac ross uneven terrain,
advantage on the saving throw ifit’s triggered by damage. On a up or down stairs, slopes and the like, but it c an’t c ross an
suc c ess, the spell ends. elevation c hange of 10 feet or more. For example, the disk c an’t
move ac ross a 10-foot-deep pit, nor c ould it leave suc h a pit if it
was c reated at the bottom.

If you move more than 100 feet from the disk (typic ally bec ause it
c an’t move around an obstac le to follow you), the spell ends.
Thunderwave Unseen Servant (Ritual)
Evocation C onjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Self (15-foot cube) Range: 60 feet
Components: V, S Components: V, S, M (a piece of string and a bit of wood)
Duration: Instantaneous Duration: 1 hour

A wave of thunderous forc e sweeps out from you. This spell c reates an invisible, mindless, shapeless forc e that
Eac h c reature in a 15-foot c ube originating from you must make a performs simple tasks at your c ommand until the spell ends. The
Constitution saving throw. On a failed save, a c reature takes 2d8 servant springs into existenc e in an unoc c upied spac e on the
thunder damage and is pushed 10 feet away from you. On a ground within range. It has AC 10, 1 hit point, and a S trength of 2,
suc c essful save, the c reature takes half as muc h damage and isn’t and it c an’t attac k. If it drops to 0 hit points, the spell ends.
pushed.
Onc e on eac h of your turns as a bonus ac tion, you c an mentally
In addition, unsec ured objec ts that are c ompletely within the area c ommand the servant to move up to 15 feet and inteac t with an
of effec t are automatic ally pushed 10 feet away from you by the objec t. The servant c an perform simple tasks that a human servant
spell’s effec t, and the spell emits a thunderous boom audible out c ould do, suc h as fetc hing things, c leaning, mending, folding
to 300 feet. c lothes, lighting fires, serving food, and pouring wine. Onc e you
give the c ommand, the servant performs the task to the best of its
At higher level ability until it c ompletes the task, then waits for your next
c ommand.
When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d8 for eac h slot level above 1st. If you c ommand the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Witch Bolt Aganazzar’s Scorcher


Evocation Evocation

Level: 1 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by Components: V, S, M (a red dragon’s scale)
lightning) Duration: Instantaneous
Duration: Concentration, up to 1 minute
A line of roaring flame 30 feet long and 5 feet wide emanates from
A beam of c rac kling, blue energy lanc es out toward a c reature you in a direc tion you c hoose.
within range, forming a sustained arc of lightning between you and Eac h c reature in the line must make a Dexterity saving throw. A
the target. c reature takes 3d8 fire damage on a failed save, or half as muc h
Make a ranged spell attac k against that c reature. On a hit, the damage on a suc c essful one.
target takes 1d12 lightning damage, and on eac h of your turns for
the duration, you c an use your ac tion to deal 1d12 lightning At higher level
damage to the target automatic ally. The spell ends if you use your
ac tion to do anything else. The spell also ends if the target is ever When you c ast this spell using a spell slot of 3rd level or higher, the
outside the spell’s range or if it has total c over from you. damage inc reases by 1d8 for eac h slot level above 2nd.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the initial damage inc reases by 1d12 for eac h slot level above 1st.
Alter Self Arcane Lock
Transmutation Abjuration

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Touch
Components: V, S Components: V, S, M (gold dust worth at least 25 gp, which the
Duration: Concentration, up to 1 hour spell consumes)
Duration: Until dispelled
You assume a different form.
When you c ast the spell, c hoose one of the following options, the You touc h a c losed door, window, gate, c hest, or other entryway,
effec ts of whic h last for the duration of the spell. While the spell and it bec omes loc ked for the duration.
lasts, you c an end one option as an ac tion to gain the benefits of a You and the c reatures you designate when you c ast this spell c an
different one. open the objec t normally. You c an also set a password that, when
spoken within 5 feet of the objec t, suppresses this spell for 1
Aquatic Adaptation. You adapt your body to an aquatic minute. Otherwise, it is impassable until it is broken or the spell is
environment, sprouting gills, and growing webbing between your dispelled or suppressed. Casting knoc k on the objec t suppresses
fingers. You c an breathe underwater and gain a swimming speed arc ane loc k for 10 minutes.
equal to your walking speed.
Change Appearanc e. You transform your appearanc e. You dec ide While affec ted by this spell, the objec t is more diffic ult to break or
what you look like, inc luding your height, weight, fac ial features, forc e open; the DC to break it or pic k any loc ks on it inc reases by
sound of your voic e, hair length, c oloration, and distinguishing 10.
c harac teristic s, if any. You c an make yourself appear as a member
of another rac e, though none of your statistic s c hange. You also
don’t appear as a c reature of a different siz e than you, and your
basic shape stays the same; if you're bipedal, you c an’t use this
spell to bec ome quadrupedal, for instanc e. At any time for the
duration of the spell, you c an use your ac tion to c hange your
appearanc e in this way again.
Natural Weapons. You grow c laws, fangs, spines, horns, or a
different natural weapon of your c hoic e. Your unarmed strikes deal
1d6 bludgeoning, pierc ing, or slashing damage, as appropriate to
the natural weapon you c hose, and you are profic ient with your
unarmed strikes. Finally, the natural weapon is magic and you have
a +1 bonus to the attac k and damage rolls you make using it.

Blindness/Deafness Blur
Necromancy Illusion

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Self
Components: V Components: V
Duration: 1 minute Duration: Concentration, up to 1 minute

You c an blind or deafen a foe. Choose one c reature that you c an Your body bec omes blurred, shifting and wavering to all who c an
see within range to make a Constitution saving throw. If it fails, the see you. For the duration, any c reature has disadvantage on attac k
target is either blinded or deafened (your c hoic e) for the duration. rolls against you. An attac ker is immune to this effec t if it doesnt
At the end of eac h of its turns, the target c an make a Constitution rely on sight, as with blindsight, or c an see through illusions, as
saving throw. On a suc c ess, the spell ends. with truesight.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher, you
c an target one additional c reature for eac h slot level above 2nd.
Cloud of Daggers Continual Flame
C onjuration Evocation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V, S, M (a sliver of glass) Components: V, S, M (ruby dust worth 50 gp, which the spell
Duration: Concentration, up to 1 minute consumes)
Duration: Until dispelled
You fill the air with spinning daggers in a c ube 5 feet on eac h side,
c entered on a point you c hoose within range. A c reature takes 4d4 A flame, equivalent in brightness to a torc h, springs forth from an
slashing damage when it enters the spell’s area for the first time objec t that you touc h.
on a turn or starts its turn there. The effec t looks like a regular flame, but it c reates no heat and
doesn’t use oxygen. A c ontinual flame c an be c overed or hidden
At higher level but not smothered or quenc hed.

When you c ast this spell using a spell slot of 3rd level or higher, the
damage inc reases by 2d4 for eac h slot level above 2nd.

Crown of Madness Darkness


Enchantment Evocation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes

One humanoid of your c hoic e that you c an see within range must Magic al darkness spreads from a point you c hoose within range to
suc c eed on a Wisdom saving throw or bec ome c harmed by you for fill a 15-foot radius sphere for the duration.
the duration. The darkness spreads around c orners. A c reature with darkvision
While the target is c harmed in this way, a twisted c rown of jagged c an’t see through this darkness, and nonmagic al light c an’t
iron appears on its head, and a madness glows in its eyes. illuminate it.

The c harmed target must use its ac tion before moving on eac h of If the point you c hoose is on an objec t you are holding or one that
its turns to make a melee attac k against a c reature other than isn’t being worn or c arried, the darkness emanates from the objec t
itself that you mentally c hoose. The target c an ac t normally on its and moves with it. Completely c overing the sourc e of the darkness
turn if you c hoose no c reature or if none are within its reac h. with an opaque objec t, suc h as a bowl or a helm, bloc ks the
darkness.
On your subsequent turns, you must use your ac tion to maintain
c ontrol over the target, or the spell ends. Also, the target c an If any of this spell’s area overlaps with an area of light c reated by a
make a Wisdom saving throw at the end of eac h of its turns. On a spell of 2nd level or lower, the spell that c reated the light is
suc c ess, the spell ends. dispelled.

Darkvision
Transmutation

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours

You touc h a willing c reature to grant it the ability to see in the


dark.
For the duration, that c reature has darkvision out to a range of 60
feet.
Detect Thoughts
Divination

Level: 2
Casting time: 1 Action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you c an read the thoughts of c ertain c reatures.


When you c ast the spell and as your ac tion on eac h turn until the
spell ends, you c an foc us your mind on any one c reature that you
c an see within 30 feet of you. If the c reature you c hoose has an
Intelligenc e of 3 or lower or doesn’t speak any language, the
c reature is unaffec ted.

You initially learn the surfac e thoughts of the c reature—what is


most on its mind in that moment. As an ac tion, you c an either shift
your attention to another c reature’s thoughts or attempt to probe
deeper into the same c reature’s mind. If you probe deeper, the
target must make a W isdom saving throw. If it fails, you gain
insight into its reasoning (if any), its emotional state, and
something that loom s large in its mind (suc h as something it
worries over, loves, or hates). If it suc c eeds, the spell ends. Either
way, the target knows that you are probing into its mind, and
unless you shift your attention to another c reature’s thoughts, the
c reature c an use its ac tion on its turn to make an Intelligenc e
c hec k c ontested by your Intelligenc e c hec k; if it suc c eeds, the
spell ends.

Questions verbally direc ted at the target c reature naturally shape


the c ourse of its thoughts, so this spell is partic ularly effec tive as
part of an interrogation.

You c an also use this spell to detec t the presenc e of thinking


c reatures you c an’t see. When you c ast the spell or as your ac tion
during the duration, you c an searc h for thoughts within 30 feet of
you. The spell c an penetrate barriers, but 2 feet of roc k, 2 inc hes of
any metal other than lead, or a thin sheet of lead bloc ks you. You
c an’t detec t a c reature with an Intelligenc e of 3 or lower or one
that doesn’t speak any language.

Onc e you detec t the presenc e of a c reature in this way, you c an


read its thoughts for the rest of the duration as desc ribed above,
even if you c an’t see it, but it must still be within range.

Dragon's Breath
Transmutation

Level: 2
Casting time: 1 Bonus Action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute

You touc h one willing c reature and imbue it with the power to spew
magic al energy from its mouth, provided it has one. Choose ac id,
c old, fire, lightning, or poison. Until the spell ends, the c reature
c an use an ac tion to exhale energy of the c hosen type in a 15-foot
c one. Eac h c reature in that area must make a Dexterity saving
throw, taking 3d6 damage of the c hosen type on a failed save, or
half as muc h damage on a suc c essful one.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher, the
damage inc reases by 1d6 for eac h slot level above 2nd.
Dust Devil
C onjuration

Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

(a pinc h of dust)
Choose an unoc c upied 5-foot c ube of air that you c an see within
range. An elemental forc e that resembles a dust devil appears in
the c ube and lasts for the spell’s duration.
Any c reature that ends its turn within 5 feet of the dust devil must
make a S trength saving throw. On a failed save, the c reature takes
1d8 bludgeoning damage and is pushed 10 feet away. On a
suc c essful save, the c reature takes half as muc h damage and isn’t
pushed.
As a bonus ac tion, you c an move the dust devil up to 30 feet in any
direc tion. If the dust devil moves over sand, dust, loose dirt, or
small gravel, it suc ks up the material and forms a 10-foot-radius
c loud of debris around itself that lasts until the start of your next
turn. The c loud heavily obsc ures its area.
At Higher Levels. When you c ast this spell using a spell slot of 3rd
level or higher, the damage inc reases by 1d8 for eac h slot level
above 2nd.

Earthbind Enlarge/Reduce
Transmutation Transmutation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 300 feet Range: 30 feet
Components: V Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Choose one c reature you c an see within range. Yellow strips of You c ause a c reature or an objec t you c an see within range to grow
magic al energy loop around the c reature. The target must suc c eed larger or smaller for the duration. Choose either a c reature or an
on a S trength saving throw or its flying speed (if any) is reduc ed to objec t that is neither worn nor c arried. If the target is unwilling, it
0 feet for the spell’s duration. An airborne c reature affec ted by this c an make a Constitution saving throw. On a suc c ess, the spell has
spell desc ends at 60 feet per round until it reac hes the ground or no effec t.
the spell ends.
If the target is a c reature, everything it is wearing and c arrying
c hanges siz e with it. Any item dropped by an affec ted c reature
returns to normal siz e at onc e.

Enlarge
The target’s siz e doubles in all dimensions, and its weight is
multiplied by eight. This growth inc reases its siz e by one c ategory
– from Medium to Large, for example. If there isn’t enough room for
the target to double its siz e, the c reature or objec t attains the
maximum possible siz e in the spac e available. Until the spell ends,
the target also has advantage on S trength c hec ks and S trength
saving throws. The target’s weapons also grow to matc h its new
siz e. While these weapons are enlarged, the target’s attac k with
them deal 1d4 extra damage.

Reduce
The target’s siz e is halved in all dimensions, and its weight is
reduc ed to one-eighth of normal. This reduc tion dec reases its siz e
by one c ategory – from Medium to S mall, for example. Until the
spell ends, the target also has disadvantage on S trength c hec ks
and S trength saving throws. The target’s weapons also shrink to
matc h its new siz e. While these weapons are reduc ed, the target’s
attac ks with them deal 1d4 less damage (this c an’t reduc e the
damage below 1).
Flaming Sphere Gentle Repose (Ritual)
C onjuration Necromancy

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a Components: V, S, M (a pinch of salt and one copper piece placed
dusting of powdered iron) on each of the corpse’s eyes, which must remain there for the
Duration: Concentration, up to 1 minute duration)
Duration: 10 days
A 5-foot-diameter sphere of fire appears in an unoc c upied spac e of
your c hoic e within range and lasts for the duration. You touc h a c orpse or other remains. For the duration, the target is
Any c reature that ends its turn within 5 feet of the sphere must protec ted from dec ay and c an’t bec ome undead.
make a Dexterity saving throw. The c reature takes 2d6 fire damage
on a failed save, or half as muc h damage on a suc c essful one. The spell also effec tively extends the time limit on raising the
target from the dead, sinc e days spent under the influenc e of this
As a bonus ac tion, you c an move the sphere up to 30 feet. If you spell don’t c ount against the time limit of spells suc h as raise
ram the sphere into a c reature, that c reature must make the dead.
saving throw against the sphere’s damage, and the sphere stops
moving this turn.

When you move the sphere, you c an direc t it over barriers up to 5


feet tall and jump it ac ross pits up to 10 feet wide. The sphere
ignites flammable objec ts not being worn or c arried, and it sheds
bright light in a 20-foot radius and dim light for an additional 20
feet.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher, the
damage inc reases by 1d6 for eac h slot level above 2nd.

Gust of Wind Hold Person


Evocation Enchantment

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Self (60-foot line) Range: 60 feet
Components: V, S, M (a legume seed) Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you Choose a humanoid that you c an see within range. The target must
in a direc tion you c hoose for the spell’s duration. Eac h c reature suc c eed on a Wisdom saving throw or be paralyz ed for the
that starts its turn in the line must suc c eed on a S trength saving duration. At the end of eac h of its turns, the target c an make
throw or be pushed 15 feet away from you in a direc tion following another Wisdom saving throw. On a suc c ess, the spell ends on the
the line. target.

Any c reature in the line must spend 2 feet of movement for every 1 At higher level
foot it moves when moving c loser to you.
When you c ast this spell using a spell slot of 3rd level or higher, you
The gust disperses gas or vapor, and it extinguishes c andles, c an target one additional humanoid for eac h slot level above 2nd.
torc hes, and similar unprotec ted flames in the area. It c auses The humanoids must be within 30 feet of eac h other when you
protec ted flames, suc h as those of lanterns, to danc e wildly and target them.
has a 50 perc ent c hanc e to extinguish them.

As a bonus ac tion on eac h of your turns before the spell ends, you
c an c hange the direc tion in whic h the line blasts from you.
Invisibility Knock
Illusion Transmutation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 60 feet
Components: V, S, M (an eyelash encased in gum arabic) Components: V
Duration: Concentration, up to 1 hour Duration: Instantaneous

A c reature you touc h bec omes invisible until the spell ends. Choose an objec t that you c an see within range. The objec t c an be
Anything the target is wearing or c arrying is invisible as long as it a door, a box, a c hest, a set of manac les, a padloc k, or another
is on the target’s person. The spell ends for a target that attac ks or objec t that c ontains a mundane or magic al means that prevents
c asts a spell. ac c ess.

At higher level A target that is held shut by a mundane loc k or that is stuc k or
barred bec omes unloc ked, unstuc k, or unbarred. If the objec t has
When you c ast this spell using a spell slot of 3rd level or higher, you multiple loc ks, only one of them is unloc ked.
c an target one additional c reature for eac h slot level above 2nd.
If you c hoose a target that is held shut with arc ane loc k, that spell
is suppressed for 10 minutes, during whic h time the target c an be
opened and shut normally.

When you c ast the spell, a loud knoc k, audible from as far away as
300 feet, emanates from the target objec t.

Levitate Locate Object


Transmutation Divination

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self
Components: V, S, M (either a small leather loop or a piece of Components: V, S, M (a forked twig)
golden wire bent into a cup shape with a long shank on one end) Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes
Desc ribe or name an objec t that is familiar to you. You sense the
One c reature or objec t of your c hoic e that you c an see within direc tion to the objec t’s loc ation, as long as that objec t is within
range rises vertic ally, up to 20 feet, and remains suspended there 1,000 feet of you. If the objec t is in motion, you know the direc tion
for the duration. The spell c an levitate a target that weighs up to of its movement.
500 pounds. An unwilling c reature that suc c eeds on a Constitution
saving throw is unaffec ted. The spell c an loc ate a spec ific objec t known to you, as long as you
have seen it up c lose – within 30 feet – at least onc e. Alternatively,
The target c an move only by pushing or pulling against a fixed the spell c an loc ate the nearest objec t of a partic ular kind, suc h as
objec t or surfac e within reac h (suc h as a wall or a c eiling), whic h a c ertain kind of apparel, jewelry, furniture, tool, or weapon.
allows it to move as if it were c limbing. You c an c hange the
target’s altitude by up to 20 feet in either direc tion on your turn. If This spell c an’t loc ate an objec t if any thic kness of lead, even a
you are the target, you c an move up or down as part of your move. thin sheet, bloc ks a direc t path between you and the objec t.
Otherwise, you c an use your ac tion to move the target, whic h must
remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is
still aloft.
Magic Mouth (Ritual) Magic Weapon
Illusion Transmutation

Level: 2 Level: 2
Casting time: 1 Minute Casting time: 1 Bonus Action
Range: 30 feet Range: Touch
Components: V, S, M (a small bit of honeycomb and jade dust Components: V, S
worth at least 10 gp, which the spell consumes) Duration: Concentration, up to 1 hour
Duration: Until dispelled
You touc h a nonmagic al weapon. Until the spell ends, that weapon
You implant a message within an objec t in range, a message that is bec omes a magic weapon with a +1 bonus to attac k rolls and
uttered when a trigger c ondition is met. damage rolls.
Choose an objec t that you c an see and that isn’t being worn or
c arried by another c reature. Then speak the message, whic h must At higher level
be 25 words or less, though it c an be delivered over as long as 10
minutes. Finally, determine the c irc umstanc e that will trigger the When you c ast this spell using a spell slot of 4th level or higher, the
spell to deliver your message. bonus inc reases to +2.
When you use a spell slot of 6th level or higher, the bonus
When that c irc umstanc e oc c urs, a magic al mouth appears on the inc reases to +3.
objec t and rec ites the message in your voic e and at the same
volume you spoke. If the objec t you c hose has a mouth or
something that looks like a mouth (for example, the mouth of a
statue), the magic al mouth appears there so that words appear to
c ome from the objec t’s mouth. When you c ast this spell, you c an
have the spell end after it delivers its message, or it c an remain
and repeats its message whenever the trigger oc c urs.

The triggering c irc umstanc e c an be as general or as detailed as


you like, though it must be based on visual or audible c onditions
that oc c ur within 30 feet of the objec t. For example, you c ould
instruc t the mouth to speak when any c reature moves within 30
feet of the objec t or when a silver bell rings within 30 feet of it.

Maximilian’s Earthen Grasp Melf’s Acid Arrow


Transmutation Evocation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 90 feet
Components: V,S,M (a miniature hand sculpted from clay) Components: V, S, M (powdered rhubarb leaf and an adder’s
Duration: Concentration, up to 1 minute stomach)
Duration: Instantaneous
You c hoose a 5-foot-square unoc c upied spac e on the ground that
you c an see within range. A Medium hand made from c ompac ted A shimmering green arrow streaks toward a target within range and
soil rises there and reac hes bursts in a spray of ac id.
for one c reature you c an see within 5 feet of it. The target must Make a ranged spell attac k against the target. On a hit, the target
make a S trength saving throw. On a failed save, the target takes takes 4d4 ac id damage immediately and 2d4 ac id damage at the
2d6 bludgeoning damage and is restrained for the spell’s duration. end of its next turn. On a miss, the arrow splashes the target with
As an ac tion, you c an c ause the hand to c rush the restrained ac id for half as muc h of the initial damage and no damage at the
target, who must make a S trength saving throw. It takes 2d6 end of its next turn.
bludgeoning damage on a failed save, or half as muc h damage on a
suc c essful one. At higher level
To break out, the restrained target c an make a S trength c hec k
against your spell save DC. On a suc c ess, the target esc apes and is When you c ast this spell using a spell slot of 3rd level or higher, the
no longer restrained by the hand. damage (both initial and later) inc reases by 1d4 for eac h slot level
As an ac tion, you c an c ause the hand to reac h for a different above 2nd.
c reature or to move to a different unoc c upied spac e within range.
The hand releases a restrained target if you do either.
Mind Spike Mirror Image
Divination Illusion

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self
Components: S Components: V, S
Duration: Concentration, up to 1 hour Duration: 1 minute

You reac h into the mind of one c reature you c an see within range. Three illusory duplic ates of yourself appear in your spac e.
The target must make a Wisdom saving throw, taking 3d8 psyc hic Until the spell ends, the duplic ates move with you and mimic your
damage on a failed save, or half as muc h damage on a suc c essful ac tions, shifting position so it’s impossible to trac k whic h image is
one. On a failed save, you also always know the target's loc ation real. You c an use your ac tion to dismiss the illusory duplic ates.
until the spell ends, but only while the two of you are on the same
plane of existenc e. While you have this knowledge, the target c an’t Eac h time a c reature targets you with an attac k during the spell’s
bec ome hidden from you, and if it’s invisible, it gains no benefit duration, roll a d20 to determine whether the attac k instead
from that c ondition against you. targets one of your duplic ates.

At higher level If you have three duplic ates, you must roll a 6 or higher to c hange
the attac k’s target to a duplic ate. With two duplic ates, you must
When you c ast this spell using a spell slot of 3rd level or higher, the roll an 8 or higher. With one duplic ate, you must roll an 11 or
damage inc reases by 1d8 for eac h slot level above 2nd. higher.

A duplic ate’s AC equals 10 + your Dexterity modifier. If an attac k


hits a duplic ate, the duplic ate is destroyed. A duplic ate c an be
destroyed only by an attac k that hits it. It ignores all other damage
and effec ts. The spell ends when all three duplic ates are destroyed.

A c reature is unaffec ted by this spell if it c an’t see, if it relies on


senses other than sight, suc h as blindsight, or if it c an perc eive
illusions as false, as with truesight.

Misty Step Nystul’s Magic Aura


C onjuration Illusion

Level: 2 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: Touch
Components: V Components: V, S, M (a small square of silk)
Duration: Instantaneous Duration: 24 hours

Briefly surrounded by silvery mist, you teleport up to 30 feet to an You plac e an illusion on a c reature or an objec t you touc h so that
unoc c upied spac e that you c an see. divination spells reveal false information about it.
The target c an be a willing c reature or an objec t that isn’t being
c arried or worn by another c reature.

When you c ast the spell, c hoose one or both of the following
effec ts. The effec t lasts for the duration. If you c ast this spell on
the same c reature or objec t every day for 30 days, plac ing the
same effec t on it eac h time, the illusion lasts until it is dispelled.

False Aura
You c hange the way the target appears to spells and magic al
effec ts, suc h as detec t magic , that detec t magic al auras. You c an
make a nonmagic al objec t appear magic al, a magic al objec t
appear nonmagic al, or c hange the objec t’s magic al aura so that it
appears to belong to a spec ific sc hool of magic that you c hoose.
When you use this effec t on an objec t, you c an make the false
magic apparent to any c reature that handles the item.

Mask
You c hange the way the target appears to spells and magic al
effec ts that detec t c reature types, suc h as a paladin’s Divine
S ense or the trigger of a sym bol spell. You c hoose a c reature type
and other spells and magic al effec ts treat the target as if it were a
c reature of that type or of that alignment.
Phantasmal Force Pyrotechnics
Illusion Transmutation

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

You c raft an illusion that takes root in the mind of a c reature that Choose an area of nonmagic al flame that you c an see and that fits
you c an see within range. within a 5-foot c ube within range. You c an extinguish the fire in
The target must make an Intelligenc e saving throw. On a failed that area, and you c reate either fireworks or smoke when you do
save, you c reate a phantasmal objec t, c reature, or other visible so.
phenomenon of your c hoic e that is no larger than a 10-foot c ube Fireworks. The target explodes with a daz z ling display of c olors.
and that is perc eivable only to the target for the duration. This Eac h c reature within 10 feet of the target must suc c eed on a
spell has no effec t on undead or c onstruc ts. Constitution saving throw or bec ome blinded until the end of your
next turn.
The phantasm inc ludes sound, temperature, and other stimuli, also S moke. Thic k blac k smoke spreads out from the target in a 20-foot
evident only to the c reature. radius, moving around c orners. The area of the smoke is heavily
obsc ured. The smoke persists for 1 minute or until a strong wind
The target c an use its ac tion to examine the phantasm with an disperses it.
Intelligenc e (Investigation) c hec k against your spell save DC. If the
c hec k suc c eeds, the target realiz es that the phantasm is an
illusion, and the spell ends.

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

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


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

Ray of Enfeeblement
Necromancy

Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

A blac k beam of enervating energy springs from your finger toward


a c reature within range.
Make a ranged spell attac k against the target. On a hit, the target
deals only half damage with weapon attac ks that use S trength until
the spell ends.

At the end of eac h of the target’s turns, it c an make a Constitution


saving throw against the spell. On a suc c ess, the spell ends.
Rope Trick
Transmutation

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of
parchment)
Duration: 1 hour

You touc h a length of rope that is up to 60 feet long. One end of the
rope then rises into the air until the whole rope hangs
perpendic ular to the ground. At the upper end of the rope, an
invisible entranc e opens to an extradimensional spac e that lasts
until the spell ends.

The extradimensional spac e c an be reac hed by c limbing to the top


of the rope. The spac e c an hold as many as eight Medium or
smaller c reatures. The rope c an be pulled into the spac e, making
the rope disappear from view outside the spac e.

Attac ks and spells c an’t c ross through the entranc e into or out of
the extradimensional spac e, but those inside c an see out of it as if
through a 3-foot-by-5-foot window c entered on the rope.

Anything inside the extradimensional spac e drops out when the


spell ends.

Scorching Ray See invisibility


Evocation Divination

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Self
Components: V, S Components: V, S, M (a pinch of talc and a small sprinkling of
Duration: Instantaneous powdered silver)
Duration: 1 hour
You c reate three rays of fire and hurl them at targets within range.
You c an hurl them at one target or several. Make a ranged spell For the duration, you see invisible c reatures and objec ts as if they
attac k for eac h ray. On a hit, the target takes 2d6 fire damage. were visible, and you c an see into the Ethereal Plane. Ethereal
c reatures and objec ts appear ghostly and transluc ent.
At higher level

When you c ast this spell using a spell slot of 3rd level or higher, you
c reate one additional ray for eac h slot level above 2nd.
Shadow Blade Shatter
Illusion Evocation

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

You weave together threads of shadow to c reate a sword of A sudden loud ringing noise, painfully intense, erupts from a point
solidified gloom in your hand. This magic sword lasts until the spell of your c hoic e within range. Eac h c reature in a 10-foot-radius
ends. It c ounts as a simple melee weapon with whic h you are sphere c entered on that point must make a Constitution saving
profic ient. It deals 2d8 psyc hic damage on a hit and has the throw. A c reature takes 3d8 thunder damage on a failed save, or
finesse, light, and thrown properties (range 20/60). In addition, half as muc h damage on a suc c essful one. A c reature made of
when you use the sword to attac k a target that is in dim light or inorganic material suc h as stone, c rystal, or metal has
darkness, you make the attac k roll with advantage. disadvantage on this saving throw.
If you drop the weapon or throw it, it dissipates at the end of the
turn. Thereafter, while the spell persists, you c an use a bonus A nonmagic al objec t that isn’t being worn or c arried also takes the
ac tion to c ause the sword to reappear in your hand. damage if it’s in the spell’s area.

At higher level At higher level

When you c ast this spell using a 3rd- or 4th-level spell slot, the When you c ast this spell using a spell slot of 3rd level or higher, the
damage inc reases to 3d8. When you c ast it using a 5th- or 6th-level damage inc reases by 1d8 for eac h slot level above 2nd.
spell slot, the damage inc reases to 4d8. When you c ast it using a
spell slot of 7th level or higher, the damage inc reases to 5d8.

Skywrite (Ritual) Snilloc’s Snowball Swarm


Transmutation Evocation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Sight Range: 90 feet
Components: V, S Components: V, S, M
Duration: Concentration, up to 1 hour Duration: Instantaneous

You c ause up to ten words to form in a part of the sky you c an see. (a piec e of ic e or a small white roc k c hip)
The words appear to be made of c loud and remain in plac e for the A flurry of magic snowballs erupts from a point you c hoose within
spell’s duration. The words dissipate when the spell ends. A strong range. Eac h c reature in a 5-foot-radius sphere c entered on that
wind c an disperse the c louds and end the spell early. point must make a Dexterity saving throw. A c reature takes 3d6
c old damage on a failed save, or half as muc h damage on a
suc c essful one.
At Higher Levels. When you c ast this spell using a spell slot of 3rd
level or higher, the damage inc reases by 1d6 for eac h slot level
above 2nd.

Spider Climb
Transmutation

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour

Until the spell ends, one willing c reature you touc h gains the
ability to move up, down, and ac ross vertic al surfac es and upside
down along c eilings, while leaving its hands free. The target also
gains a c limbing speed equal to its walking speed.
Suggestion
Enchantment

Level: 2
Casting time: 1 Action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb
or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a c ourse of ac tivity (limited to a sentenc e or two) and


magic ally influenc e a c reature you c an see within range that c an
hear and understand you. Creatures that c an’t be c harmed are
immune to this effec t. The suggestion must be worded in suc h a
manner as to make the c ourse of ac tion sound reasonable. Asking
the c reature to stab itself, throw itself onto a spear, immolate
itself, or do some other obviously harmful ac t ends the spell.

The target must make a Wisdom saving throw. On a failed save, it


purses the c ourse of ac tion you desc ribed to the best of its ability.
The suggested c ourse of ac tion c an c ontinue for the entire
duration. If the suggested ac tivity c an be c ompleted in a shorter
time, the spell ends when the subjec t finishes what it was asked to
do.

You c an also spec ify c onditions that will trigger a spec ial ac tivity
during the duration. For example, you might suggest that a knight
give her warhorse to the first beggar she meets. If the c ondition
isn’t met before the spell expires, the ac tivity isn’t preformed.

If you or any of your c ompanions damage the target, the spell ends.

Warding Wind Web


Evocation C onjuration

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 hour

A strong wind (20 miles per hour) blows around you in a 10-foot You c onjure a mass of thic k, stic ky webbing at a point of your
radius and moves with you, remaining c entered on you. The wind c hoic e within range.
lasts for the spell’s duration. The webs fill a 20-foot c ube from that point for the duration. The
The wind has the following effec ts: webs are diffic ult terrain and lightly obsc ure their area.
• It deafens you and other c reatures in its area.
• It extinguishes unprotec ted flames in its area that are torc h- If the webs aren’t anc hored between two solid masses (suc h as
siz ed or smaller. walls or trees) or layered ac ross a floor, wall, or c eiling, the
• The area is diffic ult terrain for c reatures other than you. c onjured web c ollapses on itself, and the spell ends at the start of
• The attac k rolls of ranged weapon attac ks have disadvantage if your next turn. Webs layered over a flat surfac e have a depth of 5
they pass in or out of the wind. feet.
• It hedges out vapor, gas, and fog that c an be dispersed by strong
wind. Eac h c reature that starts its turn in the webs or that enters them
during its turn must make a Dexterity saving throw. On a failed
save, the c reature is restrained as long as it remains in the webs or
until it breaks free.

A c reature restrained by the webs c an use its ac tion to make a


S trength c hec k against your spell save DC. If it suc c eeds, it is no
longer restrained.

The webs are flammable. Any 5-foot c ube of webs exposed to fire
burns away in 1 round, dealing 2d4 fire damage to any c reature
that starts its turn in the fire.
Animate Dead Bestow Curse
Necromancy Necromancy

Level: 3 Level: 3
Casting time: 1 Minute Casting time: 1 Action
Range: 10 feet Range: Touch
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch Components: V, S
of bone dust) Duration: Concentration, up to 1 minute
Duration: Instantaneous
You touc h a c reature, and that c reature must suc c eed on a Wisdom
This spell c reates an undead servant. saving throw or bec ome c ursed for the duration of the spell. When
Choose a pile of bones or a c orpse of a Medium or S mall humanoid you c ast this spell, c hoose the nature of the c urse from the
within range. Your spell imbues the target with a foul mimic ry of following options:
life, raising it as an undead c reature. The target bec omes a
skeleton if you c hose bones or a z ombie if you c hose a c orpse (the * C hoose one ability score. While cursed, the target has
DM has the c reature’s game statistic s). disadvantage on ability checks and saving throws made with that
ability score.
On eac h of your turns, you c an use a bonus ac tion to mentally
* While cursed, the target has disadvantage on attack rolls against
c ommand any c reature you made with this spell if the c reature is
within 60 feet of you (if you c ontrol multiple c reatures, you c an
you.
c ommand any or all of them at the same time, issuing the same * While cursed, the target must make a Wisdom saving throw at the
c ommand to eac h one). You dec ide what ac tion the c reature will start of each of its turns. If it fails, it wastes its action that turn
take and where it will move during its next turn, or you c an issue a doing nothing.
general c ommand, suc h as to guard a partic ular c hamber or * While the target is cursed, your attacks and spells deal an extra
c orridor. If you issue no c ommands, the c reature only defends itself
1d8 necrotic damage to the target.
against hostile c reatures. Onc e given an order, the c reature
c ontinues to follow it until its task is c omplete.
A remove curse spell ends this effect. At the DM’s option, you may
The c reature is under your c ontrol for 24 hours, after whic h it stops choose an alternative curse effect, but it should be no more
obeying any c ommand you’ve given it. To maintain the c ontrol of powerful than those described above.
the c reature for another 24 hours, you must c ast this spell on the The DM has final say on such a curse’s effect.
c reature again before the c urrent 24-hour period ends. This use of
the spell reasserts your c ontrol over up to four c reatures you have At higher level
animated with this spell, rather than animating a new one.
If you c ast this spell using a spell slot of 4th level or higher, the
At higher level duration is c onc entration, up to 10 minutes.
If you use a spell slot of 5th level or higher, the duration is 8 hours.
When you c ast this spell using a spell slot of 4th level or higher, you If you use a spell slot of 7th level or higher, the duration is 24
animate or reassert c ontrol over two additional undead c reatures hours.
for eac h slot level above 3rd. Eac h of the c reatures must c ome If you use a 9th level spell slot, the spell lasts until it is dispelled.
from a different c orpse or pile of bones. Using a spell slot of 5th level or higher grants a duration that
doesn’t require c onc entration.

Blink Catnap
Transmutation Enchantment

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 30 feet
Components: V, S Components: S, M (a pinch of sand)
Duration: 1 minute Duration: 10 minutes

Roll a d20 at the end of eac h of your turns for the duration of the You make a c alming gesture, and up to three willing c reatures of
spell. On a roll of 11 or higher, you vanish from your c urrent plane your c hoic e that you c an see within range fall unc onsc ious for the
of existenc e and appear in the Etheral Plane (the spell fails and the spell’s duration. The spell ends on a target early if it takes damage
c asting is wasted if you were already on that plane). or someone uses an ac tion to shake or slap it awake. If a target
remains unc onsc ious for the full duration, that target gains the
At the start of you next turn, and when the spell ends if you are on benefit of a short rest, and it c an’t be affec ted by this spell again
the Etheral Plane, you return to an unoc c upied spac e of your until it finishes a long rest.
c hoic e that you c an see within 10 feet of the spac e you vanished
from. If no unoc c upied spac e is available within that range, you At higher level
appear in the nearest unoc c upied spac e (c hosen at random if
more that one spac e is equally near). You c an dismiss this spell as When you c ast this spell using a spell slot of 4th level or higher, you
an ac tion. c an target one additional willing c reature for eac h slot level above
3rd.
While on the Ethereal Plane, you c an see and hear the plane you
originated from, whic h is c ast in shades of gray, and you c an’t see
anything more than 60 feet away.You c an only affec t and be
affec ted by other reatures on the Ethereal Plane. Creature that
aren’t there c an’t perc eive you or interac t with you, unless they
have the ability to do so.
Clairvoyance Counterspell
Divination Abjuration

Level: 3 Level: 3
Casting time: 10 Minutes Casting time: Special
Range: 1 mile Range: 60 feet
Components: V, S, M (a focus worth at least 100 gp, either a Components: S
jeweled horn for hearing or a glass eye for seeing Duration: Instantaneous
Duration: Concentration, up to 10 minutes
1 reac tion, whic h you take when you see a c reature within 60 feet
You c reate an invisible sensor within range in a loc ation familiar to of you c asting a spell
you (a plac e you have visited or seen before) or in an obvious
loc ation that is unfamiliar to you (suc h as behind a door, around a You attempt to interrupt a c reature in the proc ess of c asting a
c orner, or in a grove of trees). The sensor remains in plac e for the spell. If the c reature is c asting a spell of 3rd level or lower, its spell
duration, and it c an’t be attac ked or otherwise interac ted with. fails and has no effec t. If it is c asting a spell of 4th level or higher,
make an ability c hec k using your spellc asting ability. The DC
When you c ast the spell, you c hoose seeing or hearing. You c an use equals 10+ the spell’s level. On a suc c ess, the c reature’s spell fails
the c hosen sense through the sensor as if you were in its spac e. As and has no effec t.
your ac tion, you c an switc h between seeing and hearing. A
c reature that c an see the sensor (suc h as a c reature benefitting At higher level
from see invisibility or truesight) sees a luminous, intangible orb
about the siz e of your fist. When you c ast this spell using a spell slot of 4th level or higher, the
interrupted spell has no effec t if its level is less than or equal to
the level of the spell slot you used.

Dispel Magic Enemies abound


Abjuration Enchantment

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

Choose any c reature, objec t, or magic al effec t within range. Any You reac h into the mind of one c reature you c an see and forc e it to
spell of 3rd level or lower on the target ends. For eac h spell of 4th make an Intelligenc e saving throw. A c reature automatic ally
level or higher on the target, make an ability c hec k using your suc c eeds if it is immune to being frightened. On a failed save, the
spellc asting ability. The DC equals 10 + the spell’s level. On a target loses the ability to distinguish friend from foe, regarding all
suc c essful c hec k, the spell ends. c reatures it c an see as enemies until the spell ends. Eac h time the
target takes damage, it c an repeat the saving throw, ending the
At higher level effec t on itself on a suc c ess. Whenever the affec ted c reature
c hooses another c reature as a target, it must c hoose the target at
When you c ast this spell using a spell slot of 4th level or higher, you random from among the c reatures it c an see within range of the
automatic ally end the effec ts of a spell on the target if the spell’s attac k, spell, or other ability it’s using. If an enemy provokes an
level is equal to or less than the level of the spell slot you used. opportunity attac k from the affec ted c reature, the c reature must
make that attac k if it is able to.
Erupting Earth Fear
Transmutation Illusion

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Self (30-foot cone)
Components: V, S, M (a piece of obsidian) Components: V, S, M (a white feather or the heart of a hen)
Duration: Instantaneous Duration: Concentration, up to 1 minute

Choose a point you c an see on the ground within range. A fountain You projec t a phantasmal image of a c reature’s worst fears. Eac h
of c hurned earth and stone erupts in a 20-foot c ube c entered on c reature in a 30-foot c one must suc c eed on a Wisdom saving throw
that point. Eac h c reature in that area must make a Dexterity or drop whatever it is holding and bec ome frightened for the
saving throw. A c reature takes 3d12 bludgeoning damage on a duration.
failed save, or half as muc h damage on a suc c essful one.
Additionally, the ground in that area bec omes diffic ult terrain until While frightened by this spell, a c reature must take the Dash ac tion
c leared away. Eac h 5-foot-square portion of the area requires at and move away from you by the safest available route on eac h of
least 1 minute to c lear by hand. its turns, unless there is nowhere to move. If the c reature ends its
turn in a loc ation where it doesn’t have line of sight to you, the
At higher level c reature c an make a Wisdom saving throw. On a suc c essful save,
the spell ends for that c reature.
When you c ast this spell using a spell slot of 4rd level or higher, the
damage inc reases by 1d12 for eac h slot level above 3rd.

Feign Death (Ritual) Fireball


Necromancy Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 150 feet
Components: V, S, M (a pinch of graveyard dirt) Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: 1 hour Duration: Instantaneous

You touc h a willing c reature and put it into a c ataleptic state that A bright streak flashes from your pointing finger to a point you
is indistinguishable from death. c hoose within range then blossoms with a low roar into an
explosion of flame.
For the spell’s duration, or until you use an ac tion to touc h the Eac h c reature in a 20-foot radius must make a Dexterity saving
target and dismiss the spell, the target appears dead to all throw. A target takes 8d6 fire damage on a failed save, or half as
outward inspec tion and to spells used to determine the target’s muc h damage on a suc c essful one. The fire spreads around
status. The target is blinded and inc apac itated, and its speed c orners. It ignites flammable objec ts in the area that aren’t being
drops to 0. worn or c arried.
The target has resistanc e to all damage exc ept psyc hic damage. If
the target is diseased or poisoned when you c ast the spell, or At higher level
bec omes diseased or poisoned while under the spell’s effec t, the
disease and poison have no effec t until the spell ends. When you c ast this spell using a spell slot of 4th level or higher, the
damage inc reases by 1d6 for eac h slot level above 3rd.

Flame Arrows Fly


Transmutation Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes

You touc h a quiver c ontaining arrows or bolts. When a target is hit You touc h a willing c reature. The target gains a flying speed of 60
by a ranged weapon attac k using a piec e of ammunition drawn feet for the duration. When the spell ends, the target falls if it is
from the quiver, the target takes an extra 1d6 fire damage. The still aloft, unless it c an stop the fall.
spell’s magic ends on the piec e of ammunition when it hits or
misses, and the spell ends when twelve piec es of ammunition have At higher level
been drawn from the quiver.
When you c ast this spell using a spell slot of 4th level or higher, you
At higher level c an target one additional c reature for eac h slot level above 3rd.

When you c ast this spell using a spell slot of 4th level or higher, the
number of piec es of ammunition you c an affec t with this spell
inc reases by two for eac h slot level above 3rd.
Gaseous Form Glyph of Warding
Transmutation Abjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Hour
Range: Touch Range: Touch
Components: V, S, M (a bit of gauze and a wisp of smoke) Components: V, S, M (incense and powdered diamond worth at
Duration: Concentration, up to 1 hour least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered
You transform a willing c reature you touc h, along with everything
it’s wearing and c arrying, into a misty c loud for the duration. The When you c ast this spell, you insc ribe a glyph that harms other
spell ends if the c reature drops to 0 hit points. An inc orporeal c reatures, either upon a surfac e (suc h as a table or a sec tion of
c reature isn’t affec ted. floor or wall) or within an objec t that c an be c losed (suc h as a
book, a sc roll, or a treasure c hest) to c onc eal the glyph.
While in this form, the target’s only method of movement is a flying If you c hoose a surfac e, the glyph c an c over an area of the surfac e
speed of 10 feet. The target c an enter and oc c upy the spac e of no larger than 10 feet in diameter. If you c hoose an objec t, that
another c reature. The target has resistanc e to nonmagic al objec t must remain in its plac e; if the objec t is moved more than
damage, and it has advantage on S trength, Dexterity, and 10 feet from where you c ast this spell, the glyph is broken, and the
Constitution saving throws. The target c an pass through small spell ends without being triggered.
holes, narrow openings, and even mere c rac ks, though it treats
liquids as though they were solid surfac es. The target c an’t fall and The glyph is nearly invisible and requires a suc c essful Intelligenc e
remains hovering in the air even when stunned or otherwise (Investigation) c hec k against your spell save DC to be found.
inc apac itated.
You dec ide what triggers the glyph when you c ast the spell. For
While in the form of a misty c loud, the target c an’t talk or glyphs insc ribed on a surfac e, the most typic al triggers inc lude
manipulate objec ts, and any objec ts it was c arrying or holding touc hing or standing on the glyph, removing another objec t
c an’t be dropped, used, or otherwise interac ted with. The target c overing the glyph, approac hing within a c ertain distanc e of the
c an’t attac k or c ast spells. glyph, or manipulating the objec t on whic h the glyph is insc ribed.
For glyphs insc ribed within an objec t, the most c ommon triggers
inc lude opening that objec t, approac hing within a c ertain distanc e
of the objec t, or seeing or reading the glyph. Onc e a glyph is
triggered, this spell ends.

You c an further refine the trigger so the spell ac tivates only under
c ertain c irc umstanc es or ac c ording to physic al c harac teristic s
(suc h as height or weight), c reature kind (for example, the ward
c ould be set to affec t aberrations or drow), or alignment. You c an
also set c onditions for c reatures that don’t trigger the glyph, suc h
as those who say a c ertain password.

When you insc ribe the glyph, c hoose explosive runes or a spell
glyph.

Explosive Runes
When triggered, the glyph erupts with magic al energy in a 20-foot-
radius sphere c entered on the glyph. The sphere spreads around
c orners. Eac h c reature in the area must make a Dexterity saving
throw. A c reature takes 5d8 ac id, c old, fire, lightning, or thunder
damage on a failed saving throw (your c hoic e when you c reate the
glyph), or half as muc h damage on a suc c essful one.

Spell Glyph
You c an store a prepared spell of 3rd level or lower in the glyph by
c asting it as part of c reating the glyph. The spell must target a
single c reature or an area. The spell being stored has no
immediate effec t when c ast in this way. When the glyph is
triggered, the stored spell is c ast. If the spell has a target, it
targets the c reature that triggered the glyph. If the spell affec ts an
area, the area is c entered on that c reature. If the spell summons
hostile c reatures or c reates harmful objec ts or traps, they appear
as c lose as possible to the intruder and attac k it. If the spell
requires c onc entration, it lasts until the end of its full duration.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, the
damage of an explosive runes glyph inc reases by 1d8 for eac h slot
level above 3rd. If you c reate a spell glyph, you c an store any spell
of up to the same level as the slot you use for the glyph of warding.
Haste Hypnotic Pattern
Transmutation Illusion

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 120 feet
Components: V, S, M (a shaving of licorice root) Components: S, M (a glowing stick of incense or a crystal vial filled
Duration: Concentration, up to 1 minute with phosphorescent material)
Duration: Concentration, up to 1 minute
Choose a willing c reature that you c an see within range. Until the
spell ends, the target’s speed is doubled, it gains a +2 bonus to You c reate a twisting pattern of c olors that weaves through the air
AC, it has advantage on Dexterity saving throws, and it gains an inside a 30-foot c ube within range.
additional ac tion on eac h of its turns. That ac tion c an be used only The pattern appears for a moment and vanishes. Eac h c reature in
to take the Attac k (one weapon attac k only), Dash, Disengage, the area who sees the pattern must make a Wisdom saving throw.
Hide, or Use an Objec t ac tion. On a failed save, the c reature bec omes c harmed for the duration.
While c harmed by this spell, the c reature is inc apac itated and has
When the spell ends, the target c an’t move or take ac tions until a speed of 0.
after its next turn, as a wave of lethargy sweeps over it.
The spell ends for an affec ted c reature if it takes any damage or if
someone else uses an ac tion to shake the c reature out of its
stupor.

Leomund’s Tiny Hut (Ritual) Life Transference


Evocation Necromancy

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

A 10-foot-radius immobile dome of forc e springs into existenc e You sac rific e some of your health to mend another c reature’s
around and above you and remains stationary for the duration. The injuries. You take 4d8 nec rotic damage, and one c reature of your
spell ends if you leave its area. c hoic e that you c an see within range regains a number of hit
points equal to twic e the nec rotic damage you take.
Nine c reatures of Medium siz e or smaller c an fit inside the dome
with you. The spell fails if its area inc ludes a larger c reature or At higher level
more than nine c reatures. Creatures and objec ts within the dome
when you c ast this spell c an move through it freely. All other When you c ast this spell using a spell slot of 4th level or higher, the
c reatures and objec ts are barred from passing through it. S pells damage inc reases by 1d8 for eac h slot level above 3rd.
and other magic al effec ts c an’t extend through the dome or be
c ast through it. The atmosphere inside the spac e is c omfortable
and dry, regardless of the weather outside.

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

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Minute
Range: Self (100-foot line) Range: 10 feet
Components: V, S, M (a bit of fur and a rod of amber, crystal, or Components: V, S, M (holy water or powdered silver and iron worth
glass) at least 100 gp, which the spell consumes)
Duration: Instantaneous Duration: 1 hour

A stroke of lightning forming a line of 100 feet long and 5 feet wide You c reate a 10-foot-radius, 20-foot-tall c ylinder of magic al energy
blasts out from you in a direc tion you c hoose. Eac h c reature in the c entered on a point on the ground that you c an see within range.
line must make a Dexterity saving throw. A c reature takes 8d6 Glowing runes appear wherever the c ylinder intersec ts with the
lightning damage on a failed save, or half as muc h damage on a floor or other surfac e.
suc c essful one.
Choose one or more of the following types of c reatures: c elestials,
The lightning ignites flammable objec ts in the area that aren’t elementals, fey, fiends, or undead. The c irc le affec ts a c reature of
being worn or c arried. the c hosen type in the following ways:

At higher level * The c reature c an’t willingly enter the c ylinder by nonmagic al
means. If the c reature tries to use teleportation or interplanar
When you c ast this spell using a spell slot of 4th level or higher, the travel to do so, it must first suc c eed on a Charisma saving throw.
damage inc reases by 1d6 for eac h slot level above 3rd. * The c reature has disadvantage on attac k rolls against targets
within the c ylinder.
* Targets within the c ylinder c an’t be c harmed, frightened, or
possessed by the c reature.

When you c ast this spell, you c an elec t to c ause its magic to
operate in the reverse direc tion, preventing a c reature of the
spec ified type from leaving the c ylinder and protec ting targets
outside it.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, the
duration inc reases by 1 hour for eac h slot level above 3rd.
Major Image Melf’s Minute Meteors
Illusion Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Self
Components: V, S, M (a bit of fleece) Components: V, S, M
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

You c reate the image of an objec t, a c reature, or some other (niter, sulfur, and pine tar formed into a bead)
visible phenomenon that is no larger than a 20-foot c ube. You c reate six tiny meteors in your spac e. They float in the air and
The image appears at a spot that you c an see within range and orbit you for the spell’s duration. When you c ast the spell—and as a
lasts for the duration. It seems c ompletely real, inc luding sounds, bonus ac tion on eac h of your turns thereafter—you c an expend one
smells, and temperature appropriate to the thing depic ted. You or two of the meteors, sending them streaking toward a point or
c an’t c reate suffic ient heat or c old to c ause damage, a sound loud points you c hoose within 120 feet of you. Onc e a meteor reac hes
enough to deal thunder damage or deafen a c reature, or a smell its destination or impac ts against a solid surfac e, the meteor
that might sic ken a c reature (like a troglodyte’s stenc h). explodes. Eac h c reature within 5 feet of the point where the
meteor explodes must make a Dexterity saving throw. A c reature
As long as you are within range of the illusion, you c an use your takes 2d6 fire damage on a failed save, or half as muc h damage on
ac tion to c ause the image to move to any other spot within range. a suc c essful one.
As the image c hanges loc ation, you c an alter its appearanc e so At Higher Levels. When you c ast this spell using a spell slot of 4th
that its movements appear natural for the image. For example, if level or higher, the number of meteors c reated inc reases by two for
you c reate an image of a c reature and move it, you c an alter the eac h slot level above 3rd.
image so that it appears to be walking. S imilarly, you c an c ause
the illusion to make different sounds at different times, even
making it c arry on a c onversation, for example.

Physic al interac tion with the image reveals it to be an illusion,


bec ause things c an pass through it. A c reature that uses its ac tion
to examine the image c an determine that it is an illusion with a
suc c essful Intelligenc e (Investigation) c hec k against your spell
save DC. If a c reature disc erns the illusion for what it is, the
c reature c an see through the image, and its other sensory
qualities bec ome faint to the c reature.

At higher level

When you c ast this spell using a spell slot of 6th level or higher, the
spell lasts until dispelled, without requiring your c onc entration.

Nondetection Phantom Steed (Ritual)


Abjuration Illusion

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Minute
Range: Touch Range: 30 feet
Components: V, S, M (a pinch of diamond dust worth 25 gp Components: V, S
sprinkled over the target, which the spell consumes) Duration: 1 hour
Duration: 8 hours
A Large quasi-real, horselike c reature appears on the ground in an
For the duration, you hide a target that you touc h from divination unoc c upied spac e of your c hoic e within range. You dec ide the
magic . c reature’s appearanc e, but it is equipped with a saddle, bit, and
The target c an be a willing c reature or a plac e or an objec t no bridle. Any of the equipment c reated by the spell vanishes in a puff
larger than 10 feet in any dimension. The target c an’t be targeted of smoke if it is c arried more than 10 feet away from the steed.
by any divination magic or perc eived through magic al sc rying
sensors. For the duration, you or a c reature you c hoose c an ride the steed.
The c reature uses the statistic s for a riding horse, exc ept it has a
speed of 100 feet and c an travel 10 miles in an hour, or 13 miles at
a fast pac e. When the spell ends, the steed gradually fades, giving
the rider 1 minute to dismount. The spell ends if you use an ac tion
to dismiss it or if the steed takes any damage.
Protection from Energy Remove Curse
Abjuration Abjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous

For the duration, the willing c reature you touc h has resistanc e to At your touc h, all c urses affec ting one c reature or objec t end. If
one damage type of your c hoic e: ac id, c old, fire, lightning, or the objec t is a c ursed magic item, its c urse remains, but the spell
thunder. breaks its owner’s attunement to the objec t so it c an be removed
or disc arded.

Sending Sleet Storm


Evocation C onjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Unlimited Range: 150 feet
Components: V, S, M (a short piece of fine copper wire) Components: V, S, M (a pinch of dust and a few drops of water)
Duration: 1 round Duration: Concentration, up to 1 minute

You send a short message of twenty-five words or less to a c reature Until the spell ends, freez ing rain and sleet fall in a 20-foot-tall
with you are familiar. The c reature hears the message in its mind, c ylinder with a 40-foot radius c entered on a point you c hoose
regoniz es you as the sender if it knows you, and c an answer in a within range. The area is heavily obsc ured, and exposed flames in
like manner immediately. The spell enables c reatures with the area are doused.
Intelligenc e sc ores of at least 1 to understand the meaning of your
message. The ground in the area is c overed with slic k ic e, making it diffic ult
terrain. When a c reature enters the spell’s area for the first time on
You c an send the message ac ross any distanc e and even to other a turn or starts its turn there, it must make a Dexterity saving
planes of existenc e, but if the target is on a different plane than throw. On a failed save, it falls prone.
you, there is a 5 perc ent c hanc e that the message doesn’t arrive.
If a c reature is c onc entrating in the spell’s area, the c reature must
make a suc c essful Constitution saving throw against your spell
save DC or lose c onc entration.

Slow Stinking Cloud


Transmutation C onjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 90 feet
Components: V, S, M (a drop of molasses) Components: V, S, M (a rotten egg or several skunk cabbage
Duration: Concentration, up to 1 minute leaves)
Duration: Concentration, up to 1 minute
You alter time around up to six c reatures of your c hoic e in a 40-
foot c ube within range. Eac h target must suc c eed on a Wisdom You c reate a 20-foot-radius sphere of yellow, nauseating gas
saving throw or be affec ted by this spell for the duration. c entered on a point within range. The c loud spreads around
c orners, and its area is heavily obsc ured. The c loud lingers in the
An affec ted target’s speed is halved, it takes a -2 penalty to AC and air for the duration.
Dexterity saving throws, and it c an’t use reac tions. On its turn, it
c an use either an ac tion or a bonus ac tion, not both. Regardless of Eac h c reature that is c ompletely within the c loud at the start of its
the c reature’s abilities or magic items, it c an’t make more than turn must make a Constitution saving throw against poison. On a
one melee or ranged attac k during its turn. failed save, the c reature spends its ac tion that turn retc hing and
reeling. Creatures that don’t need to breathe or are immune to
If the c reature attempts to c ast a spell with a c asting time of 1 poison automatic ally suc c eed on this saving throw.
ac tion, roll a d20. On an 11 or higher, the spell doesn’t take effec t
until the c reature’s next turn, and the c reature must use its ac tion A moderate wind (at least 10 miles per hour) disperses the c loud
on that turn to c omplete the spell. If it c an’t, the spell is wasted. after 4 rounds. A strong wind (at least 20 miles per hour) disperses
it after 1 round.
A c reature affec ted by this spell makes another Wisdom saving
throw at the end of its turn. On a suc c essful save, the effec t ends
for it.
Summon Lesser Demons Thunder Step
C onjuration C onjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 90 feet
Components: V, S, M (a vial of blood from a humanoid killed within Components: V
the past 24 hours) Duration: Instantaneous
Duration: Concentration, up to 1 hour
You teleport yourself to an unoc c upied spac e you c an see within
You utter foul words, summoning demons from the c haos of the range. Immediately after you disappear, a thunderous boom
Abyss. Roll on the following table to determine what appears. sounds, and eac h c reature within 10 feet of the spac e you left must
d6 / Demons S ummoned make a Constitution saving throw, taking 3d10 thunder damage on
1–2 / Two demons of c hallenge rating 1 or lower a failed save, or half as muc h damage on a suc c essful one. The
3–4 / Four demons of c hallenge rating 1/2 or lower thunder c an be heard from up to 300 feet away.
5–6 / Eight demons of c hallenge rating 1/4 or lower You c an bring along objec ts as long as their weight doesn’t exc eed
what you c an c arry. You c an also teleport one willing c reature of
The DM c hooses the demons, suc h as manes or dretc hes, and you your siz e or smaller who is c arrying gear up to its c arrying
c hoose the unoc c upied spac es you c an see within range where c apac ity. The c reature must be within 5 feet of you when you c ast
they appear. A summoned demon disappears when it drops to 0 hit this spell, and there must be an unoc c upied spac e within 5 feet of
points or when the spell ends. your destination spac e for the c reature to appear in; otherwise, the
The demons are hostile to all c reatures, inc luding you. Roll c reature is left behind.
initiative for the summoned demons as a group, whic h has its own
turns. The demons pursue and attac k the nearest non-demons to At higher level
the best of their ability.
As part of c asting the spell, you c an form a c irc le on the ground When you c ast this spell using a spell slot of 4th level or higher, the
with the blood used as a material c omponent. The c irc le is large damage inc reases by 1d10 for eac h slot level above 3rd.
enough to enc ompass your spac e. While the spell lasts, the
summoned demons c an’t c ross the c irc le or harm it, and they c an’t
target anyone within it. Using the material c omponent in this
manner c onsumes it when the spell ends.

At higher level

When you c ast this spell using a spell slot of 6th or 7th level, you
summon twic e as many demons. If you c ast it using a spell slot of
8th or 9th level, you summon three times as many demons.

Tidal Wave Tiny Servant


C onjuration Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Minute
Range: 120 feet Range: Touch
Components: V, S, M (a drop of water) Components: V, S
Duration: Instantaneous Duration: 8 hours

You c onjure up a wave of water that c rashes down on an area You touc h one Tiny, nonmagic al objec t that isn’t attac hed to
within range. The area c an be up to 30 feet long, up to 10 feet another objec t or a surfac e and isn’t being c arried by another
wide, and up to 10 feet tall. Eac h c reature in that area must make c reature. The target animates and sprouts little arms and legs,
a Dexterity saving throw. On a failed save, a c reature takes 4d8 bec oming a c reature under your c ontrol until the spell ends or the
bludgeoning damage and is knoc ked prone. On a suc c essful save, a c reature drops to 0 hit points. S ee the stat bloc k for its statistic s.
c reature takes half as muc h damage and isn’t knoc ked prone. The As a bonus ac tion, you c an mentally c ommand the c reature if it is
water then spreads out ac ross the ground in all direc tions, within 120 feet of you. (If you c ontrol multiple c reatures with this
extinguishing unprotec ted flames in its area and within 30 feet of spell, you c an c ommand any or all of them at the same time,
it, and then it vanishes. issuing the same c ommand to eac h one.) You dec ide what ac tion
the c reature will take and where it will move during its next turn, or
you c an issue a simple, general c ommand, suc h as to fetc h a key,
stand watc h, or stac k some books. If you issue no c ommands, the
servant does nothing other than defend itself against hostile
c reatures. Onc e given an order, the servant c ontinues to follow
that order until its task is c omplete.
When the c reature drops to 0 hit points, it reverts to its original
form, and any remaining damage c arries over to that form.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, you
c an animate two additional objec ts for eac h slot level above 3rd.
Tongues Vampiric Touch
Divination Necromancy

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, M (a small clay model of a ziggurat) Components: V, S
Duration: 1 hour Duration: Concentration, up to 1 minute

This spell grants the c reature you touc h the ability to understand The touc h of your shadow-wreathed hand c an siphon forc e from
any spoken language it hears. Moreover, when the target speaks, others to heal your wounds. Make a melee spell attac k against a
any c reature that knows at least one language and c an hear the c reature within your reac h. On a hit, the target takes 3d6 nec rotic
target understands what it says. damage, and you regain hit points equal to half the amount of
nec rotic damage dealt. Until the spell ends, you c an make the
attac k again on eac h of your turns as an ac tion.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, the
damage inc reases by 1d6 for eac h slot level above 3rd.

Wall of Sand Wall of Water


Evocation Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: 60 feet
Components: V, S, M (a handful of sand) Components: V, S, M
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

You c onjure up a wall of swirling sand on the ground at a point you (a drop of water)
c an see within range. You c an make the wall up to 30 feet long, 10 You c onjure up a wall of water on the ground at a point you c an see
feet high, and 10 feet thic k, and it vanishes when the spell ends. It within range. You c an make the wall up to 30 feet long, 10 feet
bloc ks line of sight but not movement. A c reature is blinded while high, and 1 foot thic k, or you c an make a ringed wall up to 20 feet
in the wall’s spac e and must spend 3 feet of movement for every 1 in diameter, 20 feet high, and 1 foot thic k. The wall vanishes when
foot it moves there. the spell ends. The wall’s spac e is diffic ult terrain.
Any ranged weapon attac k that enters the wall’s spac e has
disadvantage on the attac k roll, and fire damage
is halved if the fire effec t passes through the wall to reac h its
target. S pells that deal c old damage that pass through the wall
c ause the area of the wall they pass through to freez e solid (at
least a 5-foot square sec tion is froz en). Eac h 5-foot-square froz en
sec tion has AC 5 and 15 hit points. Reduc ing a froz en sec tion to 0
hit points destroys it. When a sec tion is destroyed, the wall’s water
doesn’t fill it.

Water Breathing (Ritual) Arcane Eye


Transmutation Divination

Level: 3 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 30 feet
Components: V, S, M (a short reed or piece of straw) Components: V, S, M (a bit of bat fur)
Duration: 24 hours Duration: Concentration, up to 1 hour

This spell grants up to ten willing c reatures you c an see within You c reate an invisible, magic al eye within range that hovers in the
range the ability to breathe underwater until the spell ends. air for the duration.
Affec ted c reatures also retain their normal mode of respiration. You mentally rec eive visual information from the eye, whic h has
normal vision and darkvision out to 30 feet. The eye c an look in
every direc tion.
As an ac tion, you c an move the eye up to 30 feet in any direc tion.
There is no limit to how far away from you the eye c an move, but it
c an’t enter another plane of existenc e. A solid barrier bloc ks the
eye’s movement, but the eye c an pass through an opening as small
as 1 inc h in diameter.
Banishment Blight
Abjuration Necromancy

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 30 feet
Components: V, S, M (an item distasteful to the target) Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous

You attempt to send one c reature that you c an see within range to Nec romantic energy washes over a c reature of your c hoic e that
another plac e of existenc e. The target must suc c eed on a you c an see within range, draining moisture and vitality from it. The
Charisma saving throw or be banished. target must make a Constitution saving throw. The target takes 8d8
nec rotic damage on a failed save, or half as muc h damage on a
If the target is native to the plane of existenc e you’re on, you suc c essful one. This spell has no effec t on undead or c onstruc ts.
banish the target to a harmless demiplane. While there, the target
is inc apac itated. The target remains there until the spell ends, at If you target a plant c reature or a magic al plant, it makes the
whic h point the target reappears in the spac e it left or in the saving throw with disadvantage, and the spell deals maximum
nearest unoc c upied spac e if that spac e is oc c upied. damage to it.

If the target is native to a different plane of existenc e that the one If you target a nonmagic al plant that isn’t a c reature, suc h as a
you’re on, the target is banished with a faint popping noise, tree or shrub, it doesn’t make a saving throw; it simply withers and
returning to its home plane. dies.
If the spell ends before 1 minute has passed, the target reappears
in the spac e it left or in the nearest unoc c upied spac e if that At higher level
spac e is oc c upied. Otherwise, the target doesn’t return.
When you c ast this spell using a spell slot of 5th level or higher, the
At higher level damage inc reases by 1d8 for eac h slot level above 4th.

When you c ast this spell using a spell slot of 5th level or higher, you
c an target one additional c reature for eac h slot level above 4th.

Charm Monster Confusion


Enchantment Enchantment

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 90 feet
Components: V, S Components: V, S, M (three nut shells)
Duration: 1 hour Duration: Concentration, up to 1 minute

You attempt to c harm a c reature you c an see within range. It must This spell assaults and twists c reatures’ minds, spawning delusions
make a Wisdom saving throw, and it does so with advantage if you and provoking unc ontrolled ac tions. Eac h c reature in a 10-foot-
or your c ompanions are fighting it. If it fails the saving throw, it is radius sphere c entered on a point you c hoose within range must
c harmed by you until the spell ends or until you or your suc c eed on a Wisdom saving throw when you c ast this spell or be
c ompanions do anything harmful to it. The c harmed c reature is affec ted by it.
friendly to you. When the spell ends, the c reature knows it was
c harmed by you. An affec ted target c an’t take reac tions and must roll a d10 at the
start of eac h of its turns to determine its behavior for that turn.
At higher level
d10 Behavior
When you c ast this spell using a spell slot of 5th level or higher, you
c an target one additional c reature for eac h slot level above 4th. 1. The c reature uses all its movement to move in a random
The c reatures must be within 30 feet of eac h other when you target direc tion. To determine the direc tion, roll a d8 and assign a
them. direc tion to eac h die fac e. The c reature doesn’t take an ac tion this
turn.

2-6. The c reature doesn’t move or take ac tions this turn.

7-8. The c reature uses its ac tion to make a melee attac k against a
randomly determined c reature within its reac h. If there is no
c reature within its reac h, the c reature does nothing this turn.

9-10. The c reature c an ac t and move normally.

At the end of its turns, an affec ted target c an make a Wisdom


saving throw. It it suc c eeds, this effec t ends for that target.

At higher level

When you c ast this spell using a spell slot of 5th level or higher, the
radius of the sphere inc reases by 5 feet for eac h slot level above
4th
Conjure Minor Elementals Control Water
C onjuration Transmutation

Level: 4 Level: 4
Casting time: 1 Minute Casting time: 1 Action
Range: 90 feet Range: 300 feet
Components: V, S Components: V,S,M (a drop of water and a pinch of dust)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes

You summon elementals that appear in unoc c upied spac es that Until the spell ends, you c ontrol any freestanding water inside an
you c an see within range. area you c hoose that is a c ube up to 100 feet on a side.
You c hoose one the following options for what appears: You c an c hoose from any of the following effec ts when you c ast this
-One elemental of c hallenge rating 2 or lower spell. As an ac tion on your turn, you c an repeat the same effec t or
-Two elementals of c hallenge rating 1 or lower c hoose a different one.
-Four elementals of c hallenge rating 1/2 or lower
-Eight elementals of c hallenge rating 1/4 or lower. Flood
You c ause the water level of all standing water in the area to rise
An elemental summoned by this spell disappears when it drops to 0 by as muc h as 20 feet. If the area inc ludes a shore, the flooding
hit points or when the spell ends. water spills over onto dry land. If you c hoose an area in a large
body of water, you instead c reate a 20-foot tall wave that travels
The summoned c reatures are friendly to you and your c ompanions. from one side of the area to the other and then c rashes down. Any
Roll initiative for the summoned c reatures as a group, whic h has its Huge or smaller vehic les in the wave’s path are c arried with it to
own turns. They obey any verbal c ommands that you issue to them the other side. Any Huge or smaller vehic les struc k by the wave
(no ac tion required by you). If you don’t issue any c ommands to have a 25 perc ent c hanc e of c apsiz ing. The water level remains
them, they defend themselves from hostile c reatures, but elevated until the spell ends or you c hoose a different effec t. If this
otherwise take no ac tions. effec t produc ed a wave, the wave repeats on the start of your next
The DM has the c reatures’ statistic s. turn while the flood effec t lasts.

At higher level Part Water


You c ause water in the area to move apart and c reate a trenc h.
When you c ast this spell using c ertain higher-level spell slots, you The trenc h extends ac ross the spell’s area, and the separated
c hoose one of the summoning options above, and more c reatures water forms a wall to either side. The trenc h remains until the spell
appear: twic e as many with a 6th-level slot and three times as ends or you c hoose a different effec t. The water then slowly fills in
many with an 8th-level slot. the trenc h over the c ourse of the next round until the normal water
level is restored.

Redirect Flow
You c ause flowing water in the area to move in a direc tion you
c hoose, even if the water has to flow over obstac les, up walls, or in
other unlikely direc tions. The water in the area moves as you direc t
it, but onc e it moves beyond the spell’s area, it resumes its flow
based on the terrain c onditions. The water c ontinues to move in
the direc tion you c hose until the spell ends or you c hoose a
different effec t.

Whirlpool
This effec t requires a body of water at least 50 feet square and 25
feet deep. You c ause a whirlpool to form in the c enter of the area.
The whirlpool forms a vortex that is 5 feet wide at the base, up to
50 feet wide at the top, and 25 feet tall. Any c reature or objec t in
the water and within 25 feet of the vortex is pulled 10 feet toward
it. A c reature c an swim away from the vortex by making a S trength
(Athletic s) c hec k against your spell save DC.
When a c reature enters the vortex for the first time on a turn or
starts its turn there, it must make a S trength saving throw. On a
failed save, the c reature takes 2d8 bludgeoning damage and is
c aught in the vortex until the spell ends. On a suc c essful save, the
c reature takes half damage, and isn’t c aught in the vortex. A
c reature c aught in the vortex c an use its ac tion to try to swim
away from the vortex as desc ribed above, but has disadvantage on
the S trength (Athletic s) c hec k to do so.
The first time eac h turn that an objec t enters the vortex, the objec t
takes 2d8 bludgeoning damage, this damage oc c urs eac h round it
remains in the vortex.
Dimension Door Elemental Bane
C onjuration Transmutation

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 500 feet Range: 90 feet
Components: V Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

You teleport yourself from your c urrent loc ation to any other spot Choose one c reature you c an see within range, and c hoose one of
within range. You arrive at exac tly the spot desired. It c an be a the following damage types: ac id, c old, fire, lightning, or thunder.
plac e you c an see, one you c an visualiz e, or one you c an desc ribe The target must suc c eed on a Constitution saving throw or be
by stating distanc e and direc tion, suc h as ​"200 feet straight affec ted by the spell for its duration. The first time eac h turn the
downward"​ or "​u pward to the northwest at a 45-degree angle, 300 affec ted target takes damage of the c hosen type, the target takes
feet".​ an extra 2d6 damage of that type. Moreover, the target loses any
resistanc e to that damage type until the spell ends.
You c an bring along objec ts as long as their weight doesn’t exc eed
what you c an c arry. You c an also bring one willing c reature of your At higher level
siz e or smaller who is c arrying gear up to its c arrying c apac ity. The
c reature must be within 5 feet of you when you c ast this spell. When you c ast this spell using a spell slot of 5th level or higher, you
c an target one additional c reature for eac h slot level above 4th.
If you would arrive in a plac e already oc c upied by an objec t or a The c reatures must be within 30 feet of eac h other when you target
c reature, you and any c reature traveling with you eac h take 4d6 them.
forc e damage, and the spell fails to teleport you.

Evard’s Black Tentacles Fabricate


C onjuration Transmutation

Level: 4 Level: 4
Casting time: 1 Action Casting time: 10 Minutes
Range: 90 feet Range: 120 feet
Components: V, S, M (a piece of tentacle from a giant octopus or a Components: V, S
giant squid) Duration: Instantaneous
Duration: Concentration, up to 1 minute
You c onvert raw materials into produc ts of the same material.
S quirming, ebony tentac les fill a 20-foot square on ground that you For example, you c an fabric ate a wooden bridge from a c lump of
c an see within range. For the duration, these tentac les turn the trees, a rope from a patc h of hemp, and c lothes from flax or wool.
ground in the area into diffic ult terrain.
Choose raw materials that you c an see within range. You c an
When a c reature enters the affec ted area for the first time on a fabric ate a Large or smaller objec t (c ontained within a 10-foot
turn or starts its turn there, the c reature must suc c eed on a c ube, or eight c onnec ted 5-foot c ubes), given a suffic ient quantity
Dexterity saving throw or take 3d6 bludgeoning damage and be of raw material. If you are working with metal, stone, or another
restrained by the tentac les until the spell ends. A c reature that mineral substanc e, however, the fabric ated objec t c an be no larger
starts its turn in the area and is already restrained by the tentac les than Medium (c ontained within a single 5-foot c ube). The quality of
takes 3d6 bludgeoning damage. objec ts made by the spell is c ommensurate with the quality of the
raw materials.
A c reature restrained by the tentac les c an use its ac tion to make a
S trength or Dexterity c hec k (its c hoic e) against your spell save DC. Creatures or magic items c an’t be c reated or transmuted by this
On a suc c ess, it frees itself. spell. You also c an’t use it to c reate items that ordinarily require a
high degree of c raftsmanship, suc h as jewelry, weapons, glass, or
armor, unless you have profic ienc y with the type of artisan’s tools
used to c raft suc h objec ts.
Fire Shield Greater Invisibility
Evocation Illusion

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Touch
Components: V, S, M (a bit of phosphorus or a firefly) Components: V, S
Duration: 10 minutes Duration: Concentration, up to 1 minute

Thin and wispy flames wreathe your body for the duration, shedding You or a c reature you touc h bec omes invisible until the spell ends.
bright light in a 10-foot radius and dim light for an additional 10 Anything the target is wearing or c arrying is invisible as long as it
feet, You c an end the spell early by using an ac tion to dismiss it. is on the target’s person.

The flames provide you with a warm shield or a c hill shield, as you
c hoose. The warm shield grants you resistanc e to c old damage,
and the c hill shield grants you resistanc e to fire damage.

In addition, whenever a c reature within 5 feet of you hits you with a


melee attac k, the shield erupts with flame. The attac ker takes 2d8
fire damage from a warm shield, or 2d8 c old damage from a c old
shield.

Hallucinatory Terrain Ice Storm


Illusion Evocation

Level: 4 Level: 4
Casting time: 10 Minutes Casting time: 1 Action
Range: 300 feet Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit of green plant) Components: V, S, M (a pinch of dust and a few drops of water)
Duration: 24 hours Duration: Instantaneous

You make natural terrain in a 150-foot c ube in range look, sound, A hail of roc k-hard ic e pounds to the ground in a 20-foot-radius, 40-
and smell like some other sort of natural terrain. Thus, open fields foot-high c ylinder c entered on a point within range.
or a road c an be made to resemble a swamp, hill, c revasse, or Eac h c reature in the c ylinder must make a Dexterity saving throw.
some other diffic ult or impassable terrain. A pond c an be made to A c reature takes 2d8 bludgeoning damage and 4d6 c old damage
seem like a grassy meadow, a prec ipic e like a gentle slope, or a on a failed save, or half as muc h damage on a suc c essful one.
roc k-strewn gully like a wide and smooth road. Manufac tured
struc tures, equipment, and c reatures within the area aren’t Hailstones turn the storm’s area of effec t into diffic ult terrain until
c hanged in appearanc e. the end of your next turn.

The tac tile c harac teristic s of the terrain are unc hanged, so At higher level
c reatures entering the area are likely to see through the illusion. If
the differenc e isn’t obvious by touc h, a c reature c arefully When you c ast this spell using a spell slot of 5th level or higher, the
examining the illusion c an attempt an Intelligenc e (Investigation) bludgeoning damage inc reases by 1d8 for eac h slot level above
c hec k against your spell save DC to disbelieve it. A c reature who 4th.
disc erns the illusion for what it is, sees it as a vague image
superimposed on the terrain.
Leomund’s Secret Chest Locate Creature
C onjuration Divination

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, Components: V, S, M (a bit of fur from a bloodhound)
constructed from rare materials worth at least 5,000 gp, and a Tiny Duration: Concentration, up to 1 hour
replica made from the same materials worth at least 50 gp)
Duration: Instantaneous Desc ribe or name a c reature that is familiar to you. You sense the
direc tion to the c reature’s loc ation, as long as that c reature is
You hide a c hest, and all its c ontents, on the Ethereal Plane. within 1,000 feet of you. If the c reature is moving, you know the
You must touc h the c hest and the miniature replic a that serves as direc tion of its movement.
a material c omponent for the spell. The c hest c an c ontain up to 12
c ubic feet of nonliving material (3 feet by 2 feet by 2 feet). The spell c an loc ate a spec ific c reature known to you, or the
nearest c reature of a spec ific kind (suc h as a human or a unic orn),
While the c hest remains on the Ethereal Plane, you c an use an so long as you have seen suc h a c reature up c lose – within 30 feet
ac tion and touc h the replic a to rec all the c hest. It appears in an – at least onc e. If the c reature you desc ribed or named is in a
unoc c upied spac e on the ground within 5 feet of you. You c an send different form, suc h as being under the effec ts of a polymorph
the c hest bac k to the Ethereal Plane by using an ac tion and spell, this spell doesn’t loc ate the c reature.
touc hing both the c hest and the replic a.
This spell c an’t loc ate a c reature if running water at least 10 feet
After 60 days, there is a c umulative 5 perc ent c hanc e per day that wide bloc ks a direc t path between you and the c reature.
the spell’s effec t ends. This effec t ends if you c ast this spell again,
if the smaller replic a c hest is destroyed, or if you c hoose to end
the spell as an ac tion. If the spell ends and the larger c hest is on
the Ethereal Plane, it is irretrievably lost.

Mordenkainen’s Faithful Hound Mordenkainen’s Private Sanctum


C onjuration Abjuration

Level: 4 Level: 4
Casting time: 1 Action Casting time: 10 Minutes
Range: 30 feet Range: 120 feet
Components: V, S, M (a tiny silver whistle, a piece of bone, and a Components: V, S, M (a thin sheet of lead, a piece of opaque glass,
thread) a wad of cotton or cloth, and powdered chrysolite)
Duration: 8 hours Duration: 24 hours

You c onjure a phantom watc hdog in an unoc c upied spac e that you You make an area within range magic ally sec ure.
c an see within range, where it remains for the duration, until you The area is a c ube that c an be as small as 5 feet to as large as 100
dismiss it as an ac tion, or until you move more than 100 feet away feet on eac h side. The spell lasts for the duration or until you use
from it. an ac tion to dismiss it.

The hound is invisible to all c reatures exc ept you and c an’t be When you c ast the spell, you dec ide what sort of sec urity the spell
harmed. When a S mall or larger c reature c omes within 30 feet of it provides, c hoosing any or all of the following properties:
without first speaking the password that you spec ify when you c ast * S ound c an’t pass through the barrier at the edge of the warded
this spell, the hound starts barking loudly. The hound sees invisible area.
c reatures and c an see into the Ethereal Plane. It ignores illusions. * The barrier of the warded area appears dark and foggy,
preventing vision (inc luding darkvision) through it.
At the start of eac h of your turns, the hound attempts to bite one * S ensors c reated by divination spells c an’t appear inside the
c reature within 5 feet of it that is hostile to you. The hound’s attac k protec ted area or pass through the barrier at its perimeter.
bonus is equal to your spellc asting ability modifier + your * Creatures in the area c an’t be targeted by divination spells.
profic ienc y bonus. On a hit, it deals 4d8 pierc ing damage. * Nothing c an teleport into or out of the warded area.
* Planar travel is bloc ked within the warded area.

Casting this spell on the same spot every day for a year makes this
effec t permanent.

At higher level

When you c ast this spell using a spell slot of 5th level or higher, you
c an inc rease the siz e of the c ube by 100 feet for eac h slot level
beyond 4th. Thus you c ould protec t a c ube that c an be up to 200
feet on one side by using a spell slot o f 5th level.
Otiluke’s Resilient Sphere Phantasmal Killer
Evocation Illusion

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 120 feet
Components: V, S, M (a hemispherical piece of clear crystal and a Components: V, S
matching hemispherical piece of gum arabic) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You tap into the nightmares of a c reature you c an see within range
A sphere of shimmering forc e enc loses a c reature or objec t of and c reate an illusory manifestation of its deepest fears, visible
Large siz e or smaller within range. An unwilling c reature must only to that c reature.
make a Dexterity saving throw. On a failed save, the c reature is The target must make a Wisdom saving throw. On a failed save, the
enc losed for the duration. target bec omes frightened for the duration. At the end of eac h of
the target’s turns before the spell ends, the target must suc c eed
Nothing---not physic al objec ts, energy, or other spell effec ts---c an on a Wisdom saving throw or take 4d10 psyc hic damage. On a
pass through the barrier, in or out, though a c reature in the sphere suc c essful save, the spell ends.
c an breathe there. The sphere is immune to all damage, and a
c reature or objec t inside c an’t be damaged by attac ks or effec ts At higher level
originating from outside, nor c an a c reature inside the sphere
damage anything outside it. When you c ast this spell using a spell slot of 5th level or higher, the
damage inc reases by 1d1O for eac h slot level above 4th.
The sphere is weightless and just large enough to c ontain the
c reature or objec t inside. An enc losed c reature c an use its ac tion
to push against the sphere’s walls and thus roll the sphere at up to
half the c reature’s speed. S imilarly, the globe c an be pic ked up
and moved by other c reatures.

A disintegrate spell targeting the globe destroys it without harming


anything inside it.

Polymorph Sickening Radiance


Transmutation Evocation

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 120 feet
Components: V, S, M (a caterpillar cocoon) Components: V, S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes

This spell transforms a c reature that you c an see within range into Dim, greenish light spreads within a 30-foot-radius sphere c entered
a new form. An unwilling c reature must make a Wisdom saving on a point you c hoose within range. The light spreads around
throw to avoid the effec t. A shapec hanger automatic ally suc c eeds c orners, and it lasts until the spell ends.
on this saving throw. When a c reature moves into the spell’s area for the first time on a
turn or starts its turn there, that c reature must suc c eed on a
The transformation lasts for the duration, or until the target drops Constitution saving throw or take 4d10 radiant damage, and it
to 0 hit points or dies. The new form c an be any beast whose suffers one level of exhaustion and emits a dim, greenish light in a
c hallenge rating is equal to or less than the target’s (or the 5-foot radius. This light makes it impossible for the c reature to
target’s level, if it doesn’t have a c hallenge rating). The target’s benefit from being invisible. The light and any levels of exhaustion
game statistic s, inc luding mental ability sc ores, are replac ed by c aused by this spell go away when the spell ends.
the statistic s of the c hosen beast. It retains its alignment and
personality.

The target assumes the hit points of its new form. When it reverts to
its normal form, the c reature returns to the number of hit points it
had before it transformed. If it reverts as a result of dropping to 0
hit points, any exc ess damage c arries over to its normal form. As
long as the exc ess damage doesn’t reduc e the c reature’s normal
form to 0 hit points, it isn’t knoc ked unc onsc ious.

The c reature is limited in the ac tions it c an perform by the nature


of its new form, and it c an’t speak, c ast spells, or take any other
ac tion that requires hands or speec h.

The target’s gear melds into the new form. The c reature c an’t
ac tivate, use, wield, or otherwise benefit from any of its equipment.
This spell c an’t affec t a target that has 0 hit points.
Stone Shape Stoneskin
Transmutation Abjuration

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S, M (soft clay, which must be worked into roughly Components: V, S, M (diamond dust worth 100 gp, which the spell
the desired shape of the stone object) consumes)
Duration: Instantaneous Duration: Concentration, up to 1 hour

You touc h a stone objec t of Medium siz e or smaller or a sec tion of This spell turns the flesh of a willing c reature you touc h as hard as
stone no more than 5 feet in any dimension and form it into any stone. Until the spell ends, the target has resistanc e to
shape that suits your purpose. S o, for example, you c ould shape a nonmagic al bludgeoning, pierc ing, and slashing damage.
large roc k into a weapon, idol, or c offer, or make a small passage
through a wall, as long as the wall is less than 5 feet thic k. You
c ould also shape a stone door or its frame to seal the door shut.
The objec t you c reate c an have up to two hinges and a latc h, but
finer mec hanic al detail isn’t possible.

Storm Sphere Summon Greater Demon


Evocation C onjuration

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 60 feet
Components: V, S Components: V, S, M (a vial of blood from a humanoid killed within
Duration: Concentration, up to 1 minute the past 24 hours)
Duration: Concentration, up to 1 hour
A 20-foot-radius sphere of whirling air springs into existenc e
c entered on a point you c hoose within range. The sphere remains You utter foul words, summoning one demon from the c haos of the
for the spell’s duration. Eac h c reature in the sphere when it Abyss. You c hoose the demon’s type, whic h must be one of
appears or that ends its turn there must suc c eed on a S trength c hallenge rating 5 or lower, suc h as a shadow demon or a barlgura.
saving throw or take 2d6 bludgeoning damage. The sphere’s spac e The demon appears in an unoc c upied spac e you c an see within
is diffic ult terrain. range, and the demon disappears when it drops to 0 hit points or
Until the spell ends, you c an use a bonus ac tion on eac h of your when the spell ends.
turns to c ause a bolt of lightning to leap from the c enter of the Roll initiative for the demon, whic h has its own turns. When you
sphere toward one c reature you c hoose within 60 feet of the summon it and on eac h of your turns thereafter, you c an issue a
c enter. Make a ranged spell attac k. You have advantage on the verbal c ommand to it (requiring no ac tion on your part), telling it
attac k roll if the target is in the sphere. On a hit, the target takes what it must do on its next turn. If you issue no c ommand, it spends
4d6 lightning damage. its turn attac king any c reature within reac h that has attac ked it.
Creatures within 30 feet of the sphere have disadvantage on At the end of eac h of the demon’s turns, it makes a Charisma
Wisdom (Perc eption) c hec ks made to listen. saving throw. The demon has disadvantage on this saving throw if
At Higher Levels. When you c ast this spell using a spell slot of 5th you say its true name. On a failed save, the demon c ontinues to
level or higher, the damage inc reases for eac h of its effec ts by 1d6 obey you. On a suc c essful save, your c ontrol of the demon ends for
for eac h slot level above 4th. the rest of the duration, and the demon spends its turns pursuing
and attac king the nearest non-demons to the best of its ability. If
you stop c onc entrating on the spell before it reac hes its full
duration, an unc ontrolled demon doesn’t disappear for 1d6 rounds
if it still has hit points.
As part of c asting the spell, you c an form a c irc le on the ground
with the blood used as a material c omponent. The c irc le is large
enough to enc ompass your spac e. While the spell lasts, the
summoned demon c an’t c ross the c irc le or harm it, and it c an’t
target anyone within it. Using the material c omponent in this
manner c onsumes it when the spell ends.

At higher level

When you c ast this spell using a spell slot of 5th level or higher, the
c hallenge rating inc reases by 1 for eac h slot level above 4th.
Vitriolic Sphere Wall of Fire
Evocation Evocation

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 120 feet
Components: V, S, M (a drop of giant slug bile) Components: V, S, M (a small piece of phosphorus)
Duration: Instantaneous Duration: Concentration, up to 1 minute

You point at a loc ation within range, and a glowing, 1-foot-diameter You c reate a wall of fire on a solid surfac e within range. You c an
ball of emerald ac id streaks there and explodes in a 20-foot-radius make the wall up to 60 feet long, 20 feet high, and 1 foot thic k, or a
sphere. Eac h c reature in that area must make a Dexterity saving ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thic k.
throw. On a failed save, a c reature takes 10d4 ac id damage and The wall is opaque and lasts for the duration.
another 5d4 ac id damage at the end of its next turn. On a
suc c essful save, a c reature takes half the initial damage and no When the wall appears, eac h c reature within its area must make a
damage at the end of its next turn. Dexterity saving throw. On a failed save, a c reature takes 5d8 fire
damage, or half as muc h damage on a suc c essful save.
At higher level
One side of the wall, selec ted by you when you c ast this spell, deals
When you c ast this spell using a spell slot of 5th level or higher, the 5d8 fire damage to eac h c reature that ends its turn within 10 feet
initial damage inc reases by 2d4 for eac h slot level above 4th. of that side or inside the wall. A c reature takes the same damage
when it enters the wall for the first time on a turn or ends its turn
there. The other side of the wall deals no damage.

At higher level

When you c ast this spell using a spell slot of 5th level or higher, the
damage inc reases by 1d8 for eac h slot level above 4th.

Watery Sphere
C onjuration

Level: 4
Casting time: 1 Action
Range: 90 feet
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute

You c onjure up a sphere of water with a 5-foot radius on a point you


c an see within range. The sphere c an hover in the air, but no more
than 10 feet off the ground. The sphere remains for the spell’s
duration.
Any c reature in the sphere’s spac e must make a S trength saving
throw. On a suc c essful save, a c reature is ejec ted from that spac e
to the nearest unoc c upied spac e outside it. A Huge or larger
c reature suc c eeds on the saving throw automatic ally. On a failed
save, a c reature is restrained by the sphere and is engulfed by the
water. At the end of eac h of its turns, a restrained target c an
repeat the saving throw.
The sphere c an restrain a maximum of four Medium or smaller
c reatures or one Large c reature. If the sphere restrains a c reature
in exc ess of these numbers, a random c reature that was already
restrained by the sphere falls out of it and lands prone in a spac e
within 5 feet of it.
As an ac tion, you c an move the sphere up to 30 feet in a straight
line. If it moves over a pit, c liff, or other drop, it safely desc ends
until it is hovering 10 feet over ground. Any c reature restrained by
the sphere moves with it. You c an ram the sphere into c reatures,
forc ing them to make the saving throw, but no more than onc e per
turn.
When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any c reature
restrained by the sphere is knoc ked prone in the spac e where it
falls.
Animate Objects
Transmutation

Level: 5
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

Objec ts c ome to life at your c ommand.


Choose up to ten nonmagic al objec ts within range that are not
being worn or c arried. Medium targets c ount as two objec ts, Large
targets c ount as four objec ts, Huge targets c ount as eight objec ts.
You c an’t animate any objec t larger than Huge. Eac h target
animates and bec omes a c reature under your c ontrol until the
spell ends or until reduc ed to 0 hit points.

As a bonus ac tion, you c an mentally c ommand any c reature you


made with this spell if the c reature is within 500 feet of you (if you
c ontrol multiple c reatures, you c an c ommand any or all of them at
the same time, issuing the same c ommand to eac h one). You
dec ide what ac tion the c reature will take and where it will move
during its next turn, or you c an issue a general c ommand, suc h as
to guard a partic ular c hamber or c orridor. If you issue no
c ommands, the c reature only defends itself against hostile
c reatures. Onc e given an order, the c reature c ontinues to follow it
until its task is c omplete.

Animated Objec t S tatistic s


Tiny – HP: 20, AC: 18, Attac k: +8 to hit, 1d4 + 4 damage, S tr: 4,
Dex: 18
S mall – HP: 25, AC: 16, Attac k: +6 to hit, 1d8 + 2 damage, S tr: 6,
Dex: 14
Medium – HP: 40, AC: 13, Attac k: +5 to hit, 2d6 + 1 damage, S tr:
10, Dex: 12
Large – HP: 50, AC: 10, Attac k: +6 to hit, 2d10 + 2 damage, S tr: 14,
Dex: 10
Huge – HP: 80, AC: 10, Attac k: +8 to hit, 2d12 + 4 damage, S tr: 18,
Dex: 6

An animated objec t is a c onstruc t with AC, hit points, attac ks,


S trength, and Dexterity determine by its siz e. Its Constitution is 10
and its Intelligenc e and Wisdom are 3, and its Charisma is 1. Its
speed is 30 feet; if the objec ts lac k legs or other appendages it c an
use for loc omotion, it instead has a flying speed of 30 feet and c an
hover. If the objec t is sec urely attac hed to a surfac e or larger
objec t, suc h as a c hain bolted to a wall, its speed is 0. It has
blindsight with a radius of 30 feet and is blind beyond that
distanc e. When the animated objec t drops to 0 hit points, it reverts
to its original objec t form, and any remaining damage c arries over
to its original objec t form.

If you c ommand an objec t to attac k, it c an make a single melee


attac k against a c reature within 5 feet of it. It makes a slam attac k
with an attac k bonus and bludgeoning damage determine by its
siz e. The DM might rule that a spec ific objec t inflic ts slashing or
pierc ing damage based on its form.

At higher level

If you c ast this spell using a spell slot of 6th level or higher, you
c an animate two additional objec ts for eac h slot level above 5th.
Bigby’s Hand Cloudkill
Evocation C onjuration

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 120 feet
Components: V, S, M (An eggshell and a snakeskin glove) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes

You c reate a Large hand of shimmering, transluc ent forc e in an You c reate a 20-foot-radius sphere of poisonous, yellow-green fog
unoc c upied spac e that you c an see within range. The hand lasts for c entered on a point you c hoose within range. The fog spreads
the spell’s duration, and it moves at your c ommand, mimic king the around c orners. It lasts for the duration or until strong wind
movements of your own hand. dispereses the fog, ending the spell. Its area is heavily obsc ured.

The hand is an objec t that has AC 20 and hit points equal to your When a c reature enters the spell’s area for the first time on a turn
hit point maximum. If it drops to 0 hit points, the spell ends. It has or starts its turn there, that c reature must make a Constitution
a S trength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t saving throw. The c reature takes 5d8 poison damageon a failed
fill its spac e. save, or half as muc h damage on a suc c essful one. Creatures are
affec ted even if they hold their breath or don’t need to breathe.
When you c ast the spell and as a bonus ac tion on your subsequent
turns, you c an move the hand up to 60 feet and then c ause one of The fog moves 10 feet away from you at the start of eac h of your
the following effec ts with it. turns, rolling along the surfac e of the ground. The vapors, being
heavier than air, sink to the lowest level of the land, even pouring
Clenched Fist down openings.
The hand strikes one c reature or objec t within 5 feet of it. Make a
melee spell attac k for the hand using your game statistic s. On a At higher level
hit, the target takes 4d8 forc e damage.
When you c ast this spell using a spell slot of 6th level or higher, the
Forceful Hand damage inc reases by 1d8 for eac h slot level above 5th.
The hand attempts to push a c reature within 5 feet of it in a
direc tion you c hoose. Make a c hec k with the hand’s S trength
c ontested by the S trength (Athletic s) c hec k of the target. If the
target is Medium or smaller, you have advantage on the c hec k. If
you suc c eed, the hand pushes the target up to 5 feet plus a
number of feet equal to five times your spellc asting ability
modifier. The hand moves with the target to remain within 5 feet of
it.

Grasping Hand
The hand attempts to grapple a Huge or smaller c reature within 5
feet of it. You use the hand’s S trength sc ore to resolve the grapple.
If the target is Medium or smaller, you have advantage on the
c hec k. While the hand is grappling the target, you c an use a bonus
ac tion to have the hand c rush it. When you do so, the target takes
bludgeoning damage equal to 2d6 + your spellc asting ability
modifier.

Interposing Hand
The hand interposes itself between you and a c reature you c hoose
until you give the hand a different c ommand. The hand moves to
stay between you and the target, providing you with half c over
against the target. The target c an’t move through the hand’s spac e
if its S trength sc ore is less than or equal to the hand’s S trength
sc ore. If its S trength sc ore is higher than the hand’s S trength
sc ore, the target c an move toward you through the hand’s spac e,
but that spac e is diffic ult terrain for the target.

At higher level

When you c ast this spell using a spell slot of 6th level or higher, the
damage from the c lenc hed fist option inc reases by 2d8 and the
damage from the grasping hand inc reases by 2d6 for eac h slot
level above 5th.
Cone of Cold Conjure Elemental
Evocation C onjuration

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Minute
Range: Self (60-foot cone) Range: 90 feet
Components: V, S, M (a small crystal or glass cone) Components: V, S, M (burning incense for air, soft clay for earth,
Duration: Instantaneous sulfur and phosphorus for fire, or water and sand for water)
Duration: Concentration, up to 1 hour
A blast of c old air erupts from your hands.
Eac h c reature in a 60-foot c one must make a Constitution saving You c all forth an elemental servant.
throw. Choose an area of air, earth, fire, or water that fills a 10-foot c ube
within range. An elemental of c hallenge rating 5 or lower
A c reature takes 8d8 c old damage on a failed save, or half as muc h appropriate to the area you c hose appears in an unoc c upied spac e
damage on a suc c essful one. A c reature killed by this spell within 10 feet of it. For example, a fire elemental emerges from a
bec omes a froz en statue until it thaws. bonfire, and an earth elemental rises up from the ground. The
elemental disappears when it drops to 0 hit points or when the
At higher level spell ends.

When you c ast this spell using a spell slot of 6th level or higher, the The elemental is friendly to you and your c ompanions for the
damage inc reases by 1d8 for eac h slot level above 5th. duration. Roll initiative for the elemental, whic h has its own turns.
It obeys any verbal c ommands that you issue to it (no ac tion
required by you). If you don’t issue any c ommands to the
elemental, it defends itself from hostile c reatures but otherwise
takes no ac tions.

If your c onc entration is broken, the elemental doesn’t disappear.


Instead, you lose c ontrol of the elemental, it bec om es hostile
toward you and your c ompanions, and it might attac k. An
unc ontrolled elemental c an’t be dismissed by you, and it
disappears 1 hour after you summoned it. The DM has the
elemental’s statistic s.

At higher level

When you c ast this spell using a spell slot of 6th level or higher, the
c hallenge rating inc reases by 1 for eac h slot level above 5th.

Contact Other Plane (Ritual)


Divination

Level: 5
Casting time: 1 Minute
Range: Self
Components: V
Duration: 1 minute

You mentally c ontac t a demigod, the spirit of a long-dead sage, or


some other mysterious entity from another plane.
Contac ting this extraplanar intelligenc e c an strain or even break
your mind. When you c ast this spell, make a DC 15 Intelligenc e
saving throw. On a failure, you take 6d6 psyc hic damage and are
insane until you finish a long rest. While insane, you c an’t take
ac tions, c an’t understand what other c reatures say, c an’t read,
and speak only in gibberish. A greater restoration spell c ast on you
ends this effec t.

On a suc c essful save, you c an ask the entity up to five questions.


You must ask your questions before the spell ends. The DM answers
eac h question with one word, suc h as ​yes,​ ​n o,​ ​m aybe,​ ​n ever,​
​i rrelevant,​ or ​u nc lear​ (if the entity doesn’t know the answer to the
question). If a one-word answer would be misleading, the DM might
instead offer a short phrase as an answer.
Control Winds
Transmutation

Level: 5
Casting time: 1 Action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 hour

You take c ontrol of the air in a 100-foot c ube that you c an see
within range. Choose one of the following effec ts when you c ast the
spell. The effec t lasts for the spell’s duration, unless you use your
ac tion on a later turn to switc h to a different effec t. You c an also
use your ac tion to temporarily halt the effec t or to restart one
you’ve halted.
Gusts. A wind pic ks up within the c ube, c ontinually blowing in a
horiz ontal direc tion that you c hoose. You c hoose the intensity of
the wind: c alm, moderate, or strong. If the wind is moderate or
strong, ranged weapon attac ks that pass through it or that are
made against targets within the c ube have disadvantage on their
attac k rolls. If the wind is strong, any c reature moving against the
wind must spend 1 extra foot of movement for eac h foot moved.

Downdraft. You c ause a sustained blast of strong wind to blow


downward from the top of the c ube. Ranged weapon attac ks that
pass through the c ube
or that are made against targets within it have disadvantage on
their attac k rolls. A c reature must make a S trength saving throw if
it flies into the c ube for the first time on a turn or starts its turn
there flying. On a failed save, the c reature is knoc ked prone.

Updraft. You c ause a sustained updraft within the c ube, rising


upward from the c ube’s bottom edge. Creatures that end a fall
within the c ube take only half damage from the fall. When a
c reature in the c ube makes a vertic al jump, the c reature c an jump
up to 10 feet higher than normal.

Creation Danse Macabre


Illusion Necromancy

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 1 Action
Range: 30 feet Range: 60 feet
Components: V, S, M (a tiny piece of matter of the same type of Components: V, S
the item you plan to create Duration: Concentration, up to 1 hour
Duration: Special
Threads of dark power leap from your fingers to pierc e up to five
You pull wisps of shadow material from the S hadowfell to c reate a S mall or Medium c orpses you c an see within range. Eac h c orpse
nonliving objec t of vegetable matter within range: soft goods, rope, immediately stands up and bec omes undead. You dec ide whether it
wood, or something similar. You c an also use this spell to c reate is a z ombie or a skeleton (the statistic s for z ombies and skeletons
mineral objec ts suc h as stone, c rystal, or metal. The objec t are in the Monster Manual), and it gains a bonus to its attac k and
c reated must be no larger than a 5-foot c ube, and the objec t must damage rolls equal to your spellc asting ability modifier. You c an
be of a form and material that you have seen before. use a bonus ac tion to mentally c ommand the c reatures you make
with this spell, issuing the same c ommand to all of them. To
The duration depends on the objec t’s material. If the objec t is rec eive the c ommand, a c reature must be within 60 feet of you.
c omposed of multiple materials, use the shortest duration. You dec ide what ac tion the c reatures will take and where they will
move during their next turn, or you c an issue a general c ommand,
Material — Duration suc h as to guard a c hamber or passageway against your foes. lfyou
Vegetable matter — 1 day issue no c ommands, the c reatures do nothing exc ept defend
S tone/c rystal — 12 hours themselves against hostile c reatures. Onc e given an order, the
Prec ious metals — 1 hour c reatures c ontinue to follow it until their task is c omplete.
Gems — 10 minutes The c reatures are under your c ontrol until the spell ends, after
Adamantine/Mithral — 1 minute whic h they bec ome inanimate onc e more.

Using any material c reated by this spell as another spell’s material At higher level
c omponent c auses that spell to fail.
When you c ast this spell using a spell slot‘ of 6th level or higher,
At higher level you animate up to two additional c orpses for eac h slot level above
5th.
When you c ast this spell using a spell slot of 6th level or higher, the
c ube inc reases by 5 feet for eac h slot level above 5th.
Dawn Dominate Person
Evocation Enchantment

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: V, S, M (a sunburst pendant worth at least 100 gp) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

The light of dawn shines down on a loc ation you spec ify within You attempt to beguile a humanoid that you c an see within range.
range. Until the spell ends, a 30-foot-radius.40-foot-high c ylinder of It must suc c eed on a Wisdom saving throw or be c harmed by you
bright light glimmers there. This light is sunlight. When the c ylinder for the duration. If you or c reatures that are friendly to you are
appears, eac h c reature in it must make a Constitution saving fighting it, it has advantage on the saving throw.
throw, taking 4d10 radiant damage on a failed save, or half as
muc h damage on a suc c essful one. A c reature must also make this While the target is c harmed, you have a telepathic link with it as
saving throw whenever it ends its turn in the c ylinder. If you’re long as the two of you are on the same plane of existenc e. You c an
within 60 feet of the c ylinder, you c an move it up to 60 feet as a use this telepathic link to issue c ommands to the c reature while
bonus ac tion on your turn. you are c onsc ious (no ac tion required), whic h it does its best to
obey. You c an spec ify a simple and general c ourse of ac tion, suc h
as ​"Attac k that c reature",​ "​Run over there",​ or "​F etc h that objec t".​
If the c reature c ompletes the order and doesn’t rec eive further
direc tion from you, it defends and preserves itself to the best of its
ability.

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

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

At higher level

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

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 1 Action
Range: Special Range: 60 feet
Components: V, S, M (a bit of fur; a piece of amber, glass, or a Components: V, S
crystal rod; and three silver pins) (a handful of sand, a dab of ink, Duration: Concentration, up to 1 minute
and a writing quill plucked from a sleeping bird)
Duration: 8 hours A tendril of inky darkness reac hes out from you, touc hing a
c reature you c an see within range to drain life from it. The target
This spell shapes a c reature’s dreams. must make a Dexterity saving throw. On a suc c essful save, the
Choose a c reature known to you as the target of this spell. The target takes 2d8 nec rotic damage, and the spell ends. On a failed
target must be on the same plane of existenc e as you. Creatures save, the target takes 4d8 nec rotic damage, and until the spell
that don’t sleep, suc h as elves, c an’t be c ontac ted by this spell. ends, you c an use your ac tion on eac h of your turns to
You, or a willing c reature you touc h, enters a tranc e state, ac ting automatic ally deal 4d8 nec rotic damage to the target. The spell
as a messenger. While in the tranc e, the messenger is aware of his ends ifyou use your ac tion to do anything else, if the target is ever
or her surroundings, but c an’t take ac tions or move. outside the spell’s range, or if the target has total c over from you.
Whenever the spell deals damage to a target, you regain hit points
If the target is asleep, the messenger appears in the target’s equal to half the amount of nec rotic damage the target takes.
dreams and c an c onverse with the target as long as it remains
asleep, through the duration of the spell. The messenger c an also At higher level
shape the environment of the dream, c reating landsc apes, objec ts,
and other images. The messenger c an emerge from the tranc e at When you c ast this spell using a spell slot of 6th level or higher, the
any time, ending the effec t of the spell early. The target rec alls the damage inc reases by 1d8 for eac h slot level above 5th.
dream perfec tly upon waking. If the target is awake when you c ast
the spell, the messenger knows it, and c an either end the tranc e
(and the spell) or wait for the target to fall asleep, at whic h point
the messenger appears in the target’s dreams.

You c an make the messenger appear monstrous and terrifying to


the target. If you do, the messenger c an deliver a message of no
more than ten words and then the target must make a Wisdom
saving throw. On a failed save, ec hoes of the phantasmal
monstrosity spawn a nightmare that lasts the duration of the
target’s sleep and prevents the target from gaining any benefit
from that rest. In addition, when the target wakes up, it takes 3d6
psyc hic damage.

If you have a body part, loc k of hair, c lipping from a nail, or similar
portion of the target’s body, the target makes its saving throw with
disadvantage.

Far Step
C onjuration

Level: 5
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You teleport up to 60 feet to an unoc c upied spac e you c an see. On


eac h of your turns before the spell ends, you c an use a bonus
ac tion to teleport in this way again.
Geas
Enchantment

Level: 5
Casting time: 1 Minute
Range: 60 feet
Components: V
Duration: 30 days

You plac e a magic al c ommand on a c reature that you c an see


within range, forc ing it to c arry out some servic e or refrain from
some ac tion or c ourse of ac tiity as you dec ide.
If the c reature c an understand you, it must suc c eed on a Wisdom
saving throw or bec ome c harmed by you for the duration. While the
c reature is c harmed by you, it takes 5d10 psyc hic damage eac h
time it ac ts in a manner direc tly c ounter to your instruc tions, but
no more than onc e eac h day. A c reature that c an’t understand you
is unaffec ted by the spell.

You c an issue any c ommand you c hoose, short of an ac tivity that


would result in c ertain death. S hould you issue a suic idal
c ommand, the spell ends. You c an end the spell early by using an
ac tion to dismiss it. A remove c urse, greater restoration, or wish
spell also ends it.

At higher level

When you c ast this spell usinga spell slot of 7th or 8th level, the
duration is 1 year.
When you c ast this spell using a spell slot of 9th level, the spell
lasts until it is ended by one of the spells mentioned above.

Hold Monster Immolation


Enchantment Evocation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: 90 feet
Components: V, S, M (a small, straight piece of iron) Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Choose a c reature that you c an see within range. The target must Flames wreathe one c reature you c an see within range. The target
suc c eed on a Wisdom saving throw or be paralyz ed for the must make a Dexterity saving throw. It takes 8d6 fire damage on a
duration. This spell has no effec t on undead. At the end of eac h of failed save, or half as muc h damage on a suc c essful one. On a
its turns, the target c an make another Wisdom saving throw. On a failed save, the target also burns for the spell’s duration. The
suc c ess, the spell ends on the target. burning target sheds bright light in a 30-foot radius and dim light
for an additional 30 feet. At the end of eac h of its turns, the target
At higher level repeats the saving throw. It takes 4d6 fire damage on a failed save,
and the spell ends on a suc c essful one. These magic al flames c an’t
When you c ast this spell using a spell slot of 6th level or higher, you be extinguished by nonmagic al means.
c an target one additional c reature for eac h slot level above 5th. If damage from this spell kills a target, the target is turned to ash.
The c reatures must be within 30 feet of eac h other when you target
them.
Infernal Calling Legend Lore
C onjuration Divination

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 10 Minutes
Range: 90 feet Range: Self
Components: V, S, M (a ruby worth at least 999 gp) Components: V, S, M (incense worth at least 250 gp, which the
Duration: Concentration, up to 1 hour spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous
Uttering a dark inc antation, you summon a devil from the Nine
Hells. You c hoose the devil’s type, whic h must be one of c hallenge Name or desc ribe a person, plac e, or objec t. The spell brings to
rating 6 or lower, suc h as a barbed devil or a bearded devil. The your mind a brief summary of the signific ant lore about the thing
devil appears in an unoc c upied spac e that you c an see within you named. The lore might c onsist of c urrent tales, forgotten
range. The devil disappears when it drops to 0 hit points or when stories, or even sec ret lore that has never been widely known. If the
the spell ends. thing you named isn’t of legendary importanc e, you gain no
The devil is unfriendly toward you and your c ompanions. Roll information. The more information you already have about the
initiative for the devil, whic h has its own turns. It is under the thing, the more prec ise and detailed the information you rec eive
Dungeon Master’s c ontrol and ac ts ac c ording to its nature on eac h is.
of its turns, whic h might result in its attac king you if it thinks it c an
prevail, or trying to tempt you to undertake an evil ac t in exc hange The information you learn is ac c urate but might be c ouc hed in
for limited servic e. The DM has the c reature’s statistic s. figurative language. For example, if you have a mysterious magic
On eac h of your turns, you c an try to issue a verbal c ommand to axe on hand, the spell might yield this information: Woe to the
the devil (no ac tion required by you). It obeys the c ommand if the evildoer whose hand touc hes the axe, for even the haft slic es the
likely outc ome is in ac c ordanc e with its desires, espec ially if the hand of the evil ones. Only a true Child of S tone, lover and beloved
result would draw you toward evil. Otherwise, you must make a of Moradin, may awaken the true powers of the axe, and only with
Charisma (Dec eption, Intimidation, or Persuasion) c hec k c ontested the sac red word Rudnogg on the lips.
by its Wisdom (Insight) c hec k. You make the c hec k with advantage
if you say the devil’s true name. Ifyour c hec k fails, the devil
bec omes immune to your verbal c ommands for the duration of the
spell, though it c an still c arry out your c ommands if it c hooses. If
your c hec k suc c eeds, the devil c arries out your c ommand— suc h
as “attac k my enemies,” “explore the room ahead," or “bear this
message to the queen"—until it c ompletes the ac tivity, at whic h
point it returns to you to report having done so.
If your c onc entration ends before the spell reac hes its full
duration, the devil doesn‘t disappear if it has bec ome immune to
your verbal c ommands. Instead, it ac ts in whatever manner it
c hooses for 3d6 minutes, and then it disappears.
If you possess an individual devil’s talisman, you c an summon that
devil if it is of the appropriate c hallenge
rating plus 1, and it obeys all your c ommands, with no Charisma
c hec ks required.

At higher level

When you c ast this spell using a spell slot of 6th level or higher, the
c hallenge rating inc reases by 1 for eac h slot level above 5th.

Mislead
Illusion

Level: 5
Casting time: 1 Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour

You bec ome invisible at the same time that an illusory double of
you appears where you are standing. The double lasts for the
duration, but the invisibility ends if you attac k or c ast a spell.

You c an use your ac tion to move your illusory double up to twic e


your speed and make it gesture, speak, and behave in whatever
way you c hoose.

You c an see through its eyes and hear through its ears as if you
were loc ated where it is. On eac h of your turns as a bonus ac tion,
you c an switc h from using its senses to using your own, or bac k
again. While you are using its senses, you are blinded and deafened
in regard to your own surroundings.
Modify Memory
Enchantment

Level: 5
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You attempt to reshape another c reature’s memories.


One c reature that you c an see must make a Wisdom saving throw. If
you are fighting the c reature, it has advantage on the saving throw.
On a failed save, the target bec omes c harmed by you for the
duration. The c harmed target is inc apac itated and unaware of its
surroundings, though it c an still hear you. If it takes any damage or
is targeted by another spell, this spell ends, and none of the
target’s memories are modified.

While this c harm lasts, you c an affec t the target’s memory of an


event that it experienc ed within the last 24 hours and that lasted
no more than 10 minutes. You c an permanently eliminate all
memory of the event, allow the target to rec all the event with
perfec t c larity and exac ting detail, c hange its memory of the
details of the event, or c reate a memory of some other event.

You must speak to the target to desc ribe how its memories are
affec ted, and it must be able to understand your language for the
modified memories to take root. Its mind fills in any gaps in the
details of your desc ription. If the spell ends before you have
finished desc ribing the modified memories, the c reature’s memory
isn’t altered. Otherwise, the modified memories take hold when the
spell ends.

A modified memory doesn’t nec essarily affec t how a c reature


behaves, partic ularly if the memory c ontradic ts the c reature’s
natural inc linations, alignment, or beliefs. An illogic al modified
memory, suc h as implanting a memory of how muc h the c reature
enjoyed dousing itself in ac id, is dismissed, perhaps as a bad
dream. The DM might deem a modified memory too nonsensic al to
affec t a c reature in a signific ant manner.

A remove c urse or greater restoration spell c ast on the target


restores the c reature’s true memory.

At higher level

If you c ast this spell using a spell slot of 6th level or higher, you
c an alter the target’s memories of an event that took plac e up to 7
days ago (6th level), 30 days ago (7th level), 1 year ago (8th level),
or any time in the c reature’s past (9th level).

Negative Energy Flood Passwall


Necromancy Transmutation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 30 feet
Components: V, (a broken bone and a square of black silk) Components: V, S, M (a pinch of sesame seeds)
Duration: Instantaneous Duration: 1 hour

You send ribbons of negative energy at one c reature you c an see A passage appears at a point of your c hoic e that you c an see on a
within range. Unless the target is undead, it must make a wooden, plaster, or stone surfac e (suc h as a wall, a c eiling, or a
Constitution saving throw, taking 5d12 nec rotic damage on a failed floor) within range, and lasts for the duration. You c hoose the
save, or half as muc h damage on a suc c essful one. A target killed opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet
by this damage rises up as a z ombie at the start of your next turn. deep. The passage c reates no instability in a struc ture surrounding
The z ombie pursues whatever c reature it c an see that is c losest to it.
it. S tatistic s for the z ombie are in the Monster Manual. If you
target an undead with this spell, the target doesn’t make a saving When the opening disappears, any c reatures or objec ts still in the
throw. Instead, roll 5d12. The target gains half the total as passage c reated by the spell are safely ejec ted to an unoc c upied
temporary hit points. spac e nearest to the surfac e on whic h you c ast the spell.
Planar Binding Rary’s Telepathic Bond (Ritual)
Abjuration Divination

Level: 5 Level: 5
Casting time: 1 Hour Casting time: 1 Action
Range: 60 feet Range: 30 feet
Components: V, S, M (a jewel worth at least 1,000 gp, which the Components: V, S, M (pieces of eggshell from two different kinds
spell consumes) of creatures)
Duration: 24 hours Duration: 1 hour

With this spell, you attempt to bind a c elestial, an elemental, a fey, You forge a telepathic link among up to eight willing c reatures of
or a fiend to your servic e. your c hoic e within range, psyc hic ally linking eac h c reature to all
The c reature must be within range for the entire c asting of the the others for the duration. Creatures with Intelligenc e sc ores of 2
spell. (Typic ally, the c reature is first summoned into the c enter of or less aren’t affec ted by this spell.
an inverted magic c irc le in order to keep it trapped while this spell
is c ast.) At the c ompletion of the c asting, the target must make a Until the spell ends, the targets c an c ommunic ated telepathic ally
Charisma saving throw. On a failed save, it is bound to serve you for through the bond whether or not they have a c ommon language.
the duration. If the c reature w as summoned or c reated by another The c ommunic ation is possible over any distanc e, though it c an’t
spell, that spell’s duration is extended to matc h the duration of extend to other planes of existenc e.
this spell.

A bound c reature must follow your instruc tions to the best of its
ability. You might c ommand the c reature to ac c ompany you on an
adventure, to guard a loc ation, or to deliver a message. The
c reature obeys the letter of your instruc tions, but if the c reature is
hostile to you, it strives to twist your words to ac hieve its own
objec tives. If the c reature c arries out your instruc tions c ompletely
before the spell ends, it travels to you to report this fac t if you are
on the same plane of existenc e. If you are on a different plane of
existenc e, it returns to the plac e where you bound it and remains
there until the spell ends.

At higher level

When you c ast this spell using a spell slot of a higher level, the
duration inc reases to:
10 days with a 6th-level slot,
30 days with a 7th-level slot,
180 days with an 8th-level slot,
1 year and 1 day with a 9th-level spell slot.
Scrying Seeming
Divination Illusion

Level: 5 Level: 5
Casting time: 10 Minutes Casting time: 1 Action
Range: Self Range: 30 feet
Components: V, S, M (a focus worth at least 1,000 gp, such as a Components: V, S
crystal ball, a silver mirror, or a font filled with holy water) Duration: 8 hours
Duration: Concentration, up to 10 minutes
This spell allows you to c hange the appearanc e of any number of
You c an see and hear a partic ular c reature you c hoose that is on c reatures that you c an see within range.
the same plane of existenc e as you. The target must make a W You give eac h target you c hoose a new, illusory appearanc e. An
isdom saving throw, whic h is modified by how well you know the unwilling target c an make a Charisma saving throw, and if it
target and the sort of physic al c onnec tion you have to it. If a target suc c eeds, it is unaffec ted by this spell.
knows you’re c asting this spell, it c an fail the saving throw
voluntarily if it wants to be observed. The spell disguises physic ial appearanc es as well as c lothing,
armor, weapons, and equipment. You c an make eac h c reature
Knowledge                 Save Modifier seem 1 foot shorter or taller and appear thin, fat, or inbetween. You
S ec ondhand (you have heard of the target) +5 c an’t c hange a target’s body type, so you must c hoose a form that
Firsthand (you have met the target)     +0 has the same basic arrangement of limbs. Otherwise, the extent of
Familiar (you know the target well)     -5 the illusion is up to you. The spell lasts for the duration, unless you
use your ac tion to dismiss it sooner.
Connection                Save Modifier
Likeness or pic ture             -2 The c hanges wrought by this spell fail to hold up to physic al
Posession or garment            -4 inspec tions. For example, if you use this spell to add a hat to a
Body part, loc k of hair, bit of nail, or the like -10 c reature’s outfitm objec ts pass through the hat, and anyone who
touc hes it would feel nothing or would feel the c reature’s head and
On a suc c essful save, the target isn’t affec ted, and you c an’t use hair. If you use this spell to appear thinner then you are, the hand
this spell against it again for 24 hours. of someone who reac hes out to touc h you would bump into you
while it was seemingly still in midair.
On a failed save, the spell c reates an invisible sensor within 10 feet
of the target. You c an see and hear through the sensor as if you w A c reature c an use its ac tion to inspec t a target and make an
ere there. The sensor moves with the target, remaining within 10 Intelligenc e (Investigation) c hec k against your spell save DC. If it
feet of it for the duration. A c reature that c an see invisible objec ts suc c eeds, it bec omes aware that the target is disguised.
sees the sensor as a luminous orb about the siz e of your fist.

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


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

Skill Empowerment Steel Wind Strike


Transmutation C onjuration

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 30 feet
Components: V, S Components: S, M (a melee weapon worth at least 1 sp)
Duration: Concentration, up to 1 hour Duration: Instantaneous

Your magic deepens a c reature’s understanding of its own talent. You flourish the weapon used in the c asting and then vanish to
You touc h one willing c reature and give it expertise in one skill of strike like the wind. Choose up to five c reatures you c an see within
your c hoic e; until the spell ends, the c reature doubles its range. Make a melee spell attac k against eac h target. On a hit, a
profic ienc y bonus for ability c hec ks it makes that use the c hosen target takes 6d10 forc e damage.
skill. You c an then teleport to an unoc c upied spac e you c an see within 5
You must c hoose a skill in whic h the target is profic ient and that feet of one of the targets you hit or missed.
isn’t already benefiting from an effec t, suc h as Expertise, that
doubles its profic ienc y bonus.
Synaptic Static Telekinesis
Enchantment Transmutation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes

You c hoose a point within range and c ause psyc hic energy to You gain the ability to move or manipulate c reatures or objec ts by
explode there. Eac h c reature in a 20-foot-radius sphere c entered thought.
on that point must make an Intelligenc e saving throw. A c reature When you c ast the spell, and as your ac tion eac h round for the
with an Intelligenc e sc ore of 2 or lower c an’t be affec ted by this duration, you c an exert your will on one c reature or objec t that you
spell. A target takes 8d6 psyc hic damage on a failed save, or half c an see within range, c ausing the appropriate effec t below. You
as muc h damage on a suc c essful one. c an affec t the same target round after round, or c hoose a new one
After a failed save, a target has muddled thoughts for 1 minute. at any time. If you switc h targets, the prior target is no longer
During that time, it rolls a d6 and subtrac ts the number rolled from affec ted by the spell.
all its attac k rolls and ability c hec ks, as well as its Constitution
saving throws to maintain c onc entration. The target c an make an Creature
Intelligenc e saving throw at the end of eac h of its turns, ending the You c an try to move a Huge or smaller c reature. Make an ability
effec t on itself on a suc c ess. c hec k with your spellc asting ability c ontested by the c reature’s
S trength c hec k. If you win the c ontest, you move the c reature up
to 30 feet in any direc tion, inc luding upward but not beyond the
range of this spell. Until the end of your next turn, the c reature is
restrained in your telekinetic grip. A c reature lifted upward is
suspended in mid-air.
On subsequent rounds, you c an use your ac tion to attempt to
maintain your telekinetic grip on the c reature by repeating the
c ontest.

Object
You c an try to move an objec t that weighs up to 1,000 pounds. If
the objec t isn’t being worn or c arried, you automatic ally move it up
to 30 feet in any direc tion, but not beyond the range of this spell.
If the objec t is worn or c arried by a c reature, you must make an
ability c hec k with your spellc asting ability c ontested by that
c reature’s S trength c hec k. If you suc c eed, you pull the objec t away
from that c reature and c an move it up to 30 feet in any direc tion
but not beyond the range of this spell.
You c an exert fine c ontrol on objec ts with your telekinetic grip,
suc h as manipulating a simple tool, opening a door or a c ontainer,
stowing or retrieving an item from an open c ontainer, or pouring
the c ontents from a vial.
Teleportation Circle Transmute Rock
C onjuration Transmutation

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 1 Action
Range: 10 feet Range: 120 feet
Components: V, M (rare chalks and inks infused with precious Components: V, S, M (clay and water)
gems with 50 gp, which the spell consumes) Duration: Instantaneous
Duration: 1 round
You c hoose an area of stone or mud that you c an see that fits
As you c ast the spell, you draw a 10-foot-diameter c irc le on the within a 40-foot c ube and is within range, and c hoose one of the
ground insc ribed with sigils that link your loc ation to a permanent following effec ts.
teleportation c irc le of your c hoic e whose sigil sequenc e you know Transmute Roc k to Mud. Nonmagic al roc k of any sort in the area
and that is on the same plane of existenc e as you. bec omes an equal volume of thic k, flowing mud that remains for
A shimmering portal opens within the c irc le you drew and remains the spell’s duration.
open until the end of your next turn. Any c reature that enters the The ground in the spell’s area bec omes muddy enough that
portal instantly appears within 5 feet of the destination c irc le or in c reatures c an sink into it. Eac h foot that a c reature moves through
the nearest unoc c upied spac e if that spac e is oc c upied. the mud c osts 4 feet of movement, and any c reature on the ground
when you c ast the spell must make a S trength saving throw. A
Many major temples, guilds, and other important plac es have c reature must also make the saving throw when it moves into the
permanent teleportation c irc les insc ribed somewhere within their area for the first time on a turn or ends its turn there. On a failed
c onfines. Eac h suc h c irc le inc ludes a unique sigil sequenc e – a save, a c reature sinks into the mud and is restrained, though it c an
string of magic al runes arranged in a partic ular pattern. When you use an ac tion to end the restrained c ondition on itself by pulling
first gain the ability to c ast this spell, you learn the sigil sequenc es itself free of the mud.
for two destinations on the Material Plane, determined by the DM. If you c ast the spell on a c eiling, the mud falls. Any c reature under
You c an learn additional sigil sequenc es during your adventures. the mud when it falls must make a Dexterity saving throw. A
You c an c ommit a new sigil sequenc e to memory after studying it c reature takes 4d8 bludgeoning damage on a failed save, or half as
for 1 minute. muc h damage on a suc c essful one.
Transmute Mud to Roc k. Nonmagic al mud or quic ksand in the area
You c an c reate a permanent teleportation c irc le by c asting this no more than 10 feet deep transforms into soft stone for the spell’s
spell in the same loc ation every day for one year. You need not use duration. Any c reature in the mud when it transforms must make a
the c irc le to teleport when you c ast the spell in this way. Dexterity saving throw. On a suc c essful save, a c reature is shunted
safely to the surfac e in an unoc c upied spac e. On a failed save, a
c reature bec omes restrained by the roc k. A restrained c reature, or
another c reature within reac h, c an use an ac tion to try to break
the roc k by suc c eeding on a DC 20 S trength c hec k or by dealing
damage to it. The roc k has AC 15 and 25 hit points, and it is
immune to poison and psyc hic damage.

Wall of Force
Evocation

Level: 5
Casting time: 1 Action
Range: 120 feet
Components: V, S, M (a pinch of powder made by crushing a clear
gemstone)
Duration: Concentration, up to 10 minutes

An invisible wall of forc e springs into existenc e at a point you


c hoose within range.
The wall appears in any orientation you c hoose, as a horiz ontal or
vertic al barrier or at an angle. It c an be free floating or resting on
a solid surfac e. You c an form it into a hemispheric al dome or a
sphere with a radius of up to 10 feet, or you c an shape a flat
surfac e made up of ten 10-foot-by-10-foot panels. Eac h panel must
be c ontinguous with another panel. In any form, the wall is 1/4 inc h
thic k. It lasts for the duration. If the wall c uts through a c reature’s
spac e when it appears, the c reature is pushed to one side of the
wall (your c hoic e whic h side).

Nothing c an physic ally pass through the wall. It is immune to all


damage and c an’t be dispelled by dispel magic . A disintegrate
spell destroys the wall instantly, however. The wall also extends
into the Ethereal Plane, bloc king ethereal travel through the wall.
Wall of Light
Evocation

Level: 5
Casting time: 1 Action
Range: 120 feet
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you c hoose


within range. The wall appears in any orientation you c hoose:
horiz ontally, vertic ally, or diagonally. It c an be free floating, or it
c an rest on a solid surfac e. The wall c an be up to 60 feet long, 10
feet high, and 5 feet thic k. The wall bloc ks line of sight, but
c reatures and objec ts c an pass through it. It emits bright light out
to 120 feet and dim light for an additional 120 feet.
When the wall appears, eac h c reature in its area must make a
Constitution saving throw. On a failed save, a c reature takes 4d8
radiant damage, and it is blinded for 1 minute. On a suc c essful
save, it takes half as muc h damage and isn’t blinded. A blinded
c reature c an make a Constitution saving throw at the end of eac h
of its turns, ending the effec t on itself on a suc c ess.
A c reature that ends its turn in the wall’s area takes 4d8 radiant
damage.
Until the spell ends, you c an use an ac tion to launc h a beam of
radianc e from the wall at one c reature you c an see within 60 feet
of it. Make a ranged spell attac k. On a hit, the target takes 4d8
radiant damage. Whether you hit or miss, reduc e the length of the
wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

At higher level

When you c ast this spell using a spell slot of 6th level or higher, the
damage inc reases by 1d8 for eac h slot level above 5th.
Wall of Stone Arcane Gate
Evocation C onjuration

Level: 5 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 500 feet
Components: V, S, M (a small block of granite) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

A nonmagic al wall of solid stone springs into existenc e at a point You c reate linked teleportation portals that remain open for the
you c hoose within range. duration.
The wall is 6 inc hes thic k and is c omposed of ten 10-foot-by-10-foot Choose two points on the ground that you c an see, one point within
panels. Eac h panel must be c ontiguous with at least on other 10 feet of you and one point within 500 feet of you. A c irc ular
panel. Alternatively, you c an c reate 10-foot-by-20-foot panels that portal, 10 feet in diameter, opens over eac h point. If the portal
are only 3 inc hes thic k. would open in the spac e oc c upied by a c reature, the spell fails,
and the c asting is lost.
If the wall c uts through a c reature’s spac e when it appears, the
c reature is pushed to one side of the wall (your c hoic e). If a The portals are two-dimensional glowing rings filled with mist,
c reature would be surrounded on all sides by the wall (or the wall hovering inc hes from the ground and perpendic ular to it at the
and another solid surfac e), that c reature c an make a Dexterity points you c hoose. A ring is visible only from one side (your
saving throw. On a suc c ess, it c an use its reac tion to move up to c hoic e), whic h is the side that func tions as a portal.
its speed so that it is no longer enc losed by the wall.
Any c reature or objec t entering the portal exits from the other
The wall c an have any shape you desire, though it c an’t oc c upy the portal as if the two were adjac ent to eac h other; passing through a
same spac e as a c reature or objec t. the wall doesn’t need to be portal from the nonportal side has no effec t. The mist that fills
vertic al or resting on any firm foundation. It must, however, merge eac h portal is opaque and bloc ks vision through it. On your turn,
with and be solidly supported by existing stone. Thus you c an use you c an rotate the rings as a bonus ac tion so that the ac tive side
this spell to bridge a c hasm or c reate a ramp. fac es in a different direc tion.

If you c reate a span greater than 20 feet in length, you must halve
the siz e of eac h panel to c reate supports. You c an c rudely shape
the wall to c reate c renellations, battlements, and so on.

The wall is an objec t made of stone that c an be damaged and thus


breac hed. Eac h panel has AC 15 and 30 hit points per inc h of
thic kness. Reduc ing a panel to 0 hit points destroys it and might
c ause c onnec ted panels to c ollapse at the DM’s disc retion.

If you maintain your c onc entration on this spell for its whole
duration, the wall bec omes permanent and c an’t be dispelled.
Otherwise, the wall disappears when the spell ends.

Chain Lightning Circle of Death


Evocation Necromancy

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber, glass, or a Components: V, S, M (the powder of a crushed black pearl worth at
crystal rod; and three silver pins) least 500 gp)
Duration: Instantaneous Duration: Instantaneous

You c reate a bolt of lightning that arc s toward a target of your A sphere of negative energy ripples out in a 60-foot-radius sphere
c hoic e that you c an see within range. Three bolts then leap from from a point within range. Eac h c reature in that area must make a
that target to as many as three other targets, eac h of whic h must Constitution saving throw. A target takes 8d6 nec rotic damage on
be within 30 feet of the first target. A target c an be a c reature or a failed save, or half as muc h damage on a suc c essful one.
an objec t and c an be targeted by only one of the bolts.
At higher level
A target must make a Dexterity saving throw. The target takes 10d8
lightning damage on a failed save, or half as muc h on a suc c essful W hen you c ast this spell using a spell slot of 7th level or higher,
one. the damage inc reases by 2d6 for eac h slot level above 6th.

At higher level

When you c ast this spell using a spell slot of 7th level or higher,
one additional bolt leaps from the first target to another target for
eac h slot level above 6th.
Contingency Create Homunculus
Evocation Transmutation

Level: 6 Level: 6
Casting time: 10 Minutes Casting time: 1 Hour
Range: Self Range: Touch
Components: V, S, M (a statuette of yourself carved from ivory and Components: V, S, M (clay, ash, and mandrake root, all of which
decorated with gems worth at least 1,500 gp) the spell consumes, and a jewel-encrusted dagger worth at least
Duration: 10 days 1,000 gp)
Duration: Instantaneous
Choose a spell of 5th level or lower that you c an c ast, that has a
c asting time of 1 ac tion, and that c an target you. While speaking an intric ate inc antation, you c ut yourself with a
You c ast that spell ​c alled the c ontingent spell​ as part of c asting jewel-enc rusted dagger, taking 2d4 pierc ing damage that c an’t be
c ontingenc y, expending spell slots for both, but the c ontingent reduc ed in any way. You then drip your blood on the spell’s other
spell doesn’t c ome into effec t. Instead, it takes effec t when a c omponents and touc h them, transforming them into a spec ial
c ertain c irc umstanc e oc c urs. You desc ribe that c irc umstanc e c onstruc t c alled a homunc ulus. The statistic s of the homunc ulus
when you c ast the two spells. For example, a c ontingenc y c ast with are in the Monster Manual. It is your faithful c ompanion, and it dies
water breathing might stipulate that water breathing c omes into if you die. Whenever you finish a long rest, you c an spend up to half
effec t when you are engulfed in water or a similar liquid. your Hit Dic e if the homunc ulus is on the same plane of existenc e
as you. When you do so, roll eac h die and add your Constitution
The c ontingent spell takes effec t immediately after the modifier to it. Your hit point maximum is reduc ed by the total, and
c irc umstanc e is met for the first time, whether or not you want it the homunc ulus’s hit point maximum and c urrent hit points are
to. and then c ontingenc y ends. both inc reased by it. This proc ess c an reduc e you to no lower than
1 hit point. and the c hange to your and the homunc ulus’s hit points
The c ontingent spell takes effec t only on you, even if it c an ends when you finish your next long rest. The reduc tion to your hit
normally target others. You c an use only one c ontingenc y spell at a point maximum c an’t be removed by any means before then,
time. If you c ast this spell again, the effec t of another c ontingenc y exc ept by the homunc ulus‘s death. You c an have only one
spell on you ends. Also, c ontingenc y ends on you if its material homunc ulus at a time. If you c ast this spell while your homunc ulus
c omponent is ever not on your person. lives, the spell fails.
Create Undead Disintegrate
Necromancy Transmutation

Level: 6 Level: 6
Casting time: 1 Minute Casting time: 1 Action
Range: 10 feet Range: 60 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay Components: V, S, M (a lodestone and a pinch of dust)
pot filled with brackish water, and one 150 gp black onyx stone for Duration: Instantaneous
each corpse)
Duration: Instantaneous A thin green ray springs from your pointing finger to a target that
you c an see within range.
You c an c ast this spell only at night. Choose up to three c orpses of The target c an be a c reature, an objec t, or a c reation of magic al
Medium or S mall humanoids within range. Eac h c orpse bec omes a forc e, suc h as the wall c reated by wall of forc e.
ghoul under your c ontrol. (The DM has game statistic s for these
c reatures.) A c reature targeted by this spell must make a Dexterity saving
throw. On a failed save, the target takes 10d6 + 40 forc e damage.
As a bonus ac tion on eac h of your turns, you c an mentally If this damage reduc es the target to 0 hit points, it is
c ommand any c reature you animated with this spell if the c reature disintegrated.
is within 120 feet of you (if you c ontrol multiple c reatures, you c an
c ommand any or all of them at the same time, issuing the same A disintegrated c reature and everything it is wearing and c arrying,
c ommand to eac h one). You dec ide what ac tion the c reature will exc ept magic items, are reduc ed to a pile of fine gray dust. The
take and where it will move during its next turn, or you c an issue a c reature c an be restored to life only by means of a true
general c ommand, suc h as to guard a partic ular c hamber or resurrec tion or a wish spell.
c orridor. If you issue no c ommands, the c reature only defends itself
against hostile c reatures. Onc e given an order, the c reature This spell automatic ally disintegrates a Large or smaller
c ontinues to follow it until its task is c omplete. nonmagic al objec t or a c reation of magic al forc e. If the target is a
Huge or larger objec t or c reation of forc e, this spell disintegrates a
The c reature is under your c ontrol for 24 hours, after whic h it stops 10-foot-c ube portion of it. A magic item is unaffec ted by this spell.
obeying any c ommand you have given it. To maintain c ontrol of the
c reature for another 24 hours, you must c ast this spell on the At higher level
c reature before the c urrent 24-hour period ends. This use of the
spell reasserts your c ontrol over up to three c reatures you have When you c ast this spell using a spell slot of 7th level or higher, the
animated with this spell, rather than animating new ones. damage inc reases by 3d6 for eac h slot level above 6th.

At higher level

When you c ast this spell using a 7th-level spell slot, you c an
animate or reassert c ontrol over four ghouls.
When you c ast this spell using an 8th-level spell slot, you c an
animate or reassert c ontrol over five ghouls or two ghasts or
wights.
When you c ast this spell using a 9th-level spell slot, you c an
animate or reassert c ontrol over six ghouls, three ghasts or wights,
or two mummies.

Drawmij’s Instant Summons (Ritual)


C onjuration

Level: 6
Casting time: 1 Minute
Range: Touch
Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Until dispelled

You touc h an objec t weighing 10 pounds or less whose longest


dimension is 6 feet or less.
The spell leaves an invisible mark on its surfac e and invisibly
insc ribes the name of the item on the sapphire you use as the
material c omponent. Eac h time you c ast this spell, you must use a
different sapphire.

At any time thereafter, you c an use your ac tion to speak the item’s
name and c rush the sapphire. The item instantly appears in your
hand regardless of physic al or planar distanc es, and the spell ends.
If another c reature is holding or c arrying the item, c rushing the
sapphire doesn’t transport the item to you, but instead you learn
who the c reature possessing the objec t is and roughly where that
c reature is loc ated at that moment.

Dispel magic or a similar effec t suc c essfully applied to the


sapphire ends this spell’s effec t.
Eyebite
Necromancy

Level: 6
Casting time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

For the spell’s duration, your eyes bec ome an inky void imbued
with dread power. One c reature of your c hoic e within 60 feet of you
that you c an see must suc c eed on a Wisdom saving throw or be
affec ted by one of the following effec ts of your c hoic e for the
duration. On eac h of your turns until the spell ends, you c an use
your ac tion to target another c reature but c an’t target a c reature
again if it has suc c eeded on a saving throw against this c asting of
eyebite.

Asleep
The target galls unc onsc ious. It wakes up if it takes any damage or
if another c reature uses its ac tion to shake the sleeper awake.

Panicked
The target is frightened of you. On eac h of its turns, the frightened
c reature must take the Dash ac tion and move away from you by the
safest and shortest available route, unless there is nowhere to
move. If the target moves to a plac e at least 60 feet away from you
where it c an no longer see you, this effec t ends.

Sickened
The target has disadvantage on attac k rolls and ability c hec ks. At
the end of eac h of its turns, it c an make another Wisdom saving
throw. If it suc c eeds, the effec t ends.

Flesh to Stone Globe of Invulnerability


Transmutation Abjuration

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self (10-foot radius)
Components: V,S,M (a pinch of lime, water, and earth) Components: V, S, M (a glass or crystal bead that shatters when
Duration: Concentration, up to 1 minute the spell ends)
Duration: Concentration, up to 1 minute
You attempt to turn one c reature that you c an see within range
into stone. An immobile, faintly shimmering barrier springs into existenc e in a
If the targets body is made of flesh, the c reature must make a 10-foot radius around you and remains for the duration.
Constitution saving throw. On a failed save, it is restrained as its
flesh begins to harden. On a suc c essful save, the c reature isn’t Any spell of 5th level or lower c ast from outside the barrier c an’t
affec ted. affec t c reatures or objec ts within it, even if the spell is c ast using a
higher level spell slot. S uc h a spell c an target c reatures and
A c reature restrained by this spell must make another Consititution objec ts within the barrier, but the spell has no effec t on them.
saving throw at the end of eac h of its turns. If it suc c essfully saves S imilarly, the area within the barrier is exc luded from the areas
against this spell three times, the spell ends. If it fails saves three affec ted by suc h spells.
times, it is turned to stone and subjec ted to the petrified c ondition
for the duration. The suc c esses and failures don’t need to be At higher level
c onsec utive; keep trac k of both until the target c ollec ts three of a
kind. When you c ast this spell using a spell slot of 7th level or higher, the
barrier bloc ks spells of one level higher for eac h slot level above
If the c reature is physic ally broken while petrified, it suffers from 6th.
similar deformities if it reverts to its original state. If you maintain
your c onc entration on this spell for the entire possible duration,
the c reature is turned to stone until the effec t is removed.
Guards and Wards Investiture of Flame
Abjuration Transmutation

Level: 6 Level: 6
Casting time: 10 Minutes Casting time: 1 Action
Range: Touch Range: Self
Components: V, S, M (burning incense, a small measure of Components: V, S
brimstone and oil, a knotted string, a small amount of umber hulk Duration: Concentration, up to 10 minutes
blood, and a small silver rod worth at least 10 gp)
Duration: 24 hours Flames rac e ac ross your body, shedding bright light in a 30-foot
radius and dim light for an additional 30 feet for the spell’s
You c reate a ward that protec ts up to 2,500 square feet of floor duration. The flames don’t harm you. Until the spell ends, you gain
spac e (an area 50 feet square, or one hundred 5-foot squares or the following benefits:
twenty-five 10-foot squares). The warded area c an be up to 20 feet • You are immune to fire damage and have resistanc e to c old
tall, and shaped as you desire. You c an ward several stories of a damage.
stronghold by dividing the area among them, as long as you c an • Any c reature that moves within 5 feet of you for the first time on a
walk into eac h c ontiguous area while you are c asting the spell. turn or ends its turn there takes 1d10 fire damage.
• You c an use your ac tion to c reate a line of fire 15 feet long and 5
When you c ast this spell, you c an spec ify individuals that are feet wide extending from you in a direc - tion you c hoose. Eac h
unaffec ted by any or all of the effec ts that you c hoose. You c an c reature in the line must make a Dexterity saving throw. A c reature
also spec ify a password that, when spoken aloud, makes the takes 4d8 fire damage on a failed save, or half as muc h damage on
speaker immune to these effec ts. a suc c essful one.

Guards and wards c reates the following effec ts within the warded
area.

Corridors
Fog fills all the warded c orridors, making them heavily obsc ured. In
addition, at eac h intersec tion or branc hing passage offering a
c hoic e of direc tion, there is a 50 perc ent c hanc e that a c reature
other than you will believe it is going in the opposite direc tion from
the one it c hooses.

Doors
All doors in the warded area are magic ally loc ked, as if sealed by
an arc ane loc k spell. In addition, you c an c over up to ten doors
with an illusion (equivalent to the illusory objec t func tion of the m
inor illusion spell) to make them appear as plain sec tions of wall.

Stairs
Webs fill all stairs in the warded area from top to bottom, as the
web spell. These strands regrow in 10 minutes if they are burned or
torn away while guards and wards lasts.

Other Spell Effect


You c an plac e your c hoic e of one of the following magic al effec ts
within the warded area of the stronghold.
• Plac e danc ing lights in four c orridors. You c an designate a simple
program that the lights repeat as long as
guards and wards lasts.
• Plac e magic mouth in two loc ations.
• Plac e stinking c loud in two loc ations. The vapors appear in the
plac es you designate; they return within 10 minutes if dispersed by
wind while guards and wards lasts.
• Plac e a c onstant gust of wind in one c orridor or room.
• Plac e a suggestion in one loc ation. You selec t an area of up to 5
feet square, and any c reature that enters
or passes through the area rec eives the suggestion mentally.

The whole warded area radiates magic . A dispel magic c ast on a


spec ific effec t, if suc c essful, removes only that effec t.
You c an c reate a permanently guarded and warded struc ture by
c asting this spell there every day for one year.
Investiture of Ice Investiture of Stone
Transmutation Transmutation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

Until the spell ends, ic e rimes your body, and you gain the following Until the spell ends, bits of roc k spread ac ross your body, and you
benefits: gain the following benefits:
• You are immune to c old damage and have resistanc e to fire • You have resistanc e to bludgeoning, pierc ing, and slashing
damage. damage from nonmagic al weapons.
• You c an move ac ross diffic ult terrain c reated by ic e or snow • You c an use your ac tion to c reate a small earthquake on the
without spending extra movement. ground in a 15-foot radius c entered on you. Other c reatures on that
• The ground in a 10-foot radius around you is ic y and is diffic ult ground must suc c eed on a Dexterity saving throw or be knoc ked
terrain for c reatures other than you. The radius moves with you. prone.
• You c an use your ac tion to c reate a 15-foot c one of freez ing wind • You c an move ac ross diffic ult terrain made of earth or stone
extending from your outstretc hed hand in a direc tion you c hoose. without spending extra movement. You c an move through solid
Eac h c reature in the c one must make a Constitution saving throw. earth or stone as if it was air and without destabiliz ing it, but you
A c reature takes 4d6 c old damage on a failed save, or half as muc h c an’t end your movement there. If you do so, you are ejec ted to the
damage on a suc c essful one. A c reature that fails its save against nearest unoc c upied spac e, this spell ends, and you are stunned
this effec t has its speed halved until the start of your next turn. until the end of your next turn.

Investiture of Wind
Transmutation

Level: 6
Casting time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the
following benefits:
• Ranged weapon attac ks made against you have disad- vantage on
the attac k roll.
• You gain a flying speed of 60 feet. If you are still flying when the
spell ends, you fall, unless you c an some- how prevent it.
• You c an use your ac tion to c reate a 15-foot c ube of swirling wind
c entered on a point you c an see within 60 feet of you. Eac h
c reature in that area must make a Constitution saving throw. A
c reature takes 2d10 bludgeoning damage on a failed save, or half
as muc h damage on a suc c essful one. If a Large or smaller
c reature fails the save, that c reature is also pushed up to 10 feet
away from the c enter of the c ube.
Magic Jar
Necromancy

Level: 6
Casting time: 1 Minute
Range: Self
Components: V, S, M (a gem, crystal, reliquary, or some other
ornamental container worth at least 500 gp)
Duration: Until dispelled

Your body falls into a c atatonic state as your soul leaves it and
enters the c ontainer you used for the spell’s material c omponent.
While your soul inhabits the c ontainer, you are aware of your
surroundings as if you were in the c ontainer’s spac e. You c an’t
move or use reac tions. The only ac tion you c an take is to projec t
your soul up to 100 feet out of the c ontainer, either returning to
your living body (and ending the spell) or attempting to possess a
humanoids body.

You c an attempt to possess any humanoid within 100 feet of you


that you c an see (c reatures warded by a protec tion from evil and
good or magic c irc le spells c an’t be possessed). The target must
make a Charisma saving throw. On a failure, your soul moves into
the target’s body, and the target’s soul bec omes trapped in the
c ontainer. On a suc c ess, the target resists your efforts to possess
it, and you c an’t attempt to possess it again for 24 hours.

Onc e you possess a c reature’s body, you c ontrol it. Your game
statistic s are replac ed by the statistic s of the c reature though you
retain your alignment and your Intelligenc e, Wisom, and Charisma
sc ores. You retain the benefit of your own c lass feature. If the
target has any c lass levels, you c an’t use any of its c lass features.

Meanwhile, the possessed c reature’s soul c an perc eive from the


c ontainer using its own senses, but it c an’t move or take ac tions at
all.

While possessing a body, you c an use your ac tion to return from the
host body to the c ontainer if it is within 100 feet of you, returning
the host c reature’s soul to its body. If the host body dies while
you’re in it, the c reature dies, and you must make a Charisma
saving throw against your own spellc asting DC. On a suc c ess, you
return to the c ontainer if it is within 100 feet of you. Otherwise, you
die.

If the c ontainer is destroyed or the spell ends, your soul


immediately returns to your body. If your body is more than 100
feet away from you, or if your body is dead when you attempt to
return to it, you die. If another c reature’s soul is in the c ontainer
when it is destroyed, the c reature’s soul returns to its body if the
body is alive and within 100 feet. Otherwise, that c reature dies.

When the spell ends, the c ontainer is destroyed.


Mass Suggestion Mental Prison
Enchantment Illusion

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb Components: S
or a drop of sweet oil) Duration: Concentration, up to 1 minute
Duration: 24 hours
You attempt to bind a c reature within an illusory c ell that only it
You suggest a c ourse of ac tivity (limited to a sentenc e or two) and perc eives. One c reature you c an see within range must make an
magic ally influenc e up to twelve c reatures of your c hoic e that you Intelligenc e saving throw. The target suc c eeds automatic ally if it is
c an see within range and that c an hear and understand you. immune to being c harmed. On a suc c essful save, the target takes
Creatures that c an’t be c harmed are immune to this effec t. The 5d10 psyc hic damage, and the spell ends. On a failed save, the
suggestion must be worded in suc h a manner as to make the target takes 5d10 psyc hic damage, and you make the area
c ourse of ac tion sound reasonable. Asking the c reature to stab immediately around the target’s spac e appear dangerous to it in
itself, throw itself onto a spear, immolate itself, or do some other some way. You might c ause the target to perc eive itself as being
obviously harmful ac t automatic ally negates the effec t of the spell. surrounded by fire, floating raz ors, or hideous maws filled with
dripping teeth. Whatever form the illusion takes, the target c an’t
Eac h target must make a Wisdom saving throw. On a failed save, it see or hear anything beyond it and is restrained for the spell’s
pursues the c ourse of ac tion you desc ribed to the best of its duration. If the target is moved out of the illusion, makes a melee
ability. The suggested c ourse of ac tion c an c ontinue for the entire attac k through it, or reac hes any part of its body through it, the
duration. If the suggested ac tivity c an be c ompleted in a shorter target takes 10d10 psyc hic damage, and the spell ends.
time, the spell ends when the subjec t finishes what it was asked to
do.

You c an also spec ify c onditions that will trigger a spec ial ac tivity
during the duration. For example, you might suggest that a group
of soldiers give all their money to the first beggar they meet. If the
c ondition isn’t met before the spell ends, the ac tivity isn’t
performed.

If you or any of your c ompanions damage a c reature affec ted by


this spell, the spell ends for that c reature.

At higher level

When you c ast this spell using a 7th-level spell slot, the duration is
10 days.
When you use an 8th-level spell slot, the duration is 30 days.
When you use a 9th-level spell slot, the duration is a year and a
day.
Move Earth Otiluke’s Freezing Sphere
Transmutation Evocation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 300 feet
Components: V, S, M (an iron blade and a small bag containing a Components: V, S, M (a small crystal sphere)
mixture of soils—clay, loam, and sand) Duration: Instantaneous
Duration: Concentration, up to 2 hours
A frigid globe of c old energy streaks from your fingertips to a point
Choose an area of terrain no larger than 40 feet on a side within of your c hoic e within range, where it explodes in a 60-foot-radius
range. You c an reshape dirt, sand, or c lay in the area in any sphere.
manner you c hoose for the duration. You c an raise or lower the Eac h c reature within the area must make a Constitution saving
area’s elevation, c reate or fill in a trenc h, erec t or flatten a wall, or throw. On a failed save, a c reature takes 10d6 c old damage. On a
form a pillar. The extent of any suc h c hanges c an’t exc eed half the suc c essful save, it takes half as muc h damage.
area’s largest dimension. S o, if you affec t a 40-foot square, you c an
c reate a pillar up to 20 feet high, raise or lower the square’s If the globe strikes a body of water or a liquid that is princ ipally
elevation by up to 20 feet, dig a trenc h up to 20 feet deep, and so water (not inc luding water-based c reatures), it freez es the liquid to
on. It takes 10 minutes for these c hanges to c omplete. a depth of 6 inc hes over an area 30 feet square. This ic e lasts for 1
minute. Creatures that were swimming on the surfac e of froz en
At the end of every 10 minutes you spend c onc entrating on the water are trapped in the ic e. A trapped c reature c an use an ac tion
spell, you c an c hoose a new area of terrain to affec t. to make a S trength c hec k against your spell save DC to break free.

Bec ause the terrain’s transformation oc c urs slowly, c reatures in You c an refrain from firing the globe after c ompleting the spell, if
the area c an’t usually be trapped or injured by the ground’s you wish. A small globe about the siz e of a sling stone, c ool to the
movement. touc h, appears in your hand. At any time, you or a c reature you
give the globe to c an throw the globe (to a range of 40 feet) or hurl
This spell c an’t manipulate natural stone or stone c onstruc tion. it with a sling (to the sling’s normal range). It shatters on impac t,
Roc ks and struc tures shift to ac c ommodate the new terrain. If the with the same effec t as the normal c asting of the spell. You c an
way you shape the terrain would make a struc ture unstable, it also set the globe down without shattering it. After 1 minute, if the
might c ollapse. globe hasn’t already shattered, it explodes.

S imilarly, this spell doesn’t direc tly affec t plant growth. The moved At higher level
earth c arries any plants along with it.
When you c ast this spell using a spell slot of 7th level or higher, the
damage inc reases by 1d6 for eac h slot level above 6th

Otto’s Irresistible Dance


Enchantment

Level: 6
Casting time: 1 Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

Choose one c reature that you c an see within range. The target
begins a c omic danc e in plac e: shuffling, tapping its feet, and
c apering for the duration. Creatures that c an’t be c harmed are
immune to this spell.

A danc ing c reature must use all its movement to danc e without
leaving its spac e and has disadvantage on Dexterity saving throws
and attac k rolls. While the target is affec ted by this spell, other
c reatures have advantage on attac k rolls against it. As an ac tion, a
danc ing c reature makes a Wisdom saving throw to regain c ontrol of
itself. On a suc c essful save, the spell ends.
Programmed Illusion
Illusion

Level: 6
Casting time: 1 Action
Range: 120 feet
Components: V, S, M (a bit of fleece and jade dust worth at least
25 gp)
Duration: Until dispelled

You c reate an illusion of an objec t, a c reature, or some other


visible phenomenon within range that ac tivates when a spec ific
c ondition oc c urs. The illusion is imperc eptible until then. It must
be no larger than a 30-foot c ube, and you dec ide when you c ast the
spell how the illusion behaves and what sounds it makes. This
sc ripted performanc e c an last up to 5 minutes.

When the c ondition you spec ify oc c urs, the illusion springs into
existenc e and performs in the manner you desc ribed. Onc e the
illusion finishes performing, it disappears and remains dormant for
10 minutes. After this time, the illusion c an be ac tivated again.

The triggering c ondition c an be as general or as detailed as you


like, though it must be based on visual or audible c onditions that
oc c ur within 30 feet of the area. For example, you c ould c reate an
illusion of yourself to appear and warn off others who attempt to
open a trapped door, or you c ould set the illusion to trigger only
when a c reature says the c orrec t word or phrase.

Physic al interac tion with the image reveals it to be an illusion,


bec ause things c an pass through it. A c reature that uses its ac tion
to examine the image c an determine that it is an illusion with a
suc c essful Intelligenc e (Investigation) c hec k against your spell
save DC. If a c reature disc erns the illusion for what it is, the
c reature c an see through the image, and any noise it makes
sounds hollow to the c reature.

Scatter
C onjuration

Level: 6
Casting time: 1 Action
Range: 30 feet
Components: V
Duration: Instantaneous

The air quivers around up to five c reatures of your c hoic e that you
c an see within range. An unwilling c reature must suc c eed on a
Wisdom saving throw to resist this spell. You teleport eac h affec ted
target to an unoc c upied spac e that you c an see within 120 feet of
you. That spac e must be on the ground or on a floor.
Soul Cage
Necromancy

Level: 6
Casting time: Special
Range: 60 feet
Components: V, S, M (a tiny silver cage worth 100 gp)
Duration: 8 hours

1 reac tion, whic h you take when a humanoid you c an see within 60
feet of you dies

This spell snatc hes the soul of a humanoid as it dies and traps it
inside the tiny c age you use for the material c omponent. A stolen
soul remains inside the c age until the spell ends or until you
destroy the c age, whic h ends the spell. While you have a soul inside
the c age, you c an exploit it in any of the ways desc ribed below. You
c an use a trapped soul up to six times. Onc e you exploit a soul for
the sixth time, it is released, and the spell ends. While a soul is
trapped, the dead humanoid it c ame from c an’t be revived.
S teal Life. You c an use a bonus ac tion to drain vigor from the soul
and regain 2d8 hit points.
Query S oul. You ask the soul a question (no ac tion required) and
rec eive a brief telepathic answer, whic h you c an understand
regardless of the language used. The soul knows only what it knew
in life, but it must answer you truthfully and to the best of its
ability. The answer is no more than a sentenc e or two and might be
c ryptic .
Borrow Experienc e. You c an use a bonus ac tion to bolster yourself
with the soul’s life experienc e, making your next attac k roll, ability
c hec k, or saving throw with advantage. If you don’t use this benefit
before the start of your next turn, it is lost.
Eyes of the Dead. You c an use an ac tion to name a plac e the
humanoid saw in life, whic h c reates an invisible sensor somewhere
in that plac e if it is on the plane of existenc e you’re c urrently on.
The sensor remains for as long as you c onc entrate, up to 10
minutes (as if you were c onc entrating on a spell). You rec eive
visual and auditory information from the sensor as if you were in its
spac e using your senses.
A c reature that c an see the sensor (suc h as one using see
invisibility or truesight) sees a transluc ent image of the tormented
humanoid whose soul you c aged.

Sunbeam Tenser’s Transformation


Evocation Transmutation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: Self (60-foot line) Range: Self
Components: V, S, M (a magnifying glass) Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes

A beam of brilliant light flashes out from your hand in a 5-foot-wide, You endow yourself with enduranc e and martial prowess fueled by
60-foot-line. magic . Until the spell ends, you c an’t c ast spells, and you gain the
Eac h c reature in the line must make a Constitution saving throw. following benefits:
On a failed save, a c reature takes 6d8 radiant damage and is - You gain 50 temporary hit points. If any of these remain when the
blinded until your next turn. On a suc c essful save, it takes half as spell ends, they are lost.
muc h damage and isn’t blinded by this spell. Undead and ooz es - You have advantage on attac k rolls that you make with simple and
have disadvantage on this saving throw. martial weapons.
- When you hit a target with a weapon attac k, that target takes an
You c an c reate a new line of radianc e as your ac tion on any turn extra 2d12 forc e
until the spell ends. damage.
- You have profic ienc y with all armor, shields, simple weapons, and
For the duration, a mote of brilliant radianc e shines in your hand. It martial weapons.
sheds bright light in a 30-foot radius and dim light for an additional - You have profic ienc y in S trength and Constitution saving throws.
30 feet. The light is sunlight. - You c an attac k twic e, instead of onc e, when you take the Attac k
ac tion on your turn. You ignore this benefit if you already have a
feature, like Extra Attac k, that gives you extra attac ks.

Immediately after the spell ends, you must suc c eed on a DC 15


Constitution saving throw or suffer one level of exhaustion.
True Seeing Wall of Ice
Divination Evocation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 120 feet
Components: V, S, M (an ointment for the eyes that costs 25 gp; is Components: V, S, M (a small piece of quartz)
made from mushroom powder, saffron, and fat; and is consumed Duration: Concentration, up to 10 minutes
by the spell)
Duration: 1 hour You c reate a wall of ic e on a solid surfac e within range. You c an
form it into a hemispheric al dome or a sphere with radius of up to
This spell gives the willing c reature you touc h the ability to see 10 feet, or you c an shape a flat surfc ae made up of ten 10-foot-
things as they ac tually are. For the duration, the c reature has square panels. Eac h panel must be c ontiguous with another panel.
truesight, notic es sec ret doors hidden by magic , and c an see into In any form, the wall is 1 foot thic k and lasts for the duration.
the Ethereal Plane, all out to a range of 120 feet.
If the wall c uts through a c reature’s spac e when it appears, the
c reature within its area is pushed to one side of the wall and must
make a Dexterity saving throw. On a failed save, the c reature takes
10d6 c old damage, or half as muc h damage on a suc c essful save.

The wall is an objec t that c an be damaged and thus breac hed. It


has AC 12 and 30 hit points per 10-foot sec tion, and it is vulnerable
to fire damage. Reduc ing a 10-foot sec tion of wall to 0 hit points
destroys it and leaves behind a sheet of frigid air int he spac e the
wall oc c upied. A c reature moving through the sheet of frigid air for
the first time on a turn must make a Constitution saaving throw.
The c reature takes 5f6 c old damage on a failed save, or half as
muc h damage on a suc c essful one.

At higher level

When you c ast this spell using a spell slot of 7th level or higher, the
damage the wall deals when it appears inc reases by 2d6, and the
damage from passing through the sheet of frigid air inc reases by
1d6, for eac h slot level above 6th.

Crown of Stars Delayed Blast Fireball


Evocation Evocation

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 150 feet
Components: V, S Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: 1 hour Duration: Concentration, up to 1 minute

S even star-like motes of light appear and orbit your head until the A beam of yellow light flashes from your pointing finger, then
spell ends. You c an use a bonus ac tion to send one of the motes c ondenses to linger at a c hosen point within range as a glowing
streaking toward one c reature or objec t within 120 feet of you. bead for the duration.
When you do so, make a ranged spell attac k. On a hit. the target When the spell ends, either bec ause your c onc entration is broken
takes 4d12 radiant damage. Whether you hit or miss, the mote is or bec ause you dec ide to end it, the bead blossoms with a low roar
expended. The spell ends early if you expend the last mote. If you into an explosion of flame that spreads around c orners. Eac h
have four or more motes remaining, they shed bright light in a 30- c reature in a 20-foot-radius sphere c entered on that point must
foot radius and dim light for an additional 30 feet. Ifyou have one to make a Dexterity saving throw. A c reature takes fire damage equal
three motes remaining, they shed dim light in a 30—foot radius. to the total ac c umulated damage on a failed save, or half as muc h
damage on a suc c essful one.
At higher level
The spell’s base damage is 12d6. If at the end of your turn the bead
When you c ast this spell using a spell slot of 8th level or higher, the has not yet detonated, the damage inc reases by 1d6.
number of motes c reated inc reases by two for eac h slot level
above 7th. If the glowing bead is touc hed before the interval has expired, the
c reature touc hing it must make a Dexterity saving throw. On a
failed save, the spell ends immediately, c ausing the bead to erupt
in flame. On a suc c essful save, the c reature c an throw the bead up
to 40 feet. When it strikes a c reature or a solid objec t, the spell
ends, and the bead explodes.
The fire damages objec ts in the area and ignites flammable objec ts
that aren’t being worn or c arried.

At higher level

When you c ast this spell using a spell slot of 8th level or higher, the
base damage inc reases by 1d6 for eac h slot level above 7th.
Etherealness Finger of Death
Transmutation Necromancy

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S Components: V, S
Duration: Up to 8 hours Duration: Instantaneous

You step into the border regions of the Ethereal Plane, in the area You send negative energy c oursing through a c reature that you c an
where it overlaps with your c urrent plane. You remain in the Border see within range, c ausing it searing pain.
Ethereal for the duration or until you use your ac tion to dismiss the The target must make a Constitution saving throw. It takes 7d8 +
spell. During this time, you c an move in any direc tion. If you move 30 nec rotic damage on a failed save, or half as muc h damage on a
up or down, every foot of movement c osts an extra foot. You c an suc c essful one.
see and hear the plan you originated from, but everything there
looks gray, and you c an’t see anything more than 60 feet away. A humanoid killed by this spell rises at the start of your next turn as
a z ombie that is permanently under your c ommand, following your
While on the Ethereal Plane, you c an only affec t and be affec ted by verbal orders to the best of its ability.
other c reatures on that plane. Creatures that aren’t on the
Ethereal Planc e c an’t perc eive you and c an’t interac t with you,
unless a spec ial ability or magic has given them the ability to do
so.

You ignore all objec ts and effec ts that aren’t on the Ethereal Plane,
allowing you to move through objec ts you perc eive on the plan you
originated from. When the spell ends, you immediately return to the
plane you originiated from in teh spot you c urrently oc c upy. If you
oc c upy the same spot as a solid objec t or c reature when this
happens, you are imediately shunted to the neares unoc c upied
spac e that you c an oc c upy and take forc e damage equal to twic e
the number of feet you are moved.

This spell has no effec t if you c ast it while you are on the Ethereal
Plane or a plane that doesn’t border it, suc h as one of the Outer
Planes.

At higher level

When you c ast this spell using a spell slot of 8th level or higher, you
c an target up to three willing c reatures (inc luding you) for eac h
slot level above 7th. The c reatures must be within 10 feet of you
when you c ast the spell.
Forcecage Mirage Arcane
Evocation Illusion

Level: 7 Level: 7
Casting time: 1 Action Casting time: 10 Minutes
Range: 100 feet Range: Sight
Components: V, S, M (ruby dust worth 1,500 gp) Components: V, S
Duration: 1 hour Duration: 10 days

An immobile, invisible, c ube-shaped prison c omposed of magic al You make terrain in an area up to 1 mile square look, sound, smell,
forc e springs into existenc e around an area you c hoose within and even feel like some other sort of terrain.
range. The prison c an be a c age or a solid box as you c hoose. The terrain’s general shape remains the same, however. Open
fields or a road c ould be made to resemble a swamp, hill, c revasse,
A prison in the shape of a c age c an be up to 20 feet on a side and or some other diffic ult or impassable terrain. A pond c an be made
is made from 1/2-inc h diameter bars spac ed 1/2 inc h apart. to seem like a grassy meadow, a prec ipic e like a gentle slope, or a
roc k-strewn gully like a wide and smooth road.
A prison in the shape of a box c an be up to 10 feet on a side,
c reating a solid barrier that prevents any matter from passing S imilarly, you c an alter the appearanc e of struc tures, or add them
through it and bloc king any spells c ast into or out of the area. where none are present. The spell doesn’t disguise, c onc eal, or add
c reatures.
When you c ast the spell, any c reature that is c ompletely inside the
c age’s area is trapped. Creatures only partially within the area, or The illusion inc ludes audible, visual, tac tile, and olfac tory
those too large to fit inside the area, are pushed away from the elements, so it c an turn c lear ground into diffic ult terrain (or vic e
c enter of the area until they are c ompletely outside the area. versa) or otherwise impede movement through the area. Any piec e
of the illusory terrain (suc h as a roc k or stic k) that is removed from
A c reature inside the c age c an’t leave it by nonmagic al means. If the spell’s area disappears immediately.
the c reature tries to use teleportation or interplanar travel to
leave the c age, it must first make a Charisma saving throw. On a Creatures with truesight c an see through the illusion to the
suc c ess, the c reature c an use that magic to exit the c age. On a terrain’s true form however, all other elements of the illusion
failure, the c reature c an’t exit the c age and wastes the use of the remain, so while the c reature is aware of the illusion’s presenc e,
spell or effec t. The c age also extends into the Ethereal Plane, the c reature c an still physic ally interac t with the illusion.
bloc king ethereal travel.
This spell c an’t be dispelled by dispel magic .
Mordenkainen’s Magnificent Mansion Mordenkainen’s Sword
C onjuration Evocation

Level: 7 Level: 7
Casting time: 1 Minute Casting time: 1 Action
Range: 300 feet Range: 60 feet
Components: V, S, M (a miniature portal carved from ivory, a small Components: V, S, M (a miniature platinum sword with a grip and
piece of polished marble, and a tiny silver spoon, each item worth pommel of copper and zinc, worth 250 gp)
at least 5 gp) Duration: Concentration, up to 1 minute
Duration: 24 hours
You c reate a sword-shaped plane of forc e that hovers within range.
You c onjure an extradimensional dwelling in range that lasts for It lasts for the duration.
the duration.
You c hoose where its one entranc e is loc ated. The entranc e When the sword appears, you make a melee spell attac k against a
shimmers faintly and is 5 feet w ide and 10 feet tall. You and any target of your c hoic e within 5 feet of the sword. On a hit. the target
c reature you designate when you c ast the spell c an enter the takes 3d10 forc e damage. Until the spell ends, you c an use a bonus
extradimensional dwelling as long as the portal remains open. You ac tion on eac h of your turns to move the sword up to 20 feet to a
c an open or c lose the portal if you are within 30 feet of it. While spot you c an see and repeat this attac k against the same target or
c losed, the portal is invisible. a different one.

Beyond the portal is a magnific ent foyer with numerous c hambers


beyond. The atmosphere is c lean, fresh, and warm.

You c an c reate any floor plan you like, but the spac e c an’t exc eed
50 c ubes, eac h c ube being 10 feet on eac h side. The plac e is
furnished and dec orated as you c hoose. It c ontains suffic ient food
to serve a ninec ourse banquet for up to 100 people. A staff of 100
near-transparent servants attends all who enter. You dec ide the
visual appearanc e of these servants and their attire. They are
c ompletely obedient to your orders. Eac h servant c an perform any
task a normal human servant c ould perform, but they c an’t attac k
or take any ac tion that would direc tly harm another c reature. Thus
the servants c an fetc h things, c lean, mend, fold c lothes, light fires,
serve food, pour wine, and so on. The servants c an go anywhere in
the mansion but c an’t leave it. Furnishings and other objec ts
c reated by this spell dissipate into smoke if removed from the
mansion. When the spell ends, any c reatures inside the
extradimensional spac e are expelled into the open spac es nearest
to the entranc e.
Plane Shift Power Word Pain
C onjuration Enchantment

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 60 feet
Components: V, S, M (a forked, metal rod worth at least 250 gp, Components: V
attuned to a particular plane of existence) Duration: Instantaneous
Duration: Instantaneous
You speak a word of power that c auses waves of intense pain to
You and up to eight willing c reatures who link hands in a c irc le are assail one c reature you c an see within range. If the target has 100
transported to a different plane of existenc e. You c an spec ify a hit points or fewer, it is subjec t to c rippling pain. Otherwise, the
target destination in general terms, suc h as the City of Brass on spell has no effec t on it. A target is also unaffec ted if it is immune
the Elemental Plane of Fire or the palac e of Dispater on the sec ond to being c harmed.
level of the Nine Hells, and you appear in or near that destination. While the target is affec ted by c rippling pain, any speed it has c an
If you are trying to reac the City of Brass, for example, you might be no higher than 10 feet. The target also has disadvantage on
arrive in its S treet of S teel, before its Gate of Ashes, or looking at attac k rolls, ability c hec ks, and saving throws, other than
the c ity from ac ross the S ea of Fire, at the DM’s disc retion. Constitution saving throws. Finally, if the target tries to c ast a
spell, it must first suc c eed on a Constitution saving throw, or the
Alternatively, if you know the sigil sequenc e of a teleportation c asting fails and the spell is wasted.
c irc le on another plane of existenc e, this spell c an take you to that A target suffering this pain c an make a Constitution saving throw at
c irc le. If the teleportation c irc le is too small to hold all the the end of eac h of its turns. On a suc c essful save, the pain ends.
c reatures you transported, they appear in the c losest unoc c upied
spac es next to the c irc le.

You c an use this spell to banish an unwilling c reature to another


plane. Choose a c reature within your reac h and make a melee spell
attac k against it. On a hit, the c reature must make a Charisma
saving throw. If the c reature fails the save, it is transported to a
random loc ation on the plane of existenc e you spec ify. A c reature
so transported must find its own way bac k to your c urrent plane of
existenc e.
Prismatic Spray Project Image
Evocation Illusion

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Action
Range: Self (60-foot cone) Range: 500 miles
Components: V, S Components: V, S, M (a small replica of you made from materials
Duration: Instantaneous worth at least 5 gp)
Duration: Concentration, up to 1 day
Eight multic olored rays of light flash from your hand. Eac h ray is a
different c olor and has a different power and purpose. Eac h You c reate an illusory c opy of yourself that lasts for the duration.
c reature in a 60-foot c one must make a Dexterity saving throw. For The c opy c an appear at any loc ation within range that you have
eac h target, roll a d8 to determine whic h c olor ray affec ts it. seen before, regardless of intervening obstac les. The illusion looks
and sounds like you but is intangible. If the illusion takes any
1. Red. The target takes 10d6 fire damage on a failed save, or half damage, it disappears, and the spell ends.
as muc h damage on a suc c essful one.
You c an use your ac tion to move this illusion up to twic e your
2. Orange. The target takes 10d6 ac id damage on a failed save, or speed, and make it gesture, speak, and behave in whatever way you
half as muc h damage on a suc c essful one. c hoose. It mimic s your mannerisms perfec tly.

3. Yellow. The target takes 10d6 lightning damage on a failed save, You c an see through its eyes and hear through its ears as if you
or half as muc h damage on a suc c essful one. were in its spac e. On your turn as a bonus ac tion, you c an switc h
from using its senses to using your own, or bac k again. While you
4. Green. The target takes 10d6 poison damage on a failed save, or are using its senses, you are blinded and deafened in regard to
half as muc h damage on a suc c essful one. your own surroundings.

5. Blue. The target takes 10d6 c old damage on a failed save, or half Physic al interac tion with the image reveals it to be an illusion,
as muc h damage on a suc c essful one. bec ause things c an pass through it. A c reature that uses its ac tion
to examine the image c an determine that it is an illusion with a
6. Indigo. On a failed save, the target is restrained. It must then suc c essful Intelligenc e (Investigation) c hec k against your spell
make a Constitution saving throw at the end of eac h of its turns. If save DC. If a c reature disc erns the illusion for what it is, the
it suc c essfully saves three times, the spell ends. If it fails its save c reature c an see through the image, and any noise it makes
three times, it permanently turns to stone and is subjec ted to the sounds hollow to the c reature.
petrified c ondition. The suc c esses and failures don’t need to be
c onsec utive; keep trac k of both until the target c ollec ts three of a
kind.

7. Violet. On a failed save, the target is blinded. It must then make


a Wisdom saving throw at the start of your next turn. A suc c essful
save ends the blindness. If it fails that save, the c reature is
transported to another plane of existenc e of the DM’s c hoosing and
is no longer blinded. (Typic ally, a c reature that is on a plane that
isn’t its home plane is banished home, while other c reatures are
usually c ast into the Astral or Ethereal planes.)

8. S pec ial. The target is struc k by two rays. Roll twic e more,
rerolling any 8.
Reverse Gravity Sequester
Transmutation Transmutation

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Action
Range: 100 feet Range: Touch
Components: V, S, M (a lodestone and iron filings) Components: V, S, M (a powder composed of diamond, emerald,
Duration: Concentration, up to 1 minute ruby, and sapphire dust worth at least 5,000 gp, which the spell
consumes)
This spell reverses gravity in a 50-foot-radius, 100-foot high c ylinder Duration: Until dispelled
c entered on a point within range.
All c reatures and objec ts that aren’t somehow anc hored to the By means of this spell, a willing c reature of an objec t c an be
ground in the area fall upward and reac h the top of the area when hidden away, safe from detec tion for the duration.
you c ast this spell. A c reature c an make a Dexterity saving throw to When you c ast the spell and touc h the target, it bec omes invisible
grab onto a fixed objec t it c an reac h, thus avoiding the fall. and c an’t be targeted by divination spells or perc eived through
sc rying sensors c reated by the divination of spells.
If some solid objec t (suc h as a c eiling) is enc ountered in this fall,
falling objec ts and c reatures strike it just as they would during a If the target is a c rreature, it falls into a state of suspended
normal downward fall. If an objec t or c reature reac hes the top of animation. Time c eases to flow for it, and it doesn’t grow older.
the area without striking anything, it remains there, osc illating
slightly, for the duration. You c an set a c ondition for the spell to end early. The c ondition
c an be anything you c hoose, but it must oc c ur or be visible within
At the end of the duration, affec ted objec ts and c reatures fall bac k 1 mile of the target. Examples inc lude after 1,000 years or when
down. the tarrasque awakes. This spells also ends if the target takes any
damage.

Simulacrum Symbol
Illusion Abjuration

Level: 7 Level: 7
Casting time: 12 Hours Casting time: 1 Minute
Range: Touch Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a Components: V, S, M (mercury, phosphorus, and powdered
life-size copy of the duplicated creature; some hair, fingernail diamond and opal with a total value of at least 1,000 gp, which the
clippings, or other piece of that creature’s body placed inside the spell consumes)
snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the Duration: Until dispelled or triggered
duplicate and consumed by the spell)
Duration: Until dispelled When you c ast this spell, you insc ribe a harmful glyph either on a
surfac e (suc h as a sec tion of floor, a wall, or a table) or within an
You shape an illusory duplic ate of one beast or humanoid that is objec t that c an be c losed to c onc eal the glyph (suc h as a book, a
within range for the entire c asting time of the spell. sc roll, or a treasure c hest).
The duplic ate is a c reature, partially real and formed from ic e or If you c hoose a surfac e, the glyph c an c over an area of the surfac e
snow, and it c an take ac tions and otherwise be affec ted as a no larger than 10 feet in diameter. If you c hoose an objec t, that
normal c reature. It appears to be the same as the original, but it objec t must remain in its plac e; if the objec t is moved more than
has half the c reature’s hit point maximum and is formed without 10 feet from where you c ast this spell, the glyph is broken, and the
any equipment. Otherwise, the illusion uses all the statistic s of the spell ends without being triggered.
c reature it duplic ates.
The glyph is nearly invisible, requiring an Intelligenc e
The simulac rum is friendly to you and c reatures you designate. It (Investigation) c hec k against your spell save DC to find it.
obeys your spoken c ommands, moving and ac ting in ac c ordanc e
with your wishes and ac ting on your turn in c ombat. The You dec ide what triggers the glyph when you c ast the spell. For
simulac rum lac ks the ability to learn or bec ome more powerful, so glyphs insc ribed on a surfac e, the most typic al triggers inc lude
it never inc reases its level or other abilities, nor c an it regain touc hing or stepping on the glyph, removing another objec t
expended spell slots. c overing it, approac hing within a c ertain distanc e of it, or
manipulating the objec t that holds it. For glyphs insc ribed within
If the simulac rum is damaged, you c an repair it in an alc hemic al an objec t, the most c ommon triggers are opening the objec t,
laboratory, using rare herbs and minerals worth 100 gp per hit approac hing within a c ertain distanc e of it, or seeing or reading
point it regains. The simulac rum lasts until it drops to 0 hit points, the glyph.
at whic h point it reverts to snow and melts instantly.
You c an further refine the trigger so the spell is ac tivated only
If you c ast this spell again, any c urrently ac tive duplic ates you under c ertain c irc umstanc es or ac c ording to a c reature's physic al
c reated with this spell are instantly destroyed. c harac teristic s (suc h as height or weight), or physic al kind (for
example, the ward c ould be set to affec t hags or shapec hangers).
You c an also spec ify c reatures that don't trigger the glyph, suc h as
those who say a c ertain password.

When you insc ribe the glyph, c hoose one of the options below for
ist effec t. Onc e triggered, the glyph glows, filling a 60-foot-radius
sphere with dim light for 10 minutes, after whic h time the spell
ends. Eac h c reature in the sphere when the glyph ac tivates is
targeted by its effec t, as is a c reature that enters the sphere for
the first time on a turn or ends its turn there.

Death
Eac h target must make a Constitution saving throw, taking 10d10
nec rotic damage on a failed save, or half as muc h damage on a
suc c essful save.

Discord
Eac h target must make a Constitution saving throw. On a failed
save, a target bic kers and argues with other c reatures for 1
minute. During this time, it is inc apable of meaningful
c ommunic ation and has disadvantage on attac k rolls and ability
c hec ks.
Fear
Eac h target must make a Wisdom saving throw and bec omes
frightened for 1 minute on a failed save. While frightened, the
target drops whatever it is holding and must move at least 20 feet
away from the glyph on eac h of ist turns, if able.

Hopelessness
Eac h target must make a Charisma saving throw. On a failed save,
the target is overwhelmed with despair for 1 minute. During this
time, it c an't attac k or target any c reature with harmful abilities,
spells, or other magic al effec ts.

Insanity
Eac h target must make an Intelligenc e saving throw. On a failed
save, the target is driven insane for 1 minute. An insane c reature
c an't take ac tions, c an't understand what other c reatures say,
c an't read, and speaks only in gibberish. The DM c ontrols its
movement, whic h is erratic .

Pain
Eac h target must make a Constitution saving throw and bec omes
inc apac itated with exc ruc iating pain for 1 minute on a failed save.

Sleep
Eac h target must make a Wisdom saving throw and falls
unc onsc ious for 10 minutes on a failed save. A c reature awakens if
it takes damage or if someone uses an ac tion to shake or slap it
awake.

Stunning
Eac h target must make a Wisdom saving throw and bec omes
stunned for 1 minute on a failed save.

Teleport
C onjuration

Level: 7
Casting time: 1 Action
Range: 10 feet
Components: V
Duration: Instantaneous

This spell instantly transports you and up to eight willing c reatures


of your c hoic e that you c an see within range, or a single objec t
that you c an see within range, to a destination you selec t. If you
target an objec t, it must be able to fit entirely inside a 10-foot
c ube, and it c an’t be held or c arried by an unwilling c reature.

The destination you c hoose must be known to you, and it must be


on the same plane of existenc e as you. Your familiarity with the
destination determines whether you arrive there suc c essfully. The
DM rolls d100 and c onsults the table.

Familiarity     Mishap  S imilar Area  Off Target  On Target


Permanent c irc le   —     —      —     01-100
Assoc iated objec t   —      —       —     01-100
Very familiar     01-05    06-13     14-24    25-100
S een c asually    01-33    34-43     44-53    54-100
Viewed onc e    01-43    44-53     54-73    74-100
Desc ription     01-43    44-53     54-73    74-100
False destination  01-50    51-100     —      —

Familiarity.
"Permanent c irc le" means a permanent teleportation c irc le whose
sigil sequenc e you know. "Assoc iated objec t" means that you
possess an objec t taken from the desired destination within the
last six months, suc h as a book from a wiz ard's library, bed linen
from a royal suite, or a c hunk of marble from a lic h's sec ret tomb.
"Very familiar" is a plac e you have been very often, a plac e you
have c arefully studied, or a plac e you c an see when you c ast the Whirlwind
spell. "S een c asually" is someplac e you have seen more than onc e
but with whic h you aren't very familiar. "Viewed onc e" is a plac e
Evocation
you have seen onc e, possibly using magic . "Desc ription" is a plac e
Level: 7
whose loc ation and appearanc e you know through someone else's
Casting time: 1 Action
desc ription, perhaps from a map.
Range: 300 feet
"False destination" is a plac e that doesn't exist. Perhaps you tried
Components: V, M (a piece of straw)
to sc ry an enemy's sanc tum but instead viewed an illusion, or you
Duration: Concentration, up to 1 minute
are attempting to teleport to a familiar loc ation that no longer
exists. A whirlwind howls down to a point that you c an see on the ground
within range. The whirlwind is a 10-foot-radius, 30-foot-high c ylinder
On Target c entered on that point. Until the spell ends, you c an use your
You and your group (or the target objec t) appear where you want ac tion to move the whirlwind up to 30 feet in any direc tion along
to. the ground. The whirlwind suc ks up any Medium or smaller objec ts
that aren’t sec ured to anything and that aren’t worn or c arried by
Off Target anyone.
You and your group (or the target objec t) appear a random A c reature must make a Dexterity saving throw the first time on a
distanc e away from the destination in a random direc tion. Distanc e turn that it enters the
off target is 1d10 x 1d10 perc ent of the distanc e that was to be whirlwind or that the whirlwind enters its spac e, inc luding when the
traveled. For example, if you tried to travel 120 miles, landed off whirlwind first appears. A c reature takes 10d6 bludgeoning damage
target, and rolled a 5 and 3 on the two d10s, then you would be off on a failed save, or half as muc h damage on a suc c essful one. In
target by 15 perc ent, or 18 miles. The DM determines the direc tion addition, a Large or smaller c reature that fails the save must
off target randomly by rolling a d8 and designating 1 as north, 2 as suc c eed on a S trength saving throw or bec ome restrained in the
northeast, 3 as east, and so on around the points of the c ompass. If whirlwind until the spell ends. When a c reature starts its turn
you were teleporting to a c oastal c ity and wound up 18 miles out at restrained by the whirlwind, the c reature is pulled 5 feet higher
sea, you c ould be in trouble. inside it, unless the c reature is at the top.
A restrained c reature moves with the whirlwind and falls when the
Similar Area spell ends, unless the c reature has some means to stay aloft. A
You and your group (or the target objec t) wind up in a different restrained c reature c an use an ac tion to make a S trength or
area that's visually or thematic ally similar to the target area. If you Dexterity c hec k against your spell save DC. If suc c essful, the
are heading for your home laboratory, for example, you might wind c reature is no longer restrained by the whirlwind and is hurled 3d6
up in another wiz ard's laboratory or in an alc hemic al supply shop × 10 feet away from it in a random direc tion.
that has many of the same tools and implements as your
laboratory. Generally, you appear in the c losest similar plac e, but
sinc e the spell has no range limit, you c ould c onc eivably wind up
anywhere on the plane.

Mishap
The spell's unpredic table magic results in a diffic ult journey. Eac h
teleporting c reature (or the target objec t) takes 3d10 forc e
damage, and the DM rerolls on the table to see where you wind up
(multiple mishaps c an oc c ur, dealing damage eac h time).

Abi-Dalzim’s Horrid Wilting


Necromancy

Level: 8
Casting time: 1 Action
Range: 150 feet
Components: V, S, M (a bit of sponge)
Duration: Instantaneous

You draw the moisture from every c reature in a 30-foot c ube


c entered on a point you c hoose within range. Eac h c reature in that
area must make a Constitution saving throw. Construc ts and
undead aren’t affec ted, and plants and water elementals make this
saving throw with disadvantage. A c reature takes 12d8 nec rotic
damage on a failed save, or half as muc h damage on a suc c essful
one.
Nonmagic al plants in the area that aren’t c reatures, suc h as trees
and shrubs, wither and die instantly.
Antimagic Field
Abjuration

Level: 8
Casting time: 1 Action
Range: Self (10-foot-radius sphere)
Components: V, S M (a pinch of powdered iron or iron filings)
Duration: Concentration, up to 1 hour

A 10-foot-radius invisible sphere of antimagic surrounds you.


This area is divorc ed from the magic al energy that suffeses the
multiverse. Within the sphere, spells c an’t be c ast, summoned
c reatures disappear, and even magic items bec ome mundane.
Until the spell ends, the spere moves with you, c entered on you.
S pells and other magic al effec ts, exc ept those c reated by an
artifac t or a deity, are suppressed in the sphere and c an’t protrude
into it. A slot expended to c ast a suppressed spell is c onsumed.
While an effec t is suppressed, it doesn’t func tion, but the time it
spends suppressed c ounts against its duration.

Targeted Effec ts.


S pells and other magic al effec ts, suc h as magic missle and c harm
person, that target a c reature or an objec t in the sphere have no
effec t on that target.

Areas of Magic .
The area of another spell or magic al effec t, suc h as fireball, c an’t
extend into the sphere. If the sphere overlaps an area of magic , the
part of the area that is c overed by the sphere is suppressed. For
example, the flames c reated by a wall of fire are suppressed within
the sphere, c reating a gap in the wall if the overlap is large
enough.

S pells.
Any ac tive spell or other magic al effec t on a c reature or an objec t
in the sphere is suppressed while the c reature or objec t is in it.

Magic Items.
The properties and powers of magic items are suppressed in the
sphere. Forexample, a +1 longsword in the sphere func tions as a
nonmagic al longsword. A magic weapon’s properties and powers
are suppressed if it is used against a target in the sphere or
wielded by an attac ker in the sphere. If a magic weapon or piec e of
magic ammunition fully leaves the sphere (For example, if you fire
a magic arrow or throw a magic spear at a target outside the
sphere), the magic of the item c eases to be supressed as soon as
it exits.

Magic al Travel.
Teleportation and planar travel fail to work in the sphere, whether
the sphere is the destination or the departure point for suc h
magic al travel. A portal to another loc ation, world, or plane of
existenc e, as well as an opening to an extradimensional spac e
suc h as that c reated by the rope tric k spells, temporarily c loses
while in the sphere.

Creatures and Objec ts.


A c reature or objec t summoned or c reated by magic temporarily
winks out of existenc e in the sphere. S uc h a c reature instantly
reappears onc e the spac e the c reature oc c upied is no longer
withinthe sphere.

Dispel Magic .
S pells and magic al effec ts suc h as dispel magic have no effec t on
the sphere. Likewise, the spheres c reated by different antimagic
field spells don’t nullify eac h other.
Antipathy/Sympathy Clone
Enchantment Necromancy

Level: 8 Level: 8
Casting time: 1 Hour Casting time: 1 Hour
Range: 60 feet Range: Touch
Components: V, S, M (either a lump of alum soaked in vinegar for Components: V, S, M (a diamond worth at least 1,000 gp and at
the antipathy effect or a drop of honey for the sympathy effect) least 1 cubic inch of flesh of the creature that is to be cloned,
Duration: 10 days which the spell consum es, and a vessel worth at least 2,000 gp
that has a sealable lid and is large enough to hold a Medium
This spell attrac ts or repels c reatures of your c hoic e. creature, such
You target something within range, either a Huge or smaller objec t Duration: Instantaneous
or c reature or an area that is no larger than a 200-foot c ube. Then
spec ify a kind of intelligent c reature, suc h as red dragons, goblins, This spell grows an inert duplicate of a living creature as a safeguard
or vampires. You invest the target with an aura that either attrac ts against death.
or repels the spec ified c reatures for the duration. Choose
This clone forms inside a sealed vessel and grows to full size and
antipathy or sympathy as the aura’s effec t.
maturity after 120 days; you can also choose to have the clone be
Antipathy. a younger version of the same creature. It remains inert and
The enc hantment c auses c reatures of the kind you designated to endures indefinitely, as long as its vessel remains undisturbed.
feel an intense urge to leave the area and avoid the target. When
suc h a c reature c an see the target or c omes within 60 feet of it,
the c reature must suc c eed on a Wisdom saving throw or
At any time after the clone matures, if the original creature dies,
bec ome frightened. The c reature remains frightened while it
c an see the target or is within 60 feet of it. While frightened by the
its soul transfers to the clone, provided that the soul is free and
target, the c reature must use its movement to move to the nearest willing to return. The clone is physically identical to the original and
safe spot from whic h it c an’t see the target. If the c reature moves has the same personality, memories, and abilities, but none of the
more than 60 feet from the target and c an’t see it, the c reature is original’s equipment. The original creature’s physical remains, if
no longer frightened, but the c reature bec omes frightened again they still exist, becom e inert and can’t thereafter be restored to
if it regains sight of the target or moves within 60 feet of it.
life, since the creature’s soul is elsewhere.
S ympathy.
The enc hantment c auses the spec ified c reatures to feel an intense
urge to approac h the target while within 60 feet of it or able to see
it. When suc h a c reature c an see the target or c omes within 60 feet
o fit, the c reature must suc c eed on a Wisdom saving throw or use
its movement on eac h of its turns to enter the area or move within
reac h of the target. When the c reature has done so, it c an’t
willingly move away from the target. If the target damages or
otherwise harms an affec ted c reature, the affec ted c reature c an
make a Wisdom saving throw to end the effec t, as desc ribed below.

Ending the Effec t.


If an affec ted c reature ends its turn while not within 60 feet of the
target or able to see it, the c reature makes a Wisdom saving throw.
On a suc c essful save, the c reature is no longer affec ted by the
target and rec ogniz es the feeling of repugnanc e or attrac tion as
magic al. In addition, a c reature affec ted by the spell is allowed
another Wisdom saving throw every 24 hours while the spell
persists.
A c reature that suc c essfully saves against this effec t is immune to
it for 1 minute, after whic h time it c an be affec ted again.
Control Weather Demiplane
Transmutation C onjuration

Level: 8 Level: 8
Casting time: 10 Minutes Casting time: 1 Action
Range: Self (5-mile radius) Range: 60 feet
Components: V, S, M Components: S
Duration: Concentration, up to 8 hours Duration: 1 hour

You take c ontrol of the weather within 5 miles of you for the You c reate a shadowy door on a flat solid surfac e that you c an see
duration. within range.
You must be outdoors to c ast this spell. Moving to a plac e where The door is large enough to allow Medium c reatures to pass
you don’t have a c lear path to the sky ends the spell early. through unhindered. When opened, the door leads to a demiplane
that appears to be an empty room 30 feet in eac h dimension, made
When you c ast the spell, you c hange the c urrent weather of wood or stone. When the spell ends, the door disappears, and
c onditions, whic h are determined by the DM based on the c limate any c reatures or objec ts inside the demiplane remain trapped
and season. You c an c hange prec ipitation, temperature, and wind. there, as the door also disappears from the other side.
It takes 1d4 x 10 minutes for the new c onditions to take effec t.
Onc e they do so, you c an c hange the c onditions again. When the Eac h time you c ast this spell, you c an c reate a new demiplane, or
spell ends, the weather gradually returns to normal. have the shadowy door c onnec t to a demiplane you c reated with a
previous c asting of this spell. Additionally, if you know the nature
When you c hange the weather c onditions, find a c urrent c ondition and c ontents of a demiplane c reated by a c asting of this spell by
on the following tables and c hange its stage by one, up or down. another c reature, you c an have the shadowy door c onnec t to its
When c hanging the wind, you c an c hange its direc tion. demiplane instead.

Precipitation
S tage 1 – Clear,
S tage 2 – Light c louds,
S tage 3 – Overc ast or ground fog,
S tage 4 – Rain, hail or snow,
S tage 5 – Torrential rain, driving hail or bliz z ard

Temperature
S tage 1 – Unbearable heat,
S tage 2 – Hot,
S tage 3 – Warm,
S tage 4 – Cool,
S tage 5 – Cold,
S tage 6 – Arc tic c old

Wind
S tage 1 – Calm,
S tage 2 – Moderate wind,
S tage 3 – S trong wind,
S tage 4 – Gale,
S tage 5 – S torm
Dominate Monster Feeblemind
Enchantment Enchantment

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 150 feet
Components: V, S Components: V, S, M (a handful of clay, crystal, glass, or mineral
Duration: Concentration, up to 1 hour spheres)
Duration: Instantaneous
You attempt to beguile a c reature that you c an see within range.
It must suc c eed on a Wisdom saving throw or be c harmed by you You blast the mind of a c reature that you c an see within range,
for the duration. If you or c reatures that are friendly to you are attempting to shatter its intellec t and personality. The target takes
fighting it, it has advantage on the saving throw. 4d6 psyc hic damage and must make an Intelligenc e saving throw.

While the c reature is c harmed, you have a telepathic link with it as On a failed save, the c reature’s Intelligenc e and Charisma sc ores
long as the two of you are on the same plane of existenc e. You c an bec ome 1. The c reature c an’t c ast spells, ac tivate magic items,
use this telepathic link to issue c ommands to the c reature while understand language, or c ommunic ate in any intelligible way. The
you are c onsc ious (no ac tion required), whic h it does its best to c reature c an, however, identify its friends, follow them, and even
obey. You c an spec ify a simple and general c ourse of ac tion, suc h protec t them.
as "​Attac k that c reature",​ ​"Run over there",​ or "​F etc h that objec t".​
If the c reature c ompletes the order and doesn’t rec eive further At the end of every 30 days, the c reature c an repeat its saving
direc tion from you, it defends and preserves itself to the best of its throw against this spell. If it suc c eeds on its saving throw, the spell
ability. ends.
The spell c an also be ended by greater restoration, heal or wish.
You c an use your ac tion to take total and prec ise c ontrol of the
target. Until the end of your next turn, the c reature takes only the
ac tions you c hoose, and doesn’t do anything that you don’t allow it
to do. During this time, you c an also c ause the c reature to use a
reac tion, but this requires you to use your own reac tion as well.

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

At higher level

When you c ast this spell with a 9th-level spell slot, the duration is
c onc entration, up to 8 hours.
Illusory Dragon Incendiary Cloud
Illusion C onjuration

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 150 feet
Components: S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

By gathering threads of shadow material from the S hadowfell, you A swirling c loud of smoke shot through with white-hot embers
c reate a Huge shadowy dragon in an unoc c upied spac e that you appears in a 20-foot-radius sphere c entered on a point within
c an see within range. The illusion lasts for the spell’s duration and range.
oc c upies its spac e, as if it were a c reature. The c loud spreads around c orners and is heavily obsc ured. It lasts
When the illusion appears, any of your enemies that c an see it must for the duration or until a wind of moderate or greater speed (at
suc c eed on a Wisdom saving throw or bec ome frightened of it for 1 least 10 miles per hour) disperses it.
minute. If a frightened c reature ends its turn in a loc ation where it
doesn’t have line of sight to the illusion, it c an repeat the saving When the c loud appears, eac h c reature in it must make a Dexterity
throw, ending the effec t on itself on a suc c ess. saving throw. A c reature takes 10d8 fire damage on a failed save,
As a bonus ac tion on your turn, you c an move the illusion up to 60 or half as muc h damage on a suc c essful one. A c reature must also
feet. At any point during its movement, you c an c ause it to exhale make this saving throw when it enters the spell’s area for the first
a blast of energy in a 60-foot c one originating from its spac e. When time on a turn or ends its turn there.
you c reate the dragon, c hoose a damage type: ac id, c old, fire,
lightning, nec rotic , or poison. Eac h c reature in the c one must The c loud moves 10 feet direc tly away from you in a direc tion that
make an Intelligenc e saving throw, taking '7d6 damage of the you c hoose at the start of eac h of your turns.
c hosen damage type on a failed save, or half as muc h damage on a
suc c essful one.
The illusion is tangible bec ause of the shadow stuff used to c reate
it, but attac ks miss it automatic ally. it suc c eeds on all saving
throws, and it is immune to all damage and c onditions. A c reature
that uses an ac tion to examine the dragon c an determine that it is
an illusion by suc c eeding on an Intelligenc e (Investigation) c hec k
against your spell save DC. If a c reature disc erns the illusion for
what it is, the c reature c an see through it and has advantage on
saving throws against its breath.

Maddening Darkness Maze


Evocation C onjuration

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 60 feet
Components: V, M (a drop of pitch mixed with a drop of mercury) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

Magic al darkness spreads from a point you c hoose within range to You banish a c reature that you c an see within range into a
fill a 60—foot—radius sphere until the spell ends. The darkness labyrinthine demiplane. The target remains there for the duration
spreads around c orners. A c reature with darkvision c an’t see or until it esc apes the maz e.
through this darkness. Nonmagic al light, as well as light c reated by
spells of 8th level or lower, c an't illuminate the area. S hrieks, The target c an use its ac tion to attempt to esc ape. When it does
gibbering, and mad laughter c an be heard within the sphere. so, it makes a DC 20 Intelligenc e c hec k. If it suc c eeds, it esc apes,
Whenever a c reature starts its turn in the sphere, it must make a and the spell ends (a minotaur or goristro demon automatic ally
Wisdom saving throw, taking 8d8 psyc hic damage on a failed save, suc c eeds).
or half as muc h damage on a suc c essful one.
When the spell ends, the target reappears in the spac e it left or, if
that spac e is oc c upied, in the nearest unoc c upied spac e.
Mighty Fortress Mind Blank
C onjuration Abjuration

Level: 8 Level: 8
Casting time: 1 Minute Casting time: 1 Action
Range: 1 mile Range: Touch
Components: V, S, M (a diamond worth at least 500 gp, which the Components: V, S
spell consumes) Duration: 24 hours
Duration: Instantaneous
Until the spell ends, one willing c reature you touc h is immune to
A fortress of stone erupts from a square area of ground of your psyc hic damage, any effec t that would sense its emotions or read
c hoic e that you c an see within range. The area is 120 feet on eac h its thoughts, divination spells, and the c harmed c ondition. The
side, and it must not have any buildings or other struc tures on it. spell even foils wish spells and spells or effec ts of similar power
Any c reatures in the area are harmlessly lifted up as the fortress used to affec t the target’s mind or to gain information about the
rises. target.
The fortress has four turrets with square bases, eac h one 20 feet on
a side and 30 feet tall, with one turret on eac h c orner. The turrets
are c onnec ted to eac h other by stone walls that are eac h 80 feet
long, c reating an enc losed area. Eac h wall is 1 foot thic k and is
c omposed of panels that are 10 feet wide and 20 feet tall. Eac h
panel is c ontiguous with two other panels or one other panel and a
turret. You c an plac e up to four stone doors in the fortress’s outer
wall.
A small keep stands inside the enc losed area. The keep has a
square base that is 50 feet on eac h side, and it has three floors
with 10-foot-high c eilings. Eac h of the floors c an be divided into as
many rooms as you like, provided eac h room is at least 5 feet on
eac h side. The floors of the keep are c onnec ted by stone
stairc ases, its walls are 6 inc hes thic k, and interior rooms c an have
stone doors or open arc hways as you c hoose. The keep is furnished
and dec orated however you like, and it c ontains suffic ient food to
serve a nine-c ourse banquet for up to 100 people eac h day.
Furnishings, food, and other objec ts c reated by this spell c rumble
to dust if removed from the fortress.
A staff of one hundred invisible servants obeys anyc ommand given
to them by c reatures you designate when you c ast the spell. Eac h
servant func tions as if c reated by the unseen servant spell.
The walls, turrets, and keep are all made of stone that c an be
damaged. Eac h 10—foot—bya10-foot sec tion of stone has AC 15
and 30 hit points per inc h of thic kness. It is immune to poison and
psyc hic damage. Reduc ing a sec tion of stone to 0 hit points
destroys it and might c ause c onnec ted sec tions to buc kle and
c ollapse at the DM’s disc retion.
After 7 days or when you c ast this spell somewhere else, the
fortress harmlessly c rumbles and sinks bac k into the ground,
leaving any c reatures that were inside it safely on the ground.
Casting this spell on the same spot onc e every 7 days for a year
makes the fortress permanent.

Power Word Stun


Enchantment

Level: 8
Casting time: 1 Action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that c an overwhelm the mind of one


c reature you c an see within range, leaving it dumbfounded. If the
target has 150 hit points or fewer, it is stunned. Otherwise, the
spell has no effec t. The stunned target must make a Constitution
saving throw at the end of eac h of its turns. On a suc c essful save,
this stunning effec t ends.
Sunburst
Evocation

Level: 8
Casting time: 1 Action
Range: 150 feet
Components: V, S, M (fire and a piece of sunstone)
Duration: Instantaneous

Brilliant sunlight flashes in a 60-foot radius c entered on a point you


c hoose within range.
Eac h c reature in that light must make a Constitution saving throw.
On a failed save, a c reature takes 12d6 radiant damage and is
blinded for 1 minute. On a suc c essful save, it takes half as muc h
damage and isn’t blinded by this spell. Undead and ooz es have
disadvantage on this saving throw.

A c reature blinded by this spell makes another Constitution saving


throw at the end of eac h of its turns. On a suc c essful save, it is no
longer blinded.

This spell dispels any darkness in its area that was c reated by a
spell.

Telepathy
Evocation

Level: 8
Casting time: 1 Action
Range: Unlimited
Components: V, S, M (a pair of linked silver rings)
Duration: 24 hours

You c reate a telepathic link between yourself and a willing c reature


with whic h you are familiar.
The c reature c an be anywhere on the same plane of existenc e as
you. The spell ends if you or the target are no longer on the same
plane.

Until the spell ends, you and the target c an instantaneously share
words, images, sounds, and other sensory messages with one
another through the link, and the target rec ogniz es you as the
c reature it is c ommunic ating with. The spell enables a c reature
with an Intelligenc e sc ore of at least 1 to understand the meaning
of your words and take in the sc ope of any sensory messages you
send to it.
Astral Projection
Necromancy

Level: 9
Casting time: 1 Hour
Range: 10 feet
Components: V, S, M (for each creature you affect with this spell,
you must provide one jacinth worth at least 1,000 gp and one
ornately carved bar of silver worth at least 100 gp, all of which the
spell consumes)
Duration: Special

You and up to eight willing c reatures within range projec t your


astral bodies into the Astral Plane (the spell fails and the c asting is
wasted if you are already on that plane).
The material body you leave behind is unc onsc ious and in a state
of suspended animation; it doesn’t need food or air and doesn’t
age.

Your astral body resembles your mortal form in almost every way,
replic ating your game statistic s and possessions. The princ ipal
differenc e is the addition of a silvery c ord that extends from
between your shoulder blades and trails behind you, fading to
invisibility after 1 foot. This c ord is your tether to your material
body. As long as the tether remains intac t, you c an find your
way home. If the c ord is c ut something that c an happen only when
an effec t spec ific ally states that it does your soul and body are
separated, killing you instantly.

Your astral form c an freely travel through the Astral Plane and c an
pass through portals there leading to any other plane. If you enter
a new plane or return to the plane you were on when c asting this
spell, your body and possessions are transported along the silver
c ord, allowing you to re-enter your body as you enter the new
plane. Your astral form is a separate inc arnation. Any damage or
other effec ts that apply to it have no effec t on your physic al body,
nor do they persist when you return to it. The spell ends for you and
your c ompanions when you use your ac tion to dismiss it. When the
spell ends, the affec ted c reature returns to its physic al body, and it
awakens.

The spell might also end early for you or one of your c ompanions. A
suc c essful dispel magic spell used against an astral or physic al
body ends the spell for that c reature. If a c reature’s original body
or its astral form drops to 0 hit points, the spell ends for that
c reature. If the spell ends and the silver c ord is intac t, the c ord
pulls the c reature’s astral form bac k to its body, ending its state of
suspended animation. If you are returned to your body prematurely,
your c ompanions remain in their astral forms and must find their
own way bac k to their bodies, usually by dropping to 0 hit points.

Foresight
Divination

Level: 9
Casting time: 1 Minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours

You touc h a willing c reature and bestow a limited ability to see into
the immediate future. For the duration, the target c an’t be
surprised and has advantage on attac k rolls, ability c hec ks, and
saving throws. Additionally, other c reatures have disadvantage on
attac k rolls against the target for the duration.
This spell immediately ends if you c ast it again before its duration
ends.
Gate
C onjuration

Level: 9
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute

You c onjure a portal linking an unoc c upied spac e you c an see


within range to a prec ise loc ation on a different plane of existenc e.
The portal is a c irc ular opening, whic h you c an make 5 to 20 feet in
diameter. You c an orient the portal in any direc tion you c hoose.
The portal lasts for the duration.

The portal has a front and a bac k on eac h plane where it appears.
Travel through the portal is possible only by moving through its
front. Anything that does so is instantly transported to the other
plane, appearing in the unoc c upied spac e nearest to the portal.

Deities and other planar rulers c an prevent portals c reated by this


spell from opening in their presenc e or anywhere within their
domains.

When you c ast this spell, you c an speak the name of a spec ific
c reature (a pseudonym, title, or nic kname doesn’t work). If that
c reature is on a plane other than the one you are on, the portal
opens in the named c reature’s immediate vic inity and draws the
c reature through it to the nearest unoc c upied spac e on your side
of the portal. You gain no spec ial power over the c reature, and it is
free to ac t as the Dm deems appropriate. It might leave, attac k
you, or help you.

Imprisonment Invulnerability
Abjuration Abjuration

Level: 9 Level: 9
Casting time: 1 Minute Casting time: 1 Action
Range: 30 feet Range: Self
Components: V, S, M (a vellum depiction or a carved statuette in Components: V, S, M (a small piece of adamantine worth at least
the likeness of the target, and a special component that varies 500 gp, which the spell consumes)
according to the version of the spell you choose, worth at least Duration: Concentration, up to 10 minutes
500 gp per Hit Die of the target)
Duration: Until dispelled You are immune to all damage until the spell ends.

You c reate a magic al restraint to hold a c reature that you c an see


within range.
The target must suc c eed on a Wisdom saving throw or be bound by
the spell; if it suc c eeds, it is immune to this spell if you c ast it
again. While affec ted by this spell, the c reature doesn't need to
breathe, eat, or drink, and it doesn’t age. Divination spells c an’t
loc ate or perc eive the target.

When you c ast the spell, you c hoose one of the following forms of
imprisonment.

Burial
The target is entombed far beneath the earth in a sphere of
magic al forc e that is just large enough to c ontain the target.
Nothing c an pass through the sphere, nor c an any c reature
teleport or use planar travel to get into or out of it.
The spec ial c omponent for this version of the spell is a small
mithral orb.

Chaining
Heavy c hains, firmly rooted in the ground, hold the target in plac e.
The target is restrained until the spell ends, and it c an’t move or
be moved by any means until then.
The spec ial c omponent for this version of the spell is a fine c hain of
prec ious metal.

Hedged Prison
The spell transports the target into a tiny demiplane that is warded
against teleportation and planar travel. The demiplane c an be a
labyrinth, a c age, a tower, or any similar c onfined struc ture or
area of your c hoic e.
The spec ial c omponent for this version of the spell is a miniature
representation of the prison made from jade.

Minimus Containment
The target shrinks to a height of 1 inc h and is imprisoned inside a
gemstone or similarobjec t. Light c an pass through the gemstone
normally (allowing the target to see out and other c reatures to
see in), but nothing else c an pass through, even by means
of teleportation or planar travel. The gemstone c an’t be c ut or
broken while the spell remains in effec t.
The spec ial c omponent for this version of the spell is a large,
transparent gemstone, suc h as a c orundum, diamond, or ruby.

Slumber
The target falls asleep and c an’t be awoken.
The spec ial c omponent for this version of the spell c onsists of rare
soporific herbs.

Ending the Spell


During the c asting of the spell, in any of its versions, you c an
spec ify a c ondition that will c ause the spell to end and release the
target. The c ondition c an be as spec ific or as elaborate as
you c hoose, but the DM must agree that the c ondition
is reasonable and has a likelihood of c oming to pass.
The c onditions c an be based on a c reature’s name, identity, or
deity but otherwise must be based on observable ac tions or
qualities and not based on intangibles suc h as level, c lass, or hit
points.

A dispel magic spell c an end the spell only if it is c ast as a 9th-


level spell, targeting either the prison or the spec ial c omponent
used to c reate it.

You c an use a partic ular spec ial c omponent to c reate only one
prison at a time. If you c ast the spell again using the same
c omponent, the target of the first c asting is immediately freed
from its binding.

Mass Polymorph Meteor Swarm


Transmutation Evocation

Level: 9 Level: 9
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 1 mile
Components: V. S, M (a caterpillar cocoon) Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous

You transform up to ten c reatures of your c hoic e that you c an see Blaz ing orbs of fire plummet to the ground at four different points
within range. An unwilling target must suc c eed on a Wisdom saving you c an see within range.
throw to resist the transformation. An unwilling shapec hanger Eac h c reature in a 40-foot-radius sphere c entered on eac h point
automatic ally suc c eeds on the save. you c hoose must make a Dexterity saving throw. The sphere
Eac h target assumes a beast form of your c hoic e, and you c an spreads around c orners. A c reature takes 20d6 fire damage and
c hoose the same form or different ones for eac h target. The new 20d6 bludgeoning damage on a failed save, or half as muc h
form c an be any beast you have seen whose c hallenge rating is damage on a suc essful one. A c reature in the area of more than
equal to or less than the target’s (or half the target’s level, if the one fiery burst is affec ted only onc e.
target doesn’t have a c hallenge rating). The target’s game
statistic s, inc luding mental ability sc ores, are replac ed by the The spell damages objec ts in the area and ignites flammable
statistic s of the c hosen beast, but the target retains its hit points, objec ts that aren’t being worn or c arried.
alignment, and personality.
Eac h target gains a number of temporary hit points equal to the hit
points of its new form. These temporary hit points c an’t be
replac ed by temporary hit points from another sourc e. A target
reverts to its normal form when it has no more temporary hit points
or it dies. If the spell ends before then, the c reature loses all its
temporary hit points and reverts to its normal form.
The c reature is limited in the ac tions it c an perform by the nature
of its new form. It c an’t speak, c ast spells, or do anything else that
requires hands or speec h. The target’s gear melds into the new
form.
The target c an’t ac tivate, use, wield, or otherwise benefit from any
of its equipment.
Power Word Kill Prismatic Wall
Enchantment Abjuration

Level: 9 Level: 9
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: V Components: V, S
Duration: Instantaneous Duration: 10 minutes

You utter a word of power that c an c ompel one c reature you c an A shimmering, multic olored plane of light forms a vertic al opaque
see within range to die instantly. If the c reature you c hose has 100 wall​u p to 90 feet long, 30 feet high, and 1 inc h thic k​c entered on a
hit points or fewer, it dies. Otherwise, the spell has no effec t. point you c an seewithin range. Alternatively, you c an shape the
wall into a sphere up to 30 feet in diameter c entered on a point
you c hoose within range. The wall remains in plac e for the
duration. If you position the wall so that it passes through a spac e
oc c upied by a c reature, the spell fails, and your ac tion and the
spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light
for an additional 100 feet. You and c reatures you designate at the
time you c ast the spell c an pass through and remain near the wall
without harm. If another c reature that c an see the wall moves to
within 20 feet of it or starts its turn there, the c reature must
suc c eed on a Constitution saving throw or bec ome blinded for 1
minute.

The wall c onsists of seven layers, eac h with a different c olor. When
a c reature attempts to reac h into or pass through the wall, it does
so one layer at a time through all the wall’s layers. As it passes or
reac hes through eac h layer, the c reature must make a Dexterity
saving throw or be affec ted by that layer’s properties as desc ribed
below.

The wall c an be destroyed, also one layer at a time, in order from


red to violet, by means spec ific to eac h layer. Onc e a layer is
destroyed, it remains so for the duration of the spell. A rod of
c anc ellation destroys a prismatic wall, but an antimagic field has
no effec t on it.

1. Red. The c reature takes 10d6 fire damage on a failed save, or


half as muc h damage on a suc c essful one. While this layer is in
plac e, nonmagic al ranged attac ks c an’t pass through the wall. The
layer c an be destroyed by dealing at least 25 c old damage to it.

2. Orange. The c reature takes 10d6 ac id damage on a failed save,


or half as muc h damage on a suc c essful one. While this layer is in
plac e, magic al ranged attac ks c an’t pass through the wall. The
layer is destroyed by a strong wind.

3. Yellow. The c reature takes 10d6 lightning damage on a failed


save, or half as muc h damage on a suc c essful one. This layer c an
be destroyed by dealing at least 60 forc e damage to it.

4. Green. The c reature takes 10d6 poison damage on a failed save,


or half as muc h damage on a suc c essful one. A passwall spell, or
another spell of equal or greater level that c an open a portal on a
solid surfac e, destroys this layer.

5. Blue. The c reature takes 10d6 c old damage on a failed save, or


half as muc h damage on a suc c essful one. This layer c an be
destroyed by dealing at least 25 fire damage to it.

6. Indigo. On a failed save, the c reature is restrained. It must then


make a Constitution saving throw at the end of eac h of its turns. If
it suc c essfully saves three times, the spell ends. If it fails its save
three times, it permanently turns to stone and is subjec ted to the
petrified c ondition. The suc c esses and failures don’t need to be
c onsec utive; keep trac k of both until the c reature c ollec ts three of
a kind. While this layer is in plac e, spells c an’t be c ast through the
wall. The layer is destroyed by bright light shed by a daylight spell
or a similar spell of equal or higher level.

7. Violet. On a failed save, the c reature is blinded. It must then


make a Wisdom saving throw at the start of your next turn. A
suc c essful save ends the blindness. If it fails that save, the
c reature is transported to another plane of the DM’s c hoosing and
is no longer blinded. (Typic ally, a c reature that is on a plane that
isn’t its home plane is banished home, while other c reatures are
usually c ast into the Astral or Ethereal planes.) This layer is
destroyed by a dispel magic spell or similar spell of equal or higher
level that c an end spells and magic al effec ts.

Psychic Scream Shapechange


Enchantment Transmutation

Level: 9 Level: 9
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: Self
Components: S Components: V, S, M (a jade circlet worth at least 1,500 gp, which
Duration: Instantaneous you must place on your head before you cast the spell)
Duration: Concentration, up to 1 hour
You unleash the power of your mind to blast the intellec t of up to
ten c reatures of your c hoic e that you c an see within range. You assume the form of a different c reature for the duration.
Creatures that have an Intelligenc e sc ore of 2 or lower are The new form c an be any c reature with a c hallenge rating equal to
unaffec ted. your level or lower. The c reature c an’t be a c onstruc t or an
Eac h target must make an Intelligenc e saving throw. On a failed undead, and you must have seen the sort of c reature at least onc e.
save, a target takes 14d6 psyc hic damage and is stunned. On a You transform into an average example of that c reature, one
suc c essful save, a target takes half as muc h damage and isn’t without any c lass levels or the S pellc asting trait.
stunned. If a target is killed by this damage, its head explodes,
assuming it has one. Your game statistic s are replac ed by the statistic s of the c hosen
A stunned target c an make an Intelligenc e saving throw at the end c reature, though you retain your alignment and Intelligenc e,
of eac h of its turns. On a suc c essful save, the stunning effec t ends. Wisdom, and Charisma sc ores You also retain all of your skill and
saving throw profic ienc ies, in addition to gaining those of the
c reature, If the c reature has the same profic ienc y as you, and the
bonus listed in its statistic s is higher than yours, use the c reature’s
bonus in plac e of yours. You c an’t use any legendary ac tions or lair
ac tions of the new form.

You assume the hit points and Hit Dic e of the new form. When you
revert to your normal, you return to the number of hit points you
had before you transformed. If you revert as a result of dropping to
0 hit points, any exc ess damage c arries over to your normal form.
As long as the exc ess damage doesn’t reduc e your normal form to
0 hitpoints, you aren’t knoc ked unc onsc ious.

You retain the benefit of any features from your c lass, rac e, or
other sourc e and c an use them, provided that your new form is
physic ally c apable of doing so. You c an’t use any spec ial senses
you have (for example, darkvision) unless your new form also has
that sense. You c an only speak if the c reature c an normally speak.

When you transform, you c hoose whether your equipment falls to


the ground, merges into the new form, or is worn by it. Worn
equipment func tions as normal. The DM determines whether it is
prac tic al for the new form to wear a piec e of equipment, based on
the c reature’s shape and siz e. Your equipment doesn’t c hange
shape or siz e to matc h the new form, and any equipment that the
new form c an’t wear must either fall to the ground or merge into
your new form. Equipment that merges has no effec t in that state.

During this spell’s duration, you c an use your ac tion to assume a


different form following the same restric tions and rules for the
original form, with one exc eption: if your new form has more hit
pints than your c urrent one, your hit points remain at their c urrent
value.
Time Stop True Polymorph
Transmutation Transmutation

Level: 9 Level: 9
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 30 feet
Components: V Components: V, S, M (a drop of mercury, a dollop of gum arabic,
Duration: Instantaneous and a wisp of smoke)
Duration: Concentration, up to 1 hour
You briefly stop the flow of time for everyone but yourself. No time
passes for other c reatures, while you take 1d4 + 1 turns in a row, Choose one c reature or nonmagic al objec t that you c an see within
during whic h you c an use ac tions and move as normal. range. You transform the c reature into a different c reature, the
c reature into an objec t, or the objec t into a c reature (the objec t
This spell ends if one of the ac tions you use during this period, or must be neither worn nor c arried by another c reature). The
any effec ts that you c reate during this period, affec ts a c reature transformation lasts for the duration, or until the target drops to 0
other than you or an objec t being worn or c arried by someone hit points or dies. If you c onc entrate on this spell for the full
other than you. In addition, the spell ends if you move to a plac e duration, the transformation bec omes permanent.
more than 1,000 feet from the loc ation where you c ast it.
S hapec hangers aren’t affec ted by this spell. An unwilling c reature
c an make a Wisdom saving throw, and if it suc c eeds, it isn’t
affec ted by this spell.

Creature into Creature


If you turn a c reature into another kind of c reature, the new form
c an be any kind you c hoose whose c hallenge rating is equal to or
less than the target’s (or its level, if the target doesn’t have a
c hallenge rating). The target’s game statistic s, inc luding mental
ability sc ores, are replac ed by the statistic s of the new form. It
retains its alignment and personality.
The target assumes the hit points of its new form, and when it
reverts to its normal form, the c reature returns to the number of
hit points it had before it transformed. If it reverts as a result of
dropping to 0 hit points, any exc ess damage c arries over to its
normal form. As long as the exc ess damage doesn’t reduc e the
c reature’s normal form to 0 hit points, it isn’t knoc ked
unc onsc ious.
The c reature is limited in the ac tions it c an perform by the nature
of its new form, and it c an’t speak, c ast spells, or take any other
ac tion that requires hands or speec h unless its new form is
c apable of suc h ac tions.
The target’s gear melds into the new form. The c reature c an’t
ac tivate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature


You c an turn an objec t into any kind of c reature, as long as the
c reature’s siz e is no larger than the objec t’s siz e and the
c reature’s c hallenge rating is 9 or lower. The c reature is friendly to
you and your c ompanions. It ac ts on eac h of your turns. You dec ide
what ac tion it takes and how it moves. The DM has the c reature’s
statistic s and resolves all of its ac tions and movement.
If the spell bec omes permanent, you no longer c ontrol the
c reature. It might remain friendly to you, depending on how you
have treated it.

Creature into Object


If you turn a c reature into an objec t, it transforms along with
whatever it is wearing and c arrying into that form. The c reature’s
statistic s bec ome those of the objec t, and the c reature has no
memory of time spent in this form, after the spell ends and it
returns to its normal form.

This spell c an’t affec t a target that has 0 hit points.


Weird Wish
Illusion C onjuration

Level: 9 Level: 9
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Self
Components: V, S Components: V
Duration: Concentration, up to 1 minute Duration: Instantaneous

Drawing on the deepest fears of a group of c reatures, you c reate Wish is the mightiest spell a mortal c reature c an c ast. By simply
illusory c reatures in their minds, visible only to them. speaking aloud, you c an alter the very foundations of reality in
Eac h c reature in a 30-foot-radius sphere c entered on a point of ac c ord with your desires.
your c hoic e within range must make a Wisdom saving throw. On a
failed save, a c reature bec omes frightened for the duration. The basic use of this spell is to duplic ate any other spell of 8th
The illusion c alls on the c reature’s deepest fears, manifesting its level or lower. You don’t need to meet any requirements in that
worst nightmares as an implac able threat. At the end of eac h of spell, inc luding c ostly c omponents. The spell simply takes effec t.
the frightened c reature’s turns, it must suc c eed on a Wisdom Alternatively, you c an c reate one of the following effec ts of your
saving throw or take 4d10 psyc hic damage. On a suc c essful save, c hoic e:
the spell ends for that c reature.
• You c reate one objec t of up to 25,000 gp in value that isn’t a
magic item. The objec t c an be no more than 300 feet in any
dimension, and it appears in an unoc c upied spac e you c an see on
the ground.

• You allow up to twenty c reatures that you c an see to regain all hit
points, and you end all effec ts on them desc ribed in the greater
restoration spell.

• You grant up to ten c reatures that you c an see resistanc e to a


damage type you c hoose.

• You grant up to ten c reatures you c an see immunity to a single


spell or other magic al effec t for 8 hours. For instanc e, you c ould
make yourself and all your c om panions immune to a lic h’s life
drain attac k.

• You undo a single rec ent event by forc ing a reroll of any roll made
within the last round (inc luding your last turn). Reality reshapes
itself to ac c ommodate the new result. For example, a wish spell
c ould undo an opponent’s suc c essful save, a foe’s c ritic al hit, or a
friend’s failed save. You c an forc e the reroll to be made with
advantage or disadvantage, and you c an c hoose whether to use
the reroll or the original roll.

You might be able to ac hieve something beyond the sc ope of the


above examples. S tate your wish to the DM as prec isely as
possible. The DM has great latitude in ruling what oc c urs in suc h
an instanc e; the greater the wish, the greater the likelihood that
something goes wrong. This spell might simply fail, the effec t you
desire mightonlybepartlyac hieved,oryoumightsuffersome
unforeseen c onsequenc e as a result of how you worded the wish.
For example, wishing that a villain were dead might propel you
forward in time to a period when that villain is no longer alive,
effec tively removing you from the game. S imilarly, wishing for a
legendary magic item or artifac t might instantly transport you to
the presenc e of the item’s c urrent owner.

The stress of c asting this spell to produc e any effec t other than
duplic ating another spell weakens you. After enduring that stress,
eac h time you c ast a spell until you finish a long rest, you take
1d10 nec rotic damage per level of that spell. This damage c an’t be
reduc ed or prevented in any way. In addition, your S trength drops
to 3, if it isn’t 3 or lower already, for 2d4 days. For eac h of those
days that you spend resting and doing nothing more than light
ac tivity, your remaining rec overy time dec reases by 2 days. Finally,
there is a 33 perc ent c hanc e that you are unable to c ast wish ever
again if you suffer this stress.

- Generated and printed at Dnd-Spells.com

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